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Spinning Walls

rd tier (
(less than 1 hour)

When a pressure plate concealed on the ground registers 20 or more pounds of weight, solid stone walls shift, slide, and spin as the structure around the party becomes an ever-changing maze that blocks them off from each other, swiftly carrying everyone in different directions. 

The walls can be any solid surface appropriate to the environment, setting, and situation—stone barriers in a castle’s dungeon, mindless constructs in ancient catacombs, heaving earth in an archdruid’s warren, arcane barriers of solid translucent light below an archmage’s tower, and so on.

Trap. This trap can be detected by a passive Investigation of 20 to notice the panel that triggers it.

Possible Solutions

Each adventurer rolls 1d12 at the start of each round. Any adventurers with duplicate results are moved together, but otherwise each member of the party becomes isolated and moved to another passage away from their allies. 

An Engineering check can disable the trap for 1 minute, during which an Intelligence check can be made by each adventurer to navigate to a particular point.

A Dexterity saving throw allows an adventurer to leap towards one ally in the same section and be moved with them; alternatively, adventurers who rope themselves together move together. An Engineering check can also reveal the nature of what’s going on—the adventurer rolls 2d12, choosing which to use.

The challenge ends when all the adventurers are next to each other.

Critical Failure: The ordeal is particularly jarring, long, and painful. Each adventurer loses 8 (2d6+1) Supply, suffering one level of fatigue and strife .

Failure: The adventurer suffers one level of fatigue and strife

Success: The adventurer suffers one level of fatigue or one level of strife (determined by their actions and the Narrator).

Critical Success: The adventurers deftly make it through this vexing obstacle and one of them finds something important. Roll on the Boons and Discoveries table.