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85

Chamber of the Weighing Chain

RoomPuzzle RoomBull-Kin (W02)3 exits
Illustration: Room 85 — Chamber of the Weighing Chain

A chain as thick as a wrist comes down out of the dark ceiling, crosses the room at head height, and ends in a loop of bull-hide big enough to put your whole shoulder through. At the south end a bronze grille stands closed from floor to lintel. At the north end there is a pit in the floor with a stone cradle sitting in it, and beside the pit, stacked like firewood, a row of squared stone billets.

The dust here is printed all over with hoofprints, and the hide loop has been worn shiny and soft by something that used it every day for years.

DM summary. A counterweight lock designed to be operated by one creature with a bull's shoulders, and the party does not have one. The room is arithmetic and rope-work, it is solvable three different ways, and the loudest thing in it is what the hoofprints imply.

Terrain & Features

Battle map: custom map. A 40 × 30 ft floor under 45 ft of pulleys, chain, and cradle — side-view sketch; the answer is overhead. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The lock, stated plainly. The gate rises when the cradle carries more than twelve. If the cradle carries more than sixteen, it drops too fast, the chain jumps the sheave, and the mechanism jams — see Failure below.

Element Value
TriggerWeight placed in the cradle; the balance is continuous, not a switch
Reading the stampsInvestigation DC 12, or free for any PC who looks at the gate's top rail and then at the billets. Do not gate this; it is the puzzle's premise, not its difficulty
Understanding the sheavesInvestigation DC 14 to see that three sheaves are idle, and that reeving them turns one person's pull into four people's
The safe bandInvestigation DC 13 on the pit floor: the stone under the cradle is chipped to gravel from being slammed. Someone has overloaded this before. Below that DC, they learn the band the hard way
Solved stateThe gate stands fully up and locks on its own pawl. It stays up. The party can come back through it, and so can anything else

The three ways through.

  1. Load the cradle correctly. Any combination totalling thirteen to sixteen: 8+5, 8+3+2, 8+5+1, 8+5+2, or 8+5+3. Every solution needs the eight, because the other four together make eleven — which is the joke the builder was making, and a party that works that out deserves to be told they are right.
  2. Rig the tree. Reeve two or three of the idle sheaves (climb, Athletics DC 14; the rope is on the wall) and the haul becomes a group Athletics DC 13 for any four PCs. This is the route for a party with no head for numbers and good shoulders.
  3. Trip the pawl. Thieves' Tools DC 16 at the ratchet beside the gate post. The gate jerks up three feet and no further, held on the dog.

Failure and cost.

Exits

AObviousThe drovers' door in the east wall, a plain plank door on leather hinges, standing ajar. No check. This is how the people who worked this gate came and went.
BConditionalThe weighing gate itself, once it is up or held.Rider: you leave by the road something large is led along — the passage beyond is scuffed smooth at shoulder height on both walls, and the party can see how recently. The next room's read-aloud gets one extra sentence of your choosing about what has passed this way.
CHiddenThe spoil chute at the bottom of the counterweight pit, cut for clearing rubble. Investigation DC 15, and it only opens if the cradle is raised — which means it only opens while the gate is down.Rider: you arrive filthy and cramped, and the first ranged attack made against your party in the next room has disadvantage, because you come out of a hole nobody watches.
Loot

None. Everything portable in this room is either a tool the party can carry away and use — the coil of rope, a bronze sheave pin, the crowbar — or a stone billet weighing more than a person. The mundane gear is worth having and does not consume a loot roll; if a player wants the rope, they have the rope.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The gate is stamped eight and the billets run 1/2/3/5, so 5+3 and 5+2+1 both work; the safe band is generous. All DCs −2
9As written
12The eight-billet is gone — hoofprints lead away with it — leaving 1/2/3/5 against a gate of twelve, so the party must rig the tree or trip the pawl. DCs +1
15As APL 12, plus the pawl is bronze-welded shut and the plank walk is rotten: any PC who spends two consecutive rounds up there makes a Dexterity save DC 17 or the plank goes. DCs +3
DM Notes
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