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33

Trap of Tightening Walls

RoomTrap RoomHazard3 exits
Illustration: Room 33 — Trap of Tightening Walls

A blank room, thirty feet by twenty, with a lever beside the door you came in by and nothing else — no furniture, no bones, no dust. The side walls are dressed stone, jointed so finely you could not get a knife in, and they are not quite parallel.

When the last of you is inside, something under the floor takes up slack, and a groove of shadow opens along the base of both walls.

DM summary. A crusher whose far door is a pressure latch: it opens when the walls have closed to ten feet and not before. The party must let the room nearly kill them, or open the machine up and stop it, and either is a real answer.

Terrain & Features

Battle-map thumbnail: The Clean Court

Battle map: The Clean Court — page 2, 55 × 75 ft (one half of The Grey Flags)

Draw the room's starting 30 × 20 ft walls on the clean flags — then erase and redraw the two long walls 5 ft closer each round. This trap is what a dry-erase page is for. Mark the pressure latch centre-north.

Traps / Puzzles / Checks

The clock, stated plainly. Six rounds from trigger to the end of the room. Say the width out loud every single round.

End of round Width What happens
120 ftThe grooves open. Nothing else. This is the free round
220 ftThe walls begin. Grinding, and dust from the ceiling coffers
315 ftAnything Large in the room is now pinned
410 ftThe pressure latch releases. The north door swings inward, open, and stays open
55 ftEvery creature still on the floor: Dexterity save DC 15 or take 4d10 bludgeoning and be restrained between the walls
61 ftAnything still restrained takes 10d10 bludgeoning. The walls stop here and hold for one minute, then reverse

Everything lethal here is telegraphed a full round early, as required: at the end of round 4 the machine changes pitch, the dust comes down in a sheet, and the screws audibly gear up. Describe it. Nobody dies in this room by surprise.

Element Value
Spot the room for what it is, from the doorwayPerception DC 14 on the wall joints and the too-clean floor, or passive Perception 15. A party warned before entering gets the whole thing for free
Find the maintenance nicheInvestigation DC 15, one action, from anywhere along the south wall
Reverse the screwsThieves' Tools DC 17 at the niche, or Athletics DC 18 to throw the dog by hand. Success stops the walls where they are and they begin to open at 5 ft per round
Jam a screwAny rigid object rammed into the groove — a spear shaft, a crowbar, a bar of iron. No check, and it buys two rounds before it shears. A spear used this way is destroyed
Reach a ceiling cofferAthletics DC 15 to climb the wall (the joints are fine but the corner is climbable), or a boost from an ally at DC 12, or any 12-ft jump or fly speed
Hold the latch openOnce released, the north door is held by its own linkage and does not re-close while the walls are between 10 ft and 1 ft apart. It shuts when the room reopens
Solved stateWalls at 10 ft, north door open, party through it — total time in the room: four rounds

The trick the room is teaching. The far exit rewards nerve, and the maintenance niche rewards curiosity, and the entry lever rewards caution, and none of the three is wrong. A party that reverses the screws and walks out the way they came has beaten the room; they have also not seen what is past the north door, and they should be told what they gave up.

Exits

AObviousThe entry door, opened from inside by the lever beside it. No check, at any width, at any point. Say this out loud the first time the walls move.
BConditionalThe north door, released by the pressure latch at 10 ft of separation.Rider: you come out through a machine's own throat into a service corridor, and you arrive carrying the noise of it — for one room, the party cannot surprise anything, and anything with ears knows the size of the group.
CHiddenA coffer in the ceiling's north-east corner is a shaft rather than a recess, going up. Investigation DC 16 from the floor, or automatic for anyone who climbs into a coffer and looks.Rider: the shaft comes out above somewhere else and the party has to lower itself in — nothing can surprise them on arrival, but the last character down enters a full round after everyone else, and they should choose who that is before you roll anything.
Loot

None, and the emptiness is diagnostic: a room that crushes things and has nothing in it is a room somebody sweeps. A party that thinks about that for a moment has learned something true about who maintains this maze, which is worth more than a purse.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Walls close 5 ft per round total, not per side, so the clock is nine rounds. Round-5 damage 2d10, final 4d10. All DCs −2, and the latch releases at 15 ft
9As written
12Both screws are geared: 10 ft per side per round, and the clock is four rounds with the latch at round 3. Round-4 damage 10d10, final 18d10. DCs +1
15As APL 12, and the ceiling descends too — 2 ft per round from round 2, which closes the coffers off at the end of round 4 and makes the climb a timed escape rather than a safe perch. DCs +3
DM Notes
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