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Grey Hook's Unpaid Fee - AI-generated fantasy Hazard

Grey Hook's Unpaid Fee

The square's old fee post is more than a place to pay market dues. Its buried winches haul hooked chains through the cobbles, catching the ankles of anyone who crosses without paying. During a fight, the hazard turns a busy patch of ground into a dangerous bottleneck and can drag combatants away from cover or companions.

Complex · Mechanical · Level 4

Grey Hook's Unpaid Fee

The square's old fee post is more than a place to pay market dues.
Spot
21
Disable
21
AC
20

At a glance

Level
4
Complex
Spot DC
21

Defences

AC
20
Fort
+12
Ref
+11
Will
+8
Hardness
10
HP
40
BT
20

Disable Thievery DC 21

Initiative +11

The hazard

The square's old fee post is more than a place to pay market dues. Its buried winches haul hooked chains through the cobbles, catching the ankles of anyone who crosses without paying. During a fight, the hazard turns a busy patch of ground into a dangerous bottleneck and can drag combatants away from cover or companions.

  • Mechanical
  • Complex
Stealth
(expert) to notice the concealed pressure plates and chain gutters; the brass fee post itself is obvious.
Trigger
A creature that has not paid the fee steps onto the marked cobbles. The hazard rolls initiative and makes its first Chain Snare Strike against the triggering creature.
Disable
Thievery (trained) to jam a chain winch from a gutter, or Thievery (trained) to disable the fee post's balance mechanism. Two successful checks are required to disable the hazard completely. A critical success counts as two successes.
Initiative
+11
Routine
The hazard spends 2 actions. It uses Chain Snare against one eligible creature, then uses Haul In if it has a creature grabbed. It prioritizes creatures that have not paid the fee, then the nearest creature in reach.
Reset
The hazard resets automatically 1 minute after it has no creature grabbed and no creature remains in the marked square. Its chains retract into the gutters and its fee post returns to its idle state.

Damage

Immunities

critical hits, object immunities, precision damage

Weaknesses

electricity 5

Effects

2
  • Chain Snare

    DC 21

    Chain Snare: The hazard makes a chain lash Strike against one creature in the marked square or within 10 feet of its edge. On a hit, the target takes bludgeoning damage and is grabbed by the chain (Escape ).

  • Haul In

    DC 21

    Haul In: If a creature is grabbed by a chain, the hazard attempts to pull it 10 feet toward the nearest gutter. The target can attempt a Reflex save to avoid being moved. On a failure, it is pulled and falls prone if the movement brings it into a stall, wall, or another creature's space.

Special rules

Marked Fee Square.The hazard occupies a 20-foot square of marked cobbles around the fee post. Its chains can reach creatures within 10 feet of the square's edges.

Paid Up.A creature that pays the post with a coin worth at least 1 sp is ignored by the hazard for 10 minutes. The hazard can track no more than six paid creatures at a time; after that, the oldest payment expires immediately.

Spotting it

Discovery

A creature that Searches the square and succeeds at a Perception check notices the narrow chain gutters and pressure plates.

Perception

+11

Stop it

Signs of dangerFresh scratches and small blood spots mark the cobbles beside the gutters. · A chain briefly rattles below the paving when a creature steps near the fee post. · The balance scale on the post tips toward any creature carrying a heavy purse.

Countermeasures

In short

Recognize the marked fee square, pay the post, cross without touching the plates, or disable the concealed chain winches.

Its story

What it looks like

Iron-rimmed cobbles form a neat square around a brass fee post.

Why it is here

To enforce market fees and control movement through the square, though its builders left it dangerous enough to become a battlefield hazard.

Who made it

The Grey Hook Square market wardens, with mechanisms supplied by an unnamed locksmith.

Lore

Market gossip claims the fee post was installed after a string of thefts, but the wardens never admit the chains are meant to punish anyone.

Where it is found

Grey Hook Square, a crowded market plaza with stone paving, stalls, awnings, and narrow gutters.

Variants

In a more heavily guarded market, the chains end in blunt hooks. Reduce Chain Snare damage to 1d8+4, but on a hit the target is also pulled 5 feet toward the post without a save.
A corrupt warden has altered the scale so that only a specific stamped token counts as payment. A creature carrying ordinary coins can discover the fraud with a successful DC 19 Society check.

Plot hooks

A vendor insists the hazard has begun snaring people who paid their fees, suggesting someone has tampered with the balance mechanism.
The wardens use the square's chain system to isolate a suspect during a public dispute, forcing the party to decide whether to intervene.
A stolen ledger hidden beneath the fee post records bribes paid to keep certain stalls outside the hazard's reach.

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