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73

The Balance Hall

RoomPuzzle RoomClay & Marble (W16)3 exits
Illustration: Room 73 — The Balance Hall

The floor of this hall is one slab, forty feet square, and it is not resting on anything you can see. There is a finger's gap all the way round it. When you put your weight on the near edge, the whole thing moves — a slow, enormous, unhurried inch — and forty ranks of clay soldiers standing on it lean with it, all together, and lean back.

There are sockets at the slab's four midpoints, cut for something. Six blocks of polished marble sit stacked against the wall behind you, each with a number chiselled into its face.

DM summary. A slab on a central pivot, six marble weights, and eighty hundredweight of dormant clay infantry standing on the tilting surface. Trim the slab level and a high door unlocks; get it wrong and the soldiers slide onto you. Nothing here is alive.

Terrain & Features

Battle-map thumbnail: The Hall, West End

Battle map: The Hall, West End — page 29, 55 × 75 ft (one half of The Great Hall)

The chequerboard is the 40 × 40 ft slab, and the printed stepped border is the fixed walkway around it — mark the 6-inch gap between. Stand the twenty-four soldiers on the squares in six rows of four and track tilt beside the map.

Tilt What happens
0–5°Level enough. Normal movement, and the east door's lock is only satisfied at 0°
6–10°The downhill half is difficult terrain. Loose objects begin to move
11–15°Dexterity save DC 13 at the end of any turn spent on the slab or slide 10 ft downhill
16°+Everything slides. Dexterity save DC 15 or slide to the low edge and take 2d10 bludgeoning as the ranks arrive on top of you

Traps / Puzzles / Checks

The balance. The slab locks and the east door opens when the slab reads 0° with nobody standing on it — which means the weights must balance the ranks and each other.

Element Value
Starting stateThe ranks put about 2° of tilt to the north. All four sockets empty, and the east door's bolt visibly out
The ruleNorth + 150 = South, and East = West, each within a 50 lb tolerance. The 150 is the ranks' load at the socket line, as above
Where the rule is writtenOn the north wall beside the door, in Knossian numerals: a load figure and two sums. Investigation DC 13 to read it as arithmetic rather than decoration, free for any character with mason's, engineer's, or ship's-cargo training
Placing a weightOne action in an adjacent socket. The 300 and the 400 need two characters to carry more than 10 ft
Weights beside a socketA weight may be set on the bare slab next to a socket. It counts toward that side but is not locked, and it slides at 11° like everything else
Solved stateSlab at 0°, the bolt withdraws with a bang that makes everyone jump, and the east door opens. It stays open

The two solutions, written out, so nobody has to do this at the table. There is one of each weight, so no two sockets can hold matching cubes — the party has to stack a side, which is the insight the room is asking for.

Mechanical fallback (required, and it costs something). Chock the pivot: a crowbar, a broken soldier's torso, or a spear jammed into the gap under the boss. Thieves' Tools DC 15 or Athletics DC 16, ten minutes of work lying on the walkway with an arm under a forty-ton slab.

Exits

AObviousThe stair-head in the north wall, reached along the fixed walkway, which never tilts and never needs the puzzle. No check. A party that wants nothing to do with this room can walk around the edge and leave, and the DM should make sure they know that before anyone steps on the slab.
BConditionalThe east door, 6 ft up in the east wall with three steps to it, bolted until the slab reads 0°.Rider: you leave through a door that only opens for people who understood the room — take advantage on the first Investigation check made in the next room, because the party is now in the habit of looking at what holds things up.
CHiddenThe pivot pit: a maintenance crawl under the slab, entered through a hatch in the walkway's south-west corner. Investigation DC 16, and it must be crawled with the slab locked, chocked, or held level — a party that crawls under a live slab is making a decision the DM should describe in full before allowing.Rider: you come out white to the elbows in marble dust and carrying the smell of old grease, and you have seen the underside of a room, which is worth a free Investigation check on the structure of the next room you enter.
Loot

None. The weights are marble, the soldiers are fired clay, and both are worth exactly what forty tons of building material is worth to six people on foot. The sconce oil can be decanted if somebody wants a pint of lamp oil, and that is the entire haul.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Four weights instead of six (50, 100, 150, 200) and the ranks count as 50 lb, so N 50 / S 100 and E 150 / W 150 solves it. Slide damage 2d10, all DCs −2
9As written
12The ranks count as 250 lb and one weight is missing from the stack — it is in the pivot pit, and getting it means the crawl. Slide damage 4d10, DCs +1
15As APL 12, and the slab is live: it drifts 1° per round toward whichever half holds more weight, so the party is solving arithmetic on a moving floor. Slide damage 4d10, DCs +3. The two shattered soldiers are not shattered, and they are the only things in this deck's Balance Hall that ever animate
DM Notes
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