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Colossal Haven Harvester Rigs

Environments Designed by Jazzmyne Kellogg • Art by Juanin Art
Tier
2
Type
Event
Difficulty
15
Impulses
cultivate, enslave

Environment overview

A towering, four legged, mobile outpost designed to harvest Lady's Veil flowers, house Haven personnel, and dominate the bog during the long week of night. Part fortress, part factory, and part prison.

Potential adversaries

Haven soldiers, engineers, enslaved wicklings

Features

Passives

passive
  • Grinding & Shifting

    The Rig is always moeving, even when stationary during the long week of day. Movement on balconies and crane arms requires an AGI roll. On success, PCs gain advantage on next movement roll. On failure, PCs stumble to become Vulnerable, or fall to a lower platform, losing their movement until next spotlight.

Actions

action
  • Sabotage!

    PCs can PRE/KNO roll within Close range of Harvester to find weak points on the Harvester. On Success, they can choose one weak point to sabotage.

    • Hydraulic joints, all legs and crane arms run on hydraulic joints, Rig suddenly tilts, allies gain Advantage

    • Coolant lines, PCs may damage coolant lines, causes Rig to stall, or drop load to create chaos and distraction

    • Lantern Mirrors, on success misdirect lantern beams, on Crit lanterns shatter creating pocket of darkness.

    • Command Cabin Override, disable one system (leg, arm, lantern, alarms), Crit, disable mutlipule systems putting the Rig in chaos

  • Unexpected Encounter
    Fear 1

    These Rigs house Haven personnel, engineers, and slaves. The GM may choose any of the following options for a PC to encouter while on the Rigs main body.

    • Lantern keepers; works the lantern array, can be ambushed to destroy a lantern, or distracted

    • Slave Overseers; non soldier authority figures, control slave movement, triggers alarms

    • Rig Leader; Has access to overrides and emergency conrols, killing or capturing changes encounter.

    • Engineers; maintains legs, cranes, and boilers for the steam engine, can be bribed, intimidated, or distracted, they can also help provide more sabotage opportunities.

Reactions

reaction
  • Alarm Triggers
    Fear 1

    The Rig has mutliple alarm types amongst the Harvester main body buildings and catwalks. These alarms can be triggered by; loud combat, sabotage failures, lantern detection, and soldier's visual confirmation of intruders. If any of these trigger, roll d6 for result;

    1-2: Lantern beams intensify, Lantern Sweep feature is triggered.

    3-4: Mechanical alarm triggers Crane Arms to swing inward, shifting position towards the intruder, Grab & Hurl feature is spotlighted.

    5-6: Sound alarm, triggers steam to vent through a large whistle, onboard soldiers mobilize.

About this environment

The Colossal Haven Harvester Rigs stand 40-60 ft tall, built on four massive articulated legs modeled after the Colossus of the Dry Lands. It’s body is a stacked metal structure of slave pens, balconies, cabins, and machinery. Cranes swing overhead, lantern arrays sweep the bog, and the constant thrum of the boilers fills the air. The size of this outpost alone calls for it’s own environment stat block.
to tier down, lower the Difficulty. Tier up, add coordinated lanterns, crossbows, sensitive alarms, and more soldiers moving throughout.

Colossal Haven Harvester Rigs

Tier 2 Event

A towering, four legged, mobile outpost designed to harvest Lady's Veil flowers, house Haven personnel, and dominate the bog during the long week of night. Part fortress, part factory, and part prison.

Impulses: cultivate, enslave

Difficulty: 15

Potential Adversaries: Haven soldiers, engineers, enslaved wicklings

Features

Grinding & Shifting - Passive: The Rig is always moeving, even when stationary during the long week of day. Movement on balconies and crane arms requires an AGI roll. On success, PCs gain advantage on next movement roll. On failure, PCs stumble to become Vulnerable, or fall to a lower platform, losing their movement until next spotlight.
Sabotage! - Action: PCs can PRE/KNO roll within Close range of Harvester to find weak points on the Harvester. On Success, they can choose one weak point to sabotage.
  • Hydraulic joints, all legs and crane arms run on hydraulic joints, Rig suddenly tilts, allies gain Advantage

  • Coolant lines, PCs may damage coolant lines, causes Rig to stall, or drop load to create chaos and distraction

  • Lantern Mirrors, on success misdirect lantern beams, on Crit lanterns shatter creating pocket of darkness.

  • Command Cabin Override, disable one system (leg, arm, lantern, alarms), Crit, disable mutlipule systems putting the Rig in chaos

Unexpected Encounter - Action: These Rigs house Haven personnel, engineers, and slaves. The GM may choose any of the following options for a PC to encouter while on the Rigs main body.
  • Lantern keepers; works the lantern array, can be ambushed to destroy a lantern, or distracted

  • Slave Overseers; non soldier authority figures, control slave movement, triggers alarms

  • Rig Leader; Has access to overrides and emergency conrols, killing or capturing changes encounter.

  • Engineers; maintains legs, cranes, and boilers for the steam engine, can be bribed, intimidated, or distracted, they can also help provide more sabotage opportunities.

Alarm Triggers - Reaction: The Rig has mutliple alarm types amongst the Harvester main body buildings and catwalks. These alarms can be triggered by; loud combat, sabotage failures, lantern detection, and soldier's visual confirmation of intruders. If any of these trigger, roll d6 for result;

1-2: Lantern beams intensify, Lantern Sweep feature is triggered.

3-4: Mechanical alarm triggers Crane Arms to swing inward, shifting position towards the intruder, Grab & Hurl feature is spotlighted.

5-6: Sound alarm, triggers steam to vent through a large whistle, onboard soldiers mobilize.

Discussion

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