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78

Court of Broken Statues

RoomGauntletMediumClay & Marble (W16)3 exits
Illustration: Room 78 — Court of Broken Statues

A courtyard, open to a vault so high your light does not find it, and the floor is a century of breakage: arms, torsos, half a face, a hand still holding a spear-butt, heaped and scattered across sixty feet of flagstone. Somebody has been dumping failures here for a long time.

Against the far wall there is a wound-gate — a portcullis of bronze bars with a winch on either side of it and a pressure plate under each winch, worn concave by feet.

A hand near your boot closes.

DM summary. Slow, weak, numerous animated fragments in a room big enough to walk away from them — except the far gate needs two people standing still on two plates, sixty feet apart, for six rounds. The party has to hold ground in a room whose only advantage is that they do not have to.

Terrain & Features

Battle-map thumbnail: The Fallen Steading

Battle map: The Fallen Steading — pages 7 & 8, 110 × 75 ft

The fallen steading reads as the statue court at 80 × 60 ft: the scree half is the rubble drifts (difficult terrain as printed), the ruined walls are the collapsed colonnade. Chalk the six statue plinths and the wound-gate with its two winches on the west wall.

Encounter

Medium · Clay & Marble (W16) · Budget at APL 9: 6,600 XP

Four cracked soldiers, a floor full of crawling pieces, and a gate that takes six rounds of standing still.

Count Creature XP each
4Terracotta Soldier700

Base 2,800 XP; ×2 for four bodies = 5,600 adjusted, under the APL 9 Medium budget of 6,600. The gate clock is the difference and it is worth more than another body: this is a Medium fight that the party could trivially walk away from, made into a real encounter by the fact that two of them have to stand on two spots for six rounds.

Every soldier here is already cracked. Each one has half its maximum hit points and, when it drops, splits into two crawling halves rather than shattering. So: four bodies on the XP sheet, twelve problems on the floor.

The crawling halves. No hit points and no stat block. A half moves 10 ft a round toward the nearest living thing, and if it reaches a creature it grapples one leg — escape DC 12, or one attack, or 5 damage of any kind destroys it. A creature grappled by a half cannot hold a pressure plate, because holding the plate means standing on it and a half will drag a foot off it. That is the whole mechanical point of them.

Round 1. Nothing charges — they cannot. The four soldiers stand up out of the drifts in different parts of the room and start walking, at 20 ft, toward the nearest noise. The first crawling halves are already moving: six of them, from the breakage, before anybody has hit anything.

Tactics. They are slow, they are stupid, and they are relentless. They go for whoever is standing still, which is by definition whoever is on a plate. They do not climb the fountain (a 3-ft step defeats a crawling half entirely — reward the party who notices). Nothing pursues past the court's arches, and if the party leaves by the east side the room simply stops.

Traps / Puzzles / Checks

The gate, stated as a procedure because a DM is going to be tracking two plates and a count at once.

Element Value
Weight per plate200 lb, held continuously
Ways to hold oneOne armoured character; two light characters; 200 lb of fragments piled on it (four rounds of gathering and stacking, Athletics DC 12, and the pile is stable unless a crawling half is dragged over it)
The wind1 ft per round, six continuous rounds, both plates held
InterruptionEither plate lifts → gate drops, count resets to zero. No partial credit
SignalThe winches click once per foot. Everybody in the room can hear the count, which means the players can too — call the clicks out loud
Solved stateThe gate stands at 6 ft and locks. It does not come down again
The fragment trickA party who piles fragments on both plates never has to stand on either. It takes eight rounds instead of six and it is the correct solution. Let them find it and do not hint — but if they are stuck at round ten, have a crawling half drag a fragment onto a plate and let them watch the gate twitch

Exits

AObviousThe east arch they came in by, and a second arch beside it in the south-east corner, both open and both clear of the drifts. No check. The party can leave this room at any time and lose nothing but the gate, which is worth saying out loud in round two.
BConditionalThe wound-gate, once the six rounds are held.Rider: the gate stands open behind you and nothing in this court can crawl over a 6-ft lintel — the party leaves knowing that a room is finished, and their hands are raw from the winch: disadvantage on the first Athletics check made in the next room.
CHiddenA gap behind the toppled colossus in the north-west corner, where the wall has been pushed out by its shoulder. Investigation DC 14.Rider: you go through on your belly, one at a time, and come out prone — the first character through is alone and prone in the next room for one round.
Loot

None. It is a rubbish tip for failed sculpture. There is nothing here but fired clay and marble chips, the four intact statues are worth a fortune and weigh eight hundred pounds each, and the winch chain is fixed. Tell the party what the intact statues would fetch in Knossos and then let them try to work out how to carry one.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three cracked soldiers, four crawling halves to start, and the gate needs four rounds and 150 lb a plate. All DCs −2
9As written
12Six cracked soldiers, a Marble Chorister that sings from the fountain and sets the order the halves move in, and the gate needs eight rounds. DCs +1
15Eight cracked soldiers, two Marble Choristers, and the breakage itself is a spawner: two new crawling halves per round for as long as any soldier still stands. The gate needs eight rounds and 300 lb a plate. DCs +3
DM Notes

Creature Cards

Terracotta Soldiers belong to Clay & Marble (W16) and recur across the deck, so the numbers live in the bestiary. The half hit points, the splitting, the crawling halves, and the gate clock are this room's and stay here. The Marble Chorister appears only in the APL 12 and 15 rows and is listed so a DM scaling up has the card to hand.

Shared across rooms, so the full cards live in the bestiary: Terracotta Soldier, Marble Chorister. Every mention above opens the numbers here on this page.

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