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74

Stalls of the Bronze Herd

RoomGauntletMediumDaedalan Automata (W03)4 exits
Illustration: Room 74 — Stalls of the Bronze Herd

Four grooves run the length of this hall, cut into the floor and lined with bronze, and each groove has a stall at the near end with a gate on it. Three of the gates are open. In the third stall something stands with its head down and its flanks ticking as it cools, and it is a bull the size of a cart, and it is made of hammered bronze plate over a frame you can see through the gaps.

There is a turntable in the middle of the floor and a lever-frame at each end of the hall. Somebody has chalked numbers beside the levers, and somebody else has chalked over them.

DM summary. Three mechanical bulls that run on rails and cannot leave them. The fight is not the bulls, it is the switches: the party wins by putting them into each other, and the room is 30 seconds of confusion followed by a very satisfying two rounds.

Terrain & Features

Battle-map thumbnail: The Straight

Battle map: The Straight — page 32, 55 × 75 ft (one half of The Hippodrome)

The hippodrome straight is the ox hall: run its lanes east–west as the four charge rails 10 ft apart, draw the 15-ft turntable flush at centre, and box the four stalls at the west end. Its grates read as the maintenance pits.

Encounter

Medium · Daedalan Automata (W03) · Budget at APL 9: 6,600 XP

Three bronze oxen, four rails, and a room where the terrain is the whole fight.

Count Creature XP each
3Bronze Ox1,100

Base 3,300 XP; ×2 for three bodies = 6,600 adjusted, which is exactly the APL 9 Medium budget. It plays lighter than that against a party who reads the rails, and harder against a party who stands in a lane and trades blows — which is the point of printing the number.

Round 1. The oxen do not start moving until something crosses a rail. When one does, all three start: they run the full length of their rail, turn at the end, and run back, indefinitely, and they gore whatever is in the lane on the way past. There is no cunning in it. The first pass should catch somebody, and the second pass should catch nobody.

Tactics. They are predictable on purpose. An ox always finishes its movement — it does not stop to fight, it runs through and comes back. It cannot be flanked because it does not care, and it cannot be baited off the rail because it physically cannot leave. The only ways to stop one are the levers, the turntable, and 60 ft of sustained damage on something with plate over a visible frame.

The collision rule, which is what the room is for. Two oxen put on the same rail facing each other collide at the end of their movement: both take 4d10 bludgeoning and are stunned for one round, and the second collision on the same pair cripples both — a wheel out of its groove, and the ox is a stationary hazard that can still gore anything within 5 ft. Setting this up takes the turntable and one lever, or two levers, and it should take the party two rounds to arrange and one round to enjoy.

Traps / Puzzles / Checks

Working the machinery.

Element Value
Throwing an end leverOne action. The character must be standing at the rail end — in the charge lane — and takes the next pass unless they step out immediately
Reading which lever is whichInvestigation DC 12 on the chalk, or one round of watching. On a failure, the character throws the wrong rail's lever and reverses an ox they did not mean to
The turntableThe centre lever is between the lanes and is therefore safe to work. One action per quarter-turn. An ox on the disc when it turns is switched to whichever rail the disc now presents
Timing the discPerception DC 13 or one round of counting to know when an ox will be crossing the centre. On a failure, the disc turns with nothing on it
Stopping a rail outrightJam the groove: a spear, a crowbar, or a broken lever, Athletics DC 14. The ox derails at the jam, takes 4d10, and is stationary and still dangerous within 5 ft
Solved stateAll three oxen crippled, derailed, or stationary. The rails keep running whether or not the oxen do, and the grooves are still difficult terrain for the rest of the session

Prying a horn. Every ox has two cast bronze horns, hollow, with three filed flats at the base. Athletics DC 15, and it is very loud — the sound carries and the DM should charge for it in the next room's reaction. This is the object X19 names, and it is not loot: see below.

Prying a pinion gear. The visible frame carries a pinion at the shoulder, the same pitch as the one X20 is missing. Athletics DC 15 on a crippled or destroyed ox, ten minutes, and equally loud.

Exits

AObviousThe wide shop door at the east end, standing open, with rail grooves running out through it and stopping ten feet down the corridor. No check.
BObviousThe stall gallery door at the west end, behind the stalls, also open. No check.Rider: you leave through the stalls, which means past the empty fourth one, and every character who looks in it sees that something has been standing there recently and is not standing there now.
CConditionalThe turntable's own service pit, reached by lifting the disc's inspection plate — only possible when no ox is running (crippled, derailed, or reversed to the far end). A ladder goes down 12 ft into the gear-room and out along a duct.Rider: you come out of a Daedalan service duct rather than a door, and anything of the Automata in the next room treats you as maintenance for one round before it reclassifies you.
DHiddenA tool-crib behind the west lever-frame with a door at the back of it. Investigation DC 13.Rider: you arrive with your hands full — whoever goes through last carries the crib's crowbar, which is worth advantage on the first Athletics check to force, lever, or pry anything in the next room.
Loot

One roll on the loot table, from the stall-keeper's tool chest in the crib behind the west lever-frame. No check once the room is safe; Sleight of Hand DC 13 to open it while an ox is still running past.

The horns are not loot and neither are the gears. A hollow bronze bull's horn with three filed flats is the key-object X19 is built around, and the shoulder pinion is what X20's flying machine is missing. Both are Resolution-owned: hand them over as the thing the Resolution needs, point the party at the Resolution, and do not consume a d100 slot for either. A party who pries a horn here has done something important and should be told so obliquely — the horn is heavier than it looks and the flats are cut, not cast.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two Bronze Oxen on two rails, and the chalk is legible without a check. Collision damage 2d10, all DCs −2
9As written
12Four Bronze Oxen and a Clockwork Sentinel at the east lever-frame that resets any lever the party throws, once per round, and does not otherwise attack. Collision 10d10, DCs +1
15Four Bronze Oxen, two Clockwork Sentinels on the lever-frames, and the turntable turns on its own every third round to a pattern the party can read (Investigation DC 18) or suffer. Collision 10d10, DCs +3
DM Notes

Creature Cards

Both belong to Daedalan Automata (W03) and recur across the deck, so the numbers live in the bestiary. The rails, the collision rule, and the levers are this room's and stay here. The Sentinel appears only in the APL 12 and 15 rows, where it works the levers against the party, and is listed so a DM scaling up has the card to hand.

Shared across rooms, so the full cards live in the bestiary: Bronze Ox, Clockwork Sentinel. Every mention above opens the numbers here on this page.

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