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51

Gauntlet of Turning Blades

RoomTrap RoomHazard2 exits
Illustration: Room 51 — Gauntlet of Turning Blades

The corridor ahead is seventy feet of dressed stone and it is being cut into slices. Three bronze drums are set into the ceiling at intervals, each one hung with four curved blades the length of a man's arm, and each drum turns a half-revolution and stops, turns and stops, sweeping the air down to a foot above the floor.

They are not turning together. Listen for ten seconds and you can hear it: a beat, a beat, a rest, and then all three at once, which sounds like a temple gate closing.

DM summary. Seventy feet of bladed corridor with a four-count rhythm that the party can hear, learn, and beat. Nothing in here is hidden. The only way to be hurt is to move on the wrong count.

Terrain & Features

Battle map: custom map. A 70 × 10 ft blade corridor — the room's own text says it: put it on the mat as a single line of squares and mark the three drum bands. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The rhythm, stated once and then never varied. The corridor runs a four-count cycle, one count per round, and it never breaks step:

Count What sweeps What it sounds like
1Drums 1 and 3Two beats, together, from either end
2Drum 2One beat, from the middle
3NothingA rest. The whole corridor goes quiet
4All threeThe gate-closing sound

The rule the party is looking for: you may pass drums 1 and 3 on counts 2 or 3, and drum 2 on counts 1 or 3. Nobody may be in any band on count 4.

Stopping it (two ways, both allowed):

Solved state. Either a drum is dead and the rhythm is simpler, or the shaft is jammed and there is no rhythm for three rounds, or the party has learned the count and walked it. All three are wins and none of them costs hit points.

Exits

AObviousThe far end of the corridor, past the third drum, standing open. No check to find. The corridor is the cost.
BHiddenThe maintenance crawl: a 2-ft channel alongside the drive shaft, running the length of the corridor above the blades. Investigation DC 15 from the apron, or free to anyone who opens the inspection hatch. Getting along it is Acrobatics DC 13 and a squeeze past the turning shaft; a failure is 1d10 bludgeoning and a fright, not a death.Rider: you arrive at the far end covered in bronze grease and shaft-oil, which is flammable — for one room, any fire damage you take is at +2 per die, and any creature that hunts by smell has you at once.
Loot

None. What is in the bands is a greave, half a shield, and one boot, and any of it can be fished out with a spear-shaft on a count 3 by a player who wants to spend a round on it. Let them have the greave. It is dented, it is worth four drachmas, and it does not consume a d100 slot.

The sand-bags on the cart are worth mentioning: eighty pounds of ballast, and a very good way to test a trap in any room the party meets later.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two drums, not three, and the cycle is three counts with the rest on count 3. Blades 4d10, save DC 13, and the "crawl under" mercy is announced free on entry
9As written
12Blades 10d10, save DC 16, and the rest count comes every fifth round instead of every fourth — the rhythm is still learnable, but the pockets have to be used. DCs +1
15Blades 10d10, save DC 18. Four drums, and drum 4 runs a two-count cycle out of phase with the rest, so there is no universal rest — the party has to solve it band by band. DCs +3, and the maintenance crawl is occupied by the shaft's governor housing and requires Acrobatics DC 16
DM Notes
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