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90

The Vintner's Trap

RoomTrap RoomMediumRevel of Hoof and Horn (W06)3 exits
Illustration: Room 90 — The Vintner's Trap

You come down three steps into a shallow stone tank and the floor gives slightly underfoot — it is ankle-deep in crushed grapes and it is warm. The whole room smells like a festival. Above you, filling the ceiling, hangs a beam of black oak the length of a ship's mast, hung on a screw, with a stone block the size of a cart lashed to its far end.

Three women are dancing at the edge of the tank with their arms up and their eyes shut. A goat-legged man sitting on the screw-housing takes the reed out of his mouth long enough to grin at you, and says: "Oh, good. We were short."

DM summary. A working wine press with the party standing in the fruit. The maenads are not the danger and the piper is not the danger; the beam coming down one foot a round is the danger, and the funniest correct answer to this room is to lie down in the grapes.

Terrain & Features

Battle-map thumbnail: The Basin Court

Battle map: The Basin Court — page 25, 55 × 75 ft (one half of The Temple Approach)

The sunken basin is the pressing tank: its ring is the walkway, 18 inches up. Shade the ankle-deep must across the tank floor, draw the beam and screw at the west end with the counterweight block, and mark the pawl at head height.

Encounter

Medium · Revel of Hoof and Horn (W06) · Budget at APL 9: 6,600 XP

Three drunk women who will not hit you if you are down, and a piper who thinks this is the best day he has had in years.

Count Creature XP each
3Maenad of the Vat700
1Satyr Piper1,100

Base 3,200 XP; ×2 for four bodies = 6,400 adjusted, against the APL 9 Medium budget of 6,600. On budget as a fight, and the fight is the smaller half of the room — the press carries the rest, and a party that ignores the press to win the fight will win the fight underneath a descending beam.

Round 1. The piper pulls the lever, laughing, and starts playing. The three maenads come off the walkway into the tank, dancing rather than charging, and they do not go for the nearest PC — they go for whoever is standing tallest and still holding something.

Tactics. The maenads will not touch a creature that is prone, unconscious, or empty-handed; they step over it and go to the next one on their feet. They are not trying to kill anybody. They are trying to include everybody. While the pipes play they are fast and hard to knock down; the moment the tune stops they are three unarmoured women who have been drinking since yesterday.

The piper never fights, never leaves the housing while he is winning, and will happily negotiate mid-tune if offered anything interesting.

What this room is not. It is not a kill-the-room encounter, and a maenad dropped to 0 hit points is unconscious and stable, not dead. A party that executes them will be remembered for it by every satyr in this maze, and you should say so once, quietly, at the table.

Traps / Puzzles / Checks

The press. This is the encounter.

Element Value
TriggerThe lever, pulled by the piper on round 1 — or by anyone, at any time, including a PC who has not thought it through
DetectPerception DC 12 to see the pawl and lever from the steps before entering; Investigation DC 13 to understand what the plate is for
CadenceThe beam descends 1 ft at the end of every round, from 14 ft. State the height out loud every single round: "Eleven feet." "Ten."
At 6 ftAnyone standing in the tank must crouch or go prone. Standing costs a Dexterity save DC 13 or 2d10 bludgeoning and knocked prone
At 3 ftThe plate stops. Anything under it that is not lying flat takes 4d10 bludgeoning and is restrained until the beam is raised or it wins a DC 15 Athletics check to drag itself clear
Anyone lying flat in the mustTakes nothing. The tank is 18 inches deep and the plate stops at 3 ft. This is the answer and it is findable: Investigation DC 13 on the pressing plate's stops, or by any player who thinks about how a press works
Disarm — the pawlThieves' Tools DC 15 at the housing. Re-seats the dog and stops the descent where it is
Disarm — jam the screwAthletics DC 16 with a spear, crowbar, or javelin, which is destroyed
Disarm — cut the withyThe rope to the counterweight: AC 13, 12 damage. The beam drops immediately and all at once. Everything in the tank not lying flat takes the 4d10 with no save. Afterwards the press is spent and the room is safe
Solved stateBeam stopped or spent. The tank is walkable, the chute is clear if the beam is up, and the maenads lose interest within a round because the fun part is over

The social route, at any point. A PC who spends an action drinking with a maenad or matching her dance (Performance DC 13) becomes a reveller in her eyes and is not attacked by her again. A PC who offers the piper wine, a boast, or a song the maze has not heard (Persuasion DC 14) gets a verse of silence and a price named out loud. His price is always small and always specific: the party's best wineskin, someone's boots, a promise to say his name at the next festival they attend.

Exits

AObviousBack up the three steps to the door you came in by, and its twin on the walkway's north side. No check.
BConditionalThe pomace chute in the east wall, knee-high. Passable only while the beam is above 6 ft, or once it is spent and raised — and it is a crawl through pressed grape skins either way.Rider: you arrive purple to the elbows and smelling like a wineshop, which is disadvantage on Stealth against anything that hunts by scent and advantage on the first Charisma check made against anything that likes a drink.
CHiddenA cellar hatch under the walkway's north-east corner, its ring buried in dried must. Investigation DC 14.Rider: you go down into the vintner's cellar and out the far side; the party may take a short breather there, worth one hit die spent per PC, without it counting as a rest.
Loot

None. There is a great deal of wine here and none of it is a loot roll: the tank is unfermented must, the amphorae on the walkway are empty and stacked, and the good stuff is wherever the piper hid it, which is not in this room. A party that carries out a skin of must has carried out a skin of grape juice that will be vinegar by tomorrow, and they are welcome to it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two maenads, no piper. The beam descends every other round. All DCs −2, trap damage 2d10
9As written
12Four maenads and a Centaur of the Split Herd on the walkway with a bow, shooting anyone who reaches for the pawl. Beam damage 10d10. DCs +1
15As APL 12, plus the tank floor is a second press: a grate in the floor drops 6 inches at the same cadence, so lying flat is no longer free. Anyone prone in the must at the end of round 4 makes a Dexterity save DC 17 or is pinned between plate and grate. DCs +3
DM Notes

Creature Cards

Both belong to the Revel of Hoof and Horn (W06) 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: Maenad of the Vat, Satyr Piper. Every mention above opens the numbers here on this page.

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