Seitzman checks her watch. Her shoes click and clack against the checkered tile. It's an unsettling sound that breaks the silence between two mismatched foes engaged in a cautious waiting game. With just over a minute left, Seitzman points a finger at you, "You listen to me, rodent. Don't try anything. If you double cross me, you will, oh, you will regret it." Her finger follows the people and places she mentions, "I am going to step out that door, and in one minute, you will put that device on that table and walk out."
The towering agent of espionage backs towards the door and disappears with a quiet clack of the handle. The final minute is counting down to your choice.
You could make the trade as promised. You'll have about a seven minute headstart from whatever Seitzman might be planning next. You'll have time to call the authorities and spread the word. If she is handing the information off to someone else, she probably won't be in a hurry to use the transposer for anything too obvious.
Otherwise, you could make a daring escape by dropping out of this second story window once you're back to normal. She'll probably hear the noise, so you'll have to be quick. You'll have the transposer, but Seitzman will probably send the dogs after you once you go missing. Hell, she'll probably send goons after you no matter what you do next.
Either way, you don't want to be three inches tall any longer than you have to. Death is right outside the door if you don't do something now. Beep beep beep. You turn the dial and restore yourself instantly.
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