The Argent Coffer's Sixfold Watch
The Argent Coffer is a steel jewelry-store vault protected by six linked mechanical hazards. It was built to punish haste rather than simply prevent entry. The vault clicks, exhales, and shifts as intruders work, making every successful step feel like it has awakened something deeper inside. Each defense is deliberately different, so thieves who rely on one method of disarming traps quickly discover that the vault demands six kinds of caution.
The Argent Coffer's Sixfold Watch
Defenses
Detection
“A squat steel safe vault with six conspicuous security fittings: a combination dial, a keyway, a pressure threshold, a polished inspection lens, a ventilation grille, and a red brass alarm stud. Each fitting is connected to a different section of the vault's internal mechanism.”
Standard Engagement
Each hazard has a different trigger, described in its individual effect entry. The vault becomes active when a creature begins manipulating, opening, climbing through, or deliberately damaging it.
On its initiative, the vault activates each hazard that has been triggered but not yet resolved. Resolve each active hazard in the order listed in Effects. The vault does not take actions for inactive hazards. Once a hazard activates, it remains active until its effect is resolved or it is disabled.
Each activated hazard resets after 10 minutes once its effect ends, provided the vault remains closed. A character can prevent reset by spending 1 minute and succeeding at DC 18 Thievery. If three or more hazards activate, the entire system locks down for 1 hour and cannot be opened from outside without a successful DC 20 Thievery check.
When the combination dial is turned to the wrong number, a spring-loaded shutter slams across the vault face and a spray of powdered gemstone grit blasts from hidden vents. Creatures within 10 feet must attempt a DC 18 Reflex save. On a critical success, the creature is unaffected. On a success, it takes half damage. On a failure, it takes 2d6 slashing damage and is dazzled for 1 round. On a critical failure, it takes double damage and is dazzled for 1 minute. The dial can be disabled with Thievery or Society before the wrong combination is entered.
Each of the six hazards has a distinct trigger and disable method. A creature can attempt to disable only one hazard at a time. A character who has observed a hazard activate gains a +2 circumstance bonus to identify that hazard's trigger, but not to disable it.
When four or more hazards have activated, the vault emits a high metallic chime audible throughout the building. This alerts nearby creatures and causes the vault to gain a +2 circumstance bonus to its Fortitude and Reflex DCs until it resets.
The hazards are built into the vault rather than scattered around the room. Effects that target the vault can damage every active mechanism, but damage to one mechanism does not disable the others.
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