House of Three Wheels

Encounter design breakdown

A dungeon that
runs on its machinery

A pumping and purification station gives the party more to do than defeat its occupants. Its routes, hazards and objectives share the same physical system.

Start with a concrete objective

The party needs to reach Vordanne through a closed quarantine wall. Official access through the Bronze Wardens and illicit access through the Crimson Sun offer different approaches. Both bring the characters into the House of Three Wheels.

G-01 canonical general plan of the pumping station; original Russian diagram.
The original G-01 general plan. Map geometry and the prose describing hidden links have different responsibilities.

Telegraph before resolving

The September GM manual makes the rule explicit: describe the steam lane, the next wave’s direction or the site of a chemical release before it activates. Keep the announced target stable after the players commit to an action.

That creates a learnable encounter. The party can reposition, take cover, rescue someone or change a mechanism with information they actually have.

Physical plans work literally

Rescue is an action, not an arbitrary sequence of additional checks. A rope, a stopped drive, a blocked shutter or suitable magic should change the scene in the way the successful plan establishes.

Essential information is not locked behind a roll. Inspection reveals the main route and required information; checks can provide speed, convenience or an extra clue.

Preparation feeds the final encounter

The White, Red and Blue wings give the party separate problems to solve before the Distribution Hall. Rescued specialists, instructions and prepared machinery change what the group can do when the three wheels and the Castellan become the focus.

The mechanical arrangement supports split roles and changing priorities. Players can alter the station while fighting within it; reducing the boss’s hit points is only one part of the problem.

Write the module so the GM can run it

The manual opens with a 15-minute preparation guide and a realistic stopping point. Player handouts are separate from the GM’s secrets. Canonical plans specify visible geometry; the adventure text specifies mechanisms, hidden links, states and timings.

Source context

Based on the September 12, 2026 GM manual, the August campaign bible and the canonical map package. The source manual and diagram are in Russian. This page is an English design breakdown, not the full translated module.

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