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97

The Winnowing Floor

RoomTrap RoomMediumSown Bones (W01)3 exits
Illustration: Room 97 — The Winnowing Floor

A threshing floor, circular, forty feet across, ringed by a low wall — the kind of thing that belongs on a hilltop in the wind, not four hundred feet under a palace. A post stands at the centre with a chain running from it to a flint-toothed sledge, and the sledge is moving: dragged in a slow circle by something under the floor, grinding as it goes.

What is spread out to be threshed is not grain. Two spearmen stand at the rim with their backs to you, and four thin figures kneel beside them, nocking.

DM summary. A threshing floor that turns bone into teeth and teeth into soldiers, which means every skeleton the party breaks on the floor comes back. The fight is a straightforward Medium. Where you kill things is the whole room.

Terrain & Features

Battle-map thumbnail: The Silo Warren

Battle map: The Silo Warren — page 28, 55 × 75 ft (one half of The Grey Warrens)

The round silo chamber is the threshing disc: its wall is the knee-high ring (redraw it at the 40-ft mark if you want the full margin), with the sown rim shaded between ring and page edge. Draw the central post, the sledge on its chain, and the chaff-chute slot at the south.

Encounter

Medium · Sown Bones (W01) · Budget at APL 9: 6,600 XP

Two spearmen holding the rim and four archers who will not leave them.

Count Creature XP each
2Bronze-Tooth Hoplite700
4Bone Archer of the Sown Field450

Base 3,200 XP; ×2 for six bodies = 6,400 adjusted, against the APL 9 Medium budget of 6,600. A true Medium — right up until the party starts killing things in the wrong place, at which point it is whatever they have made it.

Round 1. The archers shoot from behind the hoplites. The hoplites do not advance; they hold the rim and let the party come to them, because their job is to be something the archers can stand behind.

Tactics, and the lever. Each Bone Archer will not move more than 5 ft from the nearest Bronze-Tooth Hoplite, and if no hoplite is within 15 ft at the start of its turn it spends the whole turn walking to one instead of shooting. Kill a hoplite and two archers stop shooting. That is the tactical answer to this room and it is discoverable in one round of watching them shuffle.

The archers also count their arrows — twenty each, then they stoop to gather, and they do not shoot while they stoop. A party that keeps hard cover for two rounds gets a free round afterwards.

Traps / Puzzles / Checks

The sledge, and the re-sowing. This is the room.

Element Value
CadenceOne quarter-turn per round, clockwise, at the top of the round. Announce the quadrant out loud before anyone acts
Being sweptAny creature standing in the swept quadrant makes a Dexterity save DC 14: failure is 2d10 bludgeoning and prone, success is half and no prone
Prone in the quadrantAutomatic failure, and you are dragged 10 ft along the arc
DetectPerception DC 10 — it is a moving sledge in a lit room. Investigation DC 13 on the rim earth is the check that matters: the teeth in it are fresh, and the floor is not threshing grain
The re-sowingAny destroyed skeleton whose remains lie on the disc when the sledge passes over them is threshed into teeth, scattered into the sown rim, and rises as a new Bronze-Tooth Hoplite two rounds later. There is no cap while the sledge turns
Preventing itKill things on the margin, not the disc; or drag a body off the disc (an action, Athletics DC 11); or destroy the remains with fire, acid, or a shattering effect before the sledge reaches them
Stopping the sledge — chock the postAthletics DC 14 to drive a spear, crowbar, or shield-rim into the square hole. The implement is destroyed
Stopping the sledge — cut the chainAC 15, 15 damage at the swivel. Loud, permanent, and the freed sledge slides to the rim, which is difficult terrain and half cover wherever it stops
Stopping the sledge — the drive pitThe windlass is under the floor, through the hatch (exit C). Thieves' Tools DC 15 on the pawl, from below, in the dark, with the drive turning past your hands
Solved stateThe sledge stops. Nothing further rises, whatever is already up keeps fighting, and the disc is an ordinary stone floor with a lot of bone dust on it

Say the rule out loud the first time it happens. When the first destroyed skeleton is threshed, describe the sledge going over it, the sound, and the teeth going into the rim. Then, two rounds later, describe the hand coming up out of the earth. The players will work out the rest and they should not need a lecture to do it.

Exits

AObviousThe gate in the ring wall opposite the one you came in by, standing open. No check.
BConditionalThe chaff-chute in the south of the ring wall, a crawl. Usable only while the sledge is in the opposite two quadrants — otherwise you are lying down in its arc.Rider: you come out through a chute that sorts bone from dust, and you arrive powdered white — disadvantage on Stealth for one room, and anything that hunts by scent reads the party as dead rather than alive, which cuts both ways.
CHiddenThe drive-pit hatch at the foot of the post, under a hand's depth of chaff. Investigation DC 14. Leads down past the windlass and out.Rider: you go under the floor and come up somewhere else, and the party arrives having heard the machinery from the inside — one free Investigation check on the next mechanism they meet, whatever it is.
Loot

One roll on the loot table. The winnowing basket at the north rim: a half-bushel of teeth, and mixed through them the metal that would not thresh — rings, buckles, a fibula, coin, and one thing worth having.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One hoplite, three archers, and the sledge advances every other round. Trap damage 2d10, DCs −2. Re-sown bodies take three rounds
9As written
12Three hoplites, five archers, and a second sledge on the same chain, opposite the first — two quadrants swept per round, always across the disc from each other. Trap damage 4d10, DCs +1
15As APL 12, plus a Dragon-Tooth Serjeant at the post who chocks the sledge back in if the party stops it, and re-sown bodies come up in one round. Trap damage 4d10, DCs +3
DM Notes

Creature Cards

Both belong to Sown Bones (W01) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Bronze-Tooth Hoplite, Bone Archer of the Sown Field. Every mention above opens the numbers here on this page.

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