The Rusted Vice
A long, narrow corridor constructed of heavy iron plates. Massive rusted spikes protrude from both walls at waist height. The floor contains several three foot deep drainage holes spaced periodically along the hallway. When triggered, the walls groan and begin a slow, inevitable march toward the center, intended to grind anything in the passage to a pulp.
The Rusted Vice
Defenses
Detection
“The iron walls are slick with old oil and stained with dark, copper colored patches of rust. Heavy chain driven gears are visible through the gaps between the floor and the wall plates. The three floor pits are large enough to fit one Medium creature crouching down.”
Standard Engagement
A creature moves into the 10 foot square at the center of the hallway.
None
The trap takes 10 minutes to reset as counterweights slowly pull the walls back to their original positions.
When the trap triggers, a loud klaxon rings and the walls begin to move. All creatures in the hallway have until the start of the next turn to act. Any creature that is not currently inside one of the floor holes or has not exited the hallway at that time is caught in the crunch, taking 4d10+12 bludgeoning and piercing damage (DC 21 basic Reflex save). A creature that critically fails the save is also Pinned (immobilized and hampered 10) between the spikes until they or an ally spend two actions to Escape (DC 20).
The drainage holes are deep enough to provide total cover against the crushing walls. A creature can enter a hole using a Stride action (or a Reaction if they have a specialized ability like Improved Uncanny Dodge) to become immune to the damage of the Rusted Vice.
A creature can use an Interact action to attempt a DC 22 Athletics check to hold the walls back for one round, delaying the damage for everyone in the hall but taking 1d10 bludgeoning damage themselves from the strain.
Turn The Rusted Vice into a sheet
A high-res, share-ready sheet you can post or print.