The Brass Sextet
The Brass Sextet is a linked set of six clockwork hazards built into the exterior of a steel vault. It is designed to punish tampering, expose intruders, and make the vault face itself dangerous to approach. The system does not simply slam shut or explode. It measures movement, watches for tools, and escalates its response as stations are disabled.
The Brass Sextet
Defenses
Detection
“Six brass clockwork housings are set into the steel vault face and its surrounding stonework. Each has a dark glass lens, a toothed inspection plate, and a narrow slot that intermittently exhales warm, oil-scented air. Fine copper wires vanish into the masonry and converge on a squat regulator box above the vault door.”
Standard Engagement
The hazard activates when a creature without the authorized token approaches within 10 feet of the vault, touches the vault or its lock, attempts to manipulate a station, or deals damage to any part of the system.
The Brass Sextet takes 3 actions each round. It uses its first action to scan for tampering, its second action to activate the nearest active station, and its third action to activate the next active station in clockwise order. If fewer than three stations remain active, it uses one action per active station. Each station can activate only once per round. If a creature critically fails a Disable check, the station involved activates immediately and becomes the first station in the next routine.
The system resets at the start of each round. Disabled stations remain inactive until repaired. A station that has fired can fire again during the next routine. If all six stations are disabled, the hazard remains inactive until manually rewound with 10 minutes of work and a successful Thievery check against DC 18.
The nearest active station fires a spring-loaded needle at a creature within 20 feet. The target attempts a DC 18 Reflex save. On a failure, it takes 2d6 piercing damage and 1 persistent bleed damage. On a critical failure, it takes double damage and is clumsy 1 for 1 round.
A brass iris opens and releases a cloud of powdered graphite and irritant oil in a 10-foot burst centered on a point within 30 feet. Creatures in the area attempt a DC 18 Fortitude save. On a failure, they are dazzled for 1 round and take a -1 circumstance penalty to Perception checks for 1 minute. On a critical failure, they are blinded for 1 round instead.
A magnetic clamp lashes out at a creature wearing or carrying metal within 15 feet. The target attempts a DC 18 Reflex save. On a failure, it is pulled 10 feet toward the station and immobilized until it Escapes against DC 18 or the clamp is disabled. On a critical failure, it is also knocked prone.
The station emits a shrill chime that resonates through the vault door. Each creature within 30 feet attempts a DC 18 Will save. On a failure, the creature is frightened 1 and cannot use reactions until the start of its next turn. On a critical failure, it is frightened 2 instead.
A toothed plate rotates and sprays scalding lubricant in a 15-foot line. Creatures in the line attempt a DC 18 Reflex save. On a failure, they take 2d6 fire damage and are off-guard until the end of their next turn. On a critical failure, they also take 1 persistent fire damage.
A hidden gear releases a locking bar from the pavement or wall, attempting to pin a creature within 10 feet. The target attempts a DC 18 Reflex save. On a failure, it is restrained by the bar until it Escapes against DC 18 or the bar is disabled. On a critical failure, it is also shoved 5 feet toward the vault door.
The six stations are linked but independent. Damage, Disable attempts, and obstructions affect only the station involved unless the regulator box is targeted.
At the start of each routine, determine the first active station by the position of the regulator's indicator hand, then proceed clockwise. This makes the hazard predictable after the characters observe one full round.
When two or fewer stations remain active, the regulator overdrives them. The active stations gain a +1 circumstance bonus to their DCs, but each station can be disabled with only two successes.
If a character spends an action studying the regulator and succeeds at Crafting or Thievery against DC 18, the character learns which station will activate next and can announce the next station's effect before the routine resolves.
The hazard does not activate against creatures carrying the store's brass authorization token, unless that token has been counterfeited or damaged.
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