Encounter, level & systems design
House of Three Wheels
An industrial dungeon where the machinery becomes the encounter.
- My contribution
- Adventure and encounter design, spatial documentation, GM instructions and campaign continuity.
- Project
- Tabletop raid dungeon · Level 3 campaign module

The design goal
Make the environment readable and interactive: players should solve concrete problems, choose routes and change the conditions of the final encounter.
Two approaches, one shared problem
A legal route through the Bronze Wardens and an illicit route through the Crimson Sun lead into the station from different sides. Each offers different relationships and information before the party confronts the same failing infrastructure.
Preparation changes the encounter
The station’s White, Red and Blue wings connect exploration and rescues to the machinery in the Distribution Hall. Telegraphs appear before their effects. Players can act on water, gas, routes and mechanisms rather than simply attack a boss until it dies.
Instructions that support actual play
The September GM manual begins with a 15-minute preparation guide. Essential information is not locked behind a roll, and successful physical plans work literally. Separate player handouts protect GM-only information; maps define visible geometry while prose defines hidden links and system behaviour.
Work samples
Production context
Original Prisma campaign design by Kirill Sakhin, developed with AI assistance. This portfolio presents an English design overview, not a complete English translation of the Russian GM manual. Diagram reproduced from the canonical project map package.