THE COUNTERWEIGHT DOOR
Designed by
Environment overview
A sealed imperial vault door, held shut by four linked counterweights, each seized in its own way.
Potential adversaries
Features
Passives
passive-
Linked Chains
Raising any one weight lowers the other three and grinds the door tighter. The door opens only when all four weights rise at once.
Questions- What does the door sound like when one chain is pulled?
- Who figures out the trick first?
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Seized Stations
Each counterweight must be freed before the pull. Any PC can attempt any station:
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Rusted gearing: a Strength Roll.
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A trapped release housing: a Finesse Roll. On a failure, the spring blade deals 2d6+3 physical damage.
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Chain overgrown with crystal: a Strength Roll to shatter it, or an Instinct Roll to find the seam. On a failure, the PC marks a Stress as the crystal cuts.
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A pulley on a high ledge: an Agility Roll to climb. The PC stays up there to hold it.
Questions- Why was this vault sealed this way?
- Who was it built to keep out, or keep in?
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Actions
action-
Groaning IronFear 1
Spend a Fear. A freed weight slips. The PC at that station must succeed on a Strength Reaction Roll, or take 2d6+3 physical damage as the chain whips loose and the station seizes again.
Questions- Where does the chain strike?
- Who shouts the warning?
Reactions
reaction-
The Pull
When all four stations are freed, the party makes a group action roll to raise the weights together. On a success, the door rolls open quietly and the first PC to act in the chamber has advantage. On a failure, the door jams halfway, the party squeezes through, and you gain 2 Fear as the chamber wakes.
Questions- Who calls the count?
- What stirs when the light spills in?
About this environment
THE COUNTERWEIGHT DOOR
Tier 2 Event
A sealed imperial vault door, held shut by four linked counterweights, each seized in its own way.
Impulses: Hold fast, punish haste, wake what sleeps behind it
Difficulty: 14
Potential Adversaries: Vault Warden, Ruined Builder Mechs
Features
- What does the door sound like when one chain is pulled?
- Who figures out the trick first?
Rusted gearing: a Strength Roll.
A trapped release housing: a Finesse Roll. On a failure, the spring blade deals 2d6+3 physical damage.
Chain overgrown with crystal: a Strength Roll to shatter it, or an Instinct Roll to find the seam. On a failure, the PC marks a Stress as the crystal cuts.
A pulley on a high ledge: an Agility Roll to climb. The PC stays up there to hold it.
- Why was this vault sealed this way?
- Who was it built to keep out, or keep in?
- Where does the chain strike?
- Who shouts the warning?
- Who calls the count?
- What stirs when the light spills in?
THE COUNTERWEIGHT DOOR
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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THE COUNTERWEIGHT DOOR Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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Remember to be respectful. Comments are moderated and should add to the discussion.