I've got a puzzle room that I like to use when I'm running a new group through a dungeon crawl. Basically, it's a round room, column in the middle, exit door way up the top. On further inspection, I give the players the following information -
- The column in the middle is covered in carved slots, they're about eight inches tall, an inch wide, and three inches deep. In fact, just about the right size to be hand-holds if you were climbing around the column sideways (I say this because then they start thinking about why they would be climbing around sideways instead of thinking about the puzzle realistically. I love stating non-facts as misdirection).
- There's a gap between the floor and the column, about half an inch. By holding a light they can see that the floor is about two feet thick and there's a sub-floor below it.
- The wall of the room is covered in silver banding, as if the entire room were the inside of a giant compressed spring (again, another phrase meant to seed misdirection). Anyone spending a lot of time studying the bands, or rolling really well on their examination, or just being dogged in their questioning the purpose of the bands, will figure out that, like a spring, it's just one band that spirals down from the top to the bottom, or back up depending on your perspective.
The punchline is that the floor is magically/mechanically/space alien technologied to be ultra light and is threaded to match the metal band, like a screw. By grabbing the handholds on the column, the characters can pull the floor around and slowly screw it up to the door at the top, where it clicks into place. There's also a big ass switch to release it just inside the exit.
The best use of this room I ever had was when I threw it inside of generic ancient ruins that led underneath an evil temple the characters were infiltrating. Inside the temple, the players ran into a group of evil priests, and fell back to regroup and plan. They retreated to the screw room, which they'd already solved, and one of the players decided to hit the switch to drop the floor.
Cue evil cultists leaping onto the rapidly spinning/dropping floor and fighting the players. Everyone had to make rolls to avoid being spun against the wall (the wall wasn't moving, so they'd hit it and fall back against the floor). For the next few rounds, the difficulty increased while the floor picked up speed until it roughly hit the subfloor, knocking everyone down. There was no real danger, since it was designed to drop back down, but it still gave the players a sense of "OH MY GOD!" and made that combat a hell of a lot of fun by throwing in that extra element.
Probably not what you were looking for since I didn't actually plan it.