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80

The Whispering Trapfloor

RoomTrap RoomHazard3 exits
Illustration: Room 80 — The Whispering Trapfloor

Thirty-five flagstones, seven rows of five, filling the floor between you and the far arch. Nothing is written on them. The mortar lines are clean and even and the whole floor looks exactly like a floor.

As your foot comes down on the threshold, the wall beside your ear says, in a dry voice with no breath behind it: "The third from the left."

It is not a whisper aimed at you. It is a whisper aimed at nobody, said the same way it has been said for two hundred years, into the dark, whether or not there is anybody standing here to hear it.

DM summary. Seven rows of flagstones, a voice that names the safe stone in each row, and two of the seven directions are wrong. The party is told, in the room, that exactly two are wrong, and they can find out which by looking at the floor rather than trusting the wall.

Terrain & Features

Battle-map thumbnail: The Chequered Rooms

Battle map: The Chequered Rooms — page 23, 55 × 75 ft (one half of The Tiled Halls)

The chequered rooms hand you the grid: mark off seven rows of five tiles as the trapfloor with 5 ft of safe ground at each end, and keep the DM's copy of the safe path on your side of the screen. Wall to 45 × 25 ft.

Traps / Puzzles / Checks

The floor. Twenty-eight of the thirty-five flagstones are hinged plates over a chute. One stone per row is solid.

Element Value
The voiceNames one stone per row, in order, as a character reaches each row. It is not addressing anybody and it does not repeat itself for a different party member
Rows 1, 2, 4, 6, 7The voice is correct
Rows 3 and 5The voice is wrong — the named stone is a plate. Somebody chiselled over the mason's original instruction and re-cut it, and the tally on the jamb records that two of the seven were altered
The real safe stones in rows 3 and 5Row 3: the far right. Row 5: the centre. (The altered instruction names the second from the left in both cases — the alterer had one idea and used it twice, which is the tell)
Reading the wearInvestigation DC 15 per row, or DC 13 with a lamp held at floor level, or passive Perception 16 for a character moving at half speed. A success names the genuinely safe stone in that row regardless of what the voice said
Spotting the hingeInvestigation DC 15 at the row's edge: the plates have a hair-line hinge on the far side. Same information, a different skill's worth of the same answer
The telegraphA plate gives half an inch and clicks before it drops. A character moving at half speed gets that click as a full round's warning and may step back with no check at all. A character moving at full speed does not
The fall4d10 — 15 ft onto a bed of broken pottery in the chute below — with a Dexterity save DC 15 to catch the lip and end up hanging instead of falling
Climbing outAthletics DC 13 from the chute floor to the room above, or a rope from a companion with no check
ResettingA sprung plate re-cocks itself in one minute, audibly
The two-phase changeOn the fourth plate sprung, the mechanism's counterweight bottoms out. Every plate in the last three rows drops open and stays open: the far half of the room becomes a 15-ft-wide open pit, crossable only by the beam at the edge (Acrobatics DC 14) or by the chute below

The honest fallback. Carry the statue's head across, dropping it on each suspect stone. Eighty pounds is enough to spring a plate. Two rounds per row to prod, spring, and step — fourteen rounds for the floor — and every plate sprung this way counts toward the four that break the mechanism, so a party who springs everything gets the pit, which is exactly as walkable as the floor was. That is not a punishment. It is a slower, uglier, entirely valid solution and you should let them take it.

The one thing the room will not do is kill somebody who moves at half speed and listens. The click is always there.

Exits

AObviousThe far arch, straight across the floor, visible from the threshold. No check to find it. The way back is also always open — nobody can be trapped in R080, and the party can walk out of the doorway they came in at any point.
BHiddenThe mason's inspection crawl, along the west wall beneath the tile bed, entered through a hatch in the solid ground at the near end. Investigation DC 16. It bypasses the floor completely, in the dark, on hands and knees, under thirty-five cocked plates.Rider: you hear the voice from underneath, where it comes out of the tube-run rather than the tube-mouths, and it is saying something else down there — the DM should hand the party one Resolution clue on the way through, in the voice's own words.
CConditionalThe chute's own drain, at the bottom of the pit: a brick duct running on, level with the chute floor. Available once the mechanism has bottomed out (four plates sprung) or to anybody who goes down deliberately.Rider: you leave 15 ft below the level you came in at, and if the party is keeping a map they should write that down — this maze has more floors than corridors.
Loot

None. Three previous crossers are in the chute, under the pottery, and everything they were carrying went fifteen feet onto a bed of sherds two centuries ago. There is a bent sword, a purse of coin fused green, and a pair of boots somebody would have to be desperate to want. If a player insists on searching, let them find a name scratched inside a belt-buckle and nothing else, because a loot roll here would cheapen what the room is actually saying, which is that the voice has been lying to people for a very long time.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Five rows, one lie (row 3). Fall 2d10, saves DC 13, and the wear check is DC 12. The tally on the jamb is legible without a check
9As written
12Nine rows, three lies (rows 3, 5, and 8), fall 10d10, saves DC 16, wear check DC 16. The mechanism bottoms out on the third plate sprung
15Nine rows, three lies, and the voice adapts: after the first plate is sprung it begins naming the stone the party's own wear-reading chose, one row ahead, because whatever is on the other end of the tubes can hear them talking. Fall 10d10, saves DC 18, wear check DC 18, mechanism bottoms out on the third plate
DM Notes
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