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82

Charnel of the Sated

RoomGauntletMediumKeres & Plague (W20)3 exits
Illustration: Room 82 — Charnel of the Sated

The floor here is bones, ankle-deep and shifting, and they are not arranged — they were dropped. In the middle of it, a mound of dark amber has settled over the newest carcass, and the mound is working — slow waves crossing its surface, which has gone tight and shining. The rustling under the bones is not the bones.

One ripple crosses it in your direction, with no particular interest, the way a dog looks up from a bowl. Then it goes back to eating.

DM summary. A short, nasty, honest fight against something that does not want to chase you — the deck's demonstration that a Medium encounter can be run in ten minutes and still leave a mark. The trick to this room is distance, and the party will work it out about one round after they should have.

Terrain & Features

Battle-map thumbnail: The Open Sand

Battle map: The Open Sand — page 53, 55 × 75 ft (one half of The Buried Stair)

The open sand reads as the pale bone drift: the whole 45 × 45 ft floor is loose bone (difficult terrain — deep drifts where the dunes swell). Draw the walls, the two doorways, and the chute mouth 8 ft up the north wall, and chalk the 30-ft kill-radius around the carcass.

Encounter

Medium · Keres & Plague (W20) · Budget at APL 9: 6,600 XP

One engorged grave-flow and the vermin cleaning up after it.

Count Creature XP each
1Grave-Honey Flow2,300
2Gnawing Swarm450

Base 3,200 XP; ×2 for three bodies = 6,400 adjusted, against the APL 9 Medium budget of 6,600. This is a true Medium and it should resolve in three to four rounds. Its whole character is the 30-ft leash.

Round 1. The flow does not initiate. The two Gnawing Swarms do — they pour out of the bone drift at the nearest pair of ankles the moment anyone steps more than 10 ft into the room. The flow keeps feeding through round 1 and only rises when something comes inside its circle or something hurts it at range.

Tactics. The flow is slow, engorged, and jealous of its meal. It fights in a 30-ft circle centred on the carcass and it will not leave that circle for anything — not a fleeing PC, not a caster plinking at it from the doorway, not its own swarms dying. If the party stands at 40 ft and shoots, it draws itself over the carcass like a lid, and takes what it is given. That is a legitimate way to win this room slowly and you should let them, once.

The swarms have no such restraint and they are the actual threat to a party standing still. Fire, smoke, and area damage clear them; weapons barely dent them. A torch swung as an improvised weapon is worth allowing at 1d4 fire for the flavour of it.

Traps / Puzzles / Checks

Reading the room before entering is the whole skill test here.

Element Value
The leashPerception DC 12 — the bone drift is scraped bare in a ring, and untouched beyond it
What is under the bonesPassive Perception 14, or Perception DC 13, catches the rustle before it reaches anyone
The carcassInvestigation DC 13 — it is a bull-brute, three days dead, and something else killed it
DiseaseAnyone who ends the fight with a swarm's bite makes a Constitution save DC 12 or takes 1 level of exhaustion that a short rest does not clear. State this before they wade in, not after

Exits

AObviousThe doorway you came in by is matched by another in the opposite wall, both standing open. No check.
BObviousA low arch in the west wall, half blocked by drifted bone — ten seconds of shovelling with a shield. No check.Rider: you leave audibly, bone clattering behind you, and anything in the next room that reacts to sound gets its notice.
CConditionalThe bone-chute, 8 ft up the north wall. Requires clearing the room or the flow being occupied, plus Athletics DC 12 to get up and in.Rider: you come out somewhere higher than you went in, filthy, and the party gains a free Perception check on entering the next room before anything in it reacts to them.
Loot

None. Everything that came down that chute has already been searched by the things that eat here, and what they missed is under a foot of bone and not worth the hour. If a player insists on digging, let them find a boot.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One Gnawing Swarm instead of two, and the flow's leash is 20 ft. DCs −2
9As written
12Add a Plague-Thing riding the swarms; the flow's leash is 40 ft. DCs +1
15Two Grave-Honey Flows pulling the carcass apart between them — which is worth a round of free positioning — plus a Plague-Thing and four Gnawing Swarms. Disease save DC +3
DM Notes

Creature Cards

Both belong to Keres & Plague (W20) and both recur, so the numbers live in the bestiary. The flow is this room's centrepiece, and R042 and R064 field it again when scaled up. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Grave-Honey Flow, Gnawing Swarm. Every mention above opens the numbers here on this page.

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