🌩️ D&D Home Campaigns Search
← Room 67 Deck tables Room 69 → Room 68 of 100
68

Corridor of Held Breath

RoomTrap RoomHazard3 exits
Illustration: Room 68 — Corridor of Held Breath

The corridor ahead of you slopes down and then up again, ninety feet of it, and the bottom of the dip is full of something that is not water. You can see the line of it against the wall — a level, oily, faintly greenish line at about the height of a man's chest, dead flat, not moving at all.

There is a lamp on the floor at the near edge, still upright, and it is out. Six feet past it, the corridor's fine grey dust has been disturbed in the shape of somebody's hands.

Far down the dip, the wall whistles once, very softly, and stops.

DM summary. Ninety feet of dead gas that pools in a dip, on a cycle that telegraphs. It is a rope-and-timing problem with an air-line valve for a party that looks up, and it has a dead crew's pack sitting in the middle of it as a bad idea made visible.

Terrain & Features

Battle map: custom map. A 90 × 8 ft dipped corridor — draw it as a line, shade the chest-high gas pool at the bottom of the dip. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The gas, the cycle, and the valve. Every number a DM needs is in this table.

Element Value
Detecting the gasAutomatic. The line is visible, the lamp is out, and the whistle happens on a cycle. This hazard never ambushes anybody
Breathing it2d10 poison damage and one level of exhaustion, and the creature drops prone in the gas — which is worse, because prone is entirely inside it
Holding your breathFree, but the gas pulls: at the end of each round spent with your head below the line, Constitution save DC 14 or you exhale (take the 2d10, as above). Standing upright in the flat section puts your head below the line — the party must crawl-walk, swim-crawl, or be dragged
Crossing distance90 ft total, and the 40 ft in the gas is the only part that costs anything. Two rounds at a Dash, three at normal speed, six at half speed — and half speed is what crawling under the line means, which is why a party without the valve or a rope is looking at three saves rather than two
The cycleThe fissure breathes on a 6-round cycle: 4 rounds low (gas at 4 ft) and 2 rounds high (gas to the ceiling, and the save becomes DC 17 and the damage 4d10). The wall whistles one round before it goes high, every time, without exception
Reading the cyclePerception DC 12, or one full minute spent watching from the lip. Anybody who watches gets the whistle for free
The air-line valveSpotting the pipe: Investigation DC 15 or passive Perception 15. Opening it: Thieves' Tools DC 14, or Athletics DC 16 on the seized handwheel, or two rounds with a hammer and no check at all if the party does not mind noise
Solved stateValve open: the vents blow the pool down to knee height for ten minutes. The crossing costs one Constitution save DC 14 instead of three, the high phase becomes chest-height instead of ceiling, and a character who goes down can be walked out rather than dragged
RopeThe iron rings take a line the length of the corridor. A roped character who exhales and goes down can be hauled clear at Athletics DC 12, one round, from outside the gas. Without a rope, a rescue means going in. State that before anybody walks in unroped

What the handprints say. Investigation DC 10, or simply looking: two sets of hands, going in, and one set of drag marks coming out. Somebody was recovered. Somebody was not, and the party will find them in the fissure alcove if they look — which is where the second half of the loot is.

Exits

AObviousThe far archway at the top of the up-slope, in plain sight from the near lip. No check to find it; crossing the corridor is the room. No party can be trapped here — the way they came in is still open and the gas never rises past the lips.
BConditionalThe vent shaft above the fissure, a 2-ft square bronze-lined duct that the air-line feeds. Passable only once the valve is open (otherwise it is a chimney full of gas), and then Athletics DC 15 to climb 20 ft.Rider: you come out of a ceiling duct rather than a doorway, unheard and above whatever is below — the party chooses the moment they drop, and anything in the next room that was watching the doors is watching the wrong thing.
CHiddenA mason's inspection niche 40 ft in on the north wall, at shoulder height, above the gas line: a crawl that skips the deepest 30 ft. Investigation DC 15 from the lip, or automatic for anyone who has crossed once and looked back.Rider: the crawl is a squeeze and everything on your back scrapes — one item of the DM's choosing per character comes out dented, and you arrive with your hands free and your weapons stowed.
Loot

Conditional — one roll on the loot table for the pack at the 50-ft mark, which costs exactly what the room says it costs: one extra round in the gas to stop, lift it, and go on, meaning one extra Constitution save DC 14.

There is no second roll. The other half of the previous crew is in the fissure alcove above the gas line (Investigation DC 13 once across), and what they have on them is a body, a name scratched into a belt-buckle, and the reason the pack was set down. Give the party that instead of treasure and do not apologise for it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Constitution save DC 12, damage 2d10, cycle 8 rounds low and 2 high. The valve is already half open; the pool sits at chest height and the crossing costs two saves
9As written
12Constitution save DC 15, damage 4d10 low and 10d10 high, and the fissure has widened: the flat section is 60 ft, not 40. The valve is seized (Thieves' Tools DC 16)
15Constitution save DC 17, damage 4d10 low and 10d10 high, cycle 3 rounds low and 3 high, and the air-line is broken 40 ft in — opening the valve now vents gas into the corridor for one round before it clears. All other DCs +3
DM Notes
← Room 67 Deck tables Room 69 → Room 68 of 100