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MINESHAFT ELEVATOR

Environments Designed by Kingmaker

At a glance

Tier
2
Type
Traversal
Difficulty
15
Impulses
Pure momentum No room to think Hanging On

Environment overview

A heavy iron cage suspended over a vertical shaft by chains and a steam-driven winch.

Potential adversaries

Shaleserpent

Features

Passives

passive
  • Overloaded

    The elevator was not built for this many passengers. Whenever the players roll with fear, roll a d6. On a 1, the chain slips — everyone aboard must make an Agility (13) reaction roll or mark a Stress. The third time this happens, the winch fails (see Winch Failure below).

  • Asscent

    The Players can attempt to advance the eleveator. For each action taken directly to assist the elevators rise or for each roll with Hope incresse the Ascent counter by 1. When the Ascent counter reaches 8 the elevator breaks the surface.

Actions

action
  • Winch Failure
    Fear 3

    spend 3 Fear to cause the winch mechanism to begin seizing. A character must make a Duality roll manually operate the winch until it kicks back in or the elevator stops moving entirely. The Accent counter cannot be changed — On a critical success, they stabilise the mechanism — it won't fail again.

  • The Shaleserpents Rise
    Fear 2

    spend 2 Fear to have one or more Shaleserpents pursue up the shaft — fleeing the detonation.

Reactions

reaction
  • Hands

    When a player character takes an action to protect, steady, or reassure one of the trapped miners during the evacuation, they immediately clear a Stress.

About this environment

Built for ore loads, not twenty-three frightened people and a running clock. The shaft descends further than light reaches.

MINESHAFT ELEVATOR

Tier 2 Traversal

A heavy iron cage suspended over a vertical shaft by chains and a steam-driven winch.

Impulses: Pure momentum, No room to think, Hanging On

Difficulty: 15

Potential Adversaries: Shaleserpent

Features

Overloaded - Passive: The elevator was not built for this many passengers. Whenever the players roll with fear, roll a d6. On a 1, the chain slips — everyone aboard must make an Agility (13) reaction roll or mark a Stress. The third time this happens, the winch fails (see Winch Failure below).

Asscent - Passive: The Players can attempt to advance the eleveator. For each action taken directly to assist the elevators rise or for each roll with Hope incresse the Ascent counter by 1. When the Ascent counter reaches 8 the elevator breaks the surface.

Winch Failure - Action: spend 3 Fear to cause the winch mechanism to begin seizing. A character must make a Duality roll manually operate the winch until it kicks back in or the elevator stops moving entirely. The Accent counter cannot be changed — On a critical success, they stabilise the mechanism — it won't fail again.

The Shaleserpents Rise - Action: spend 2 Fear to have one or more Shaleserpents pursue up the shaft — fleeing the detonation.

Hands - Reaction: When a player character takes an action to protect, steady, or reassure one of the trapped miners during the evacuation, they immediately clear a Stress.

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