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99

The Cartwheel Rotunda

RoomPuzzle RoomDaedalan Automata (W03)4 exits
Illustration: Room 99 — The Cartwheel Rotunda

A round room inside a round room. The inner wall is a drum of bronze-banded timber forty feet across with five doorways cut through it, and it does not quite touch the floor — it stands on a groove full of bronze balls the size of apples, and when the last of you steps through, the whole thing moves. Not fast. A hand's width, with a sound like a millstone settling.

Behind you, where the doorway was, there is now wall.

DM summary. A turntable with five doors in it and four corridors outside it, and it indexes one notch every time somebody walks through a doorway. Nothing here is hostile. The party is not trapped and never can be — at every position at least one way out is open — but they cannot get to the particular way out until they work out that the room is a dial and they are the hand turning it.

Terrain & Features

Battle-map thumbnail: The Silo Warren

Battle map: The Silo Warren — page 28, 55 × 75 ft (one half of The Grey Warrens)

The silo is the drum, the corridors around it are the ambulatory — the page is this room's diagram. Mark the drum's five doorways at their uneven spacings, the four outer mouths at the compass points, and turn a paper overlay when the drum turns.

Traps / Puzzles / Checks

The rule. The drum indexes one notch clockwise every time any creature passes through one of its five doorways. In or out; it makes no difference. Six PCs filing in is six notches.

Tell the players nothing. Show them: index once when the first person steps in and describe the grind, and let them work out the trigger. Investigation DC 13 watching one crossing, or DC 10 after anybody says the words "wait, does it move when we walk through?" — reward the thought, not the roll.

The lookup table. Track a single number, 1 to 12. Add one per doorway crossing; after 12 it wraps to 1. Start at 1.

Index Outer mouths open
1North
2East, South
3North, West
4East
5South, West
6North, East
7South
8North, West
9East, South
10West
11North, East
12South, West

The solution. One PC steps in and out of the same doorway repeatedly, and each pass moves the dial one notch. The party can reach any mouth they like within eleven crossings and usually within four. Once a player says it out loud, give it to them completely — no check — and let them count.

Keeping track in the dark. Without a fixed reference, a party loses which mouth is which after two notches. Three answers, all of them findable:

A party with none of the three navigates by Survival DC 15 each time they want a specific mouth, and on a failure they get a different one and do not know it until they are twenty feet down the corridor.

Mechanical fallbacks, per the puzzle rules, for a party that will not or cannot dial it.

Fallback Cost
Jam the race. A crowbar, spear, or shield rim into the ball groove: Athletics DC 15The implement is destroyed, the jam takes a full minute of grinding and hammering, and the drum freezes at its current index permanently. Jam it on the wrong notch and the party has locked themselves out of three mouths, though never out of all four
Trip the pawl. Thieves' Tools DC 16 at the index plateFrees the drum to be pushed by hand to any notch, one at a time, and it no longer indexes on crossings. Failure means the pawl skips: roll d4 and advance that many notches
Shoulder it round. Four or more PCs pushing: group Athletics DC 16One notch per attempt. On a failure the drum slips backward d4 notches and someone takes 1d6 from a hand caught in the race
Any spell that stops, locks, or shapes a mechanismNo check. Hold it where they want it

Solved state. The drum stands still at a chosen index, the corresponding mouths are open, and the room is a round chamber with doors in it. Nothing resets. If the party comes back through later, it is where they left it.

Exits

AObviousThe north mouth, which is aligned when the party arrives and is the one they came in by. No check.Rider: you leave the way you came in, which the maze notices — the party makes their next d100 roll knowing they took the coward's door, which is worth nothing at all mechanically and is worth saying out loud.
BConditionalThe east mouth. Open at index 2, 4, 6, 9, or 11.Rider: you leave having beaten a machine by counting, and one PC of the party's choosing has advantage on their next Investigation check against any mechanism.
CConditionalThe south mouth. Open at index 2, 5, 7, 9, or 12.Rider: the south corridor slopes down and the air in it is colder; the party arrives in the next room having descended, and knows it — worth an automatic success on any check to tell how deep they have come.
DConditionalThe west mouth. Open at index 3, 5, 8, 10, or 12.Rider: somebody has propped the west mouth's lintel with a spear-shaft, and the party may take it: a serviceable spear, and the knowledge that whoever left it did not trust this room either.

All four mouths lead onward and none of them is closer to anything than any other — this room's cost is entirely in the counting.

Loot

None. The drum is swept, the ambulatory is swept, and the only portable things here are the bronze balls in the race — which are worth something to a scrap dealer four hundred feet above and weigh nine pounds each, and taking one makes the drum grind and stick at every third notch for the rest of the session. Let a player do it. Charge them the grinding.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Four drum doorways instead of five and the index plate is in plain sight — no check. A lamp burns in one outer mouth already. All DCs −2
9As written
12The drum indexes two notches per crossing, which breaks the intuition the party just built, and the index plate's pointer has been bent by somebody so it reads one notch out. Investigation DC 16 to notice the bend. DCs +1
15As APL 12, plus the drum indexes on its own every minute regardless of crossings, so the party is working against a clock as well as a count, and the jam fallback rises to Athletics DC 18 because the race has been re-greased recently. DCs +3
DM Notes
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