Pbartender
First Post
...and maybe starting the rusted machinery requires a short 3 before 3 fails skill test with thievery to get it going. (one success in each tower)
This just caught my eye...
Again, from personal experience, this is as good as telling the players the rusted machinery can't be turned on.
Practically no player will want to use multiple actions to turn on rusted machinery in the middle of a battle when they could instead be smashing bad guys.
Instead, treat the machinery like a trap, with a simple "surprise" trigger... A control panel with buttons, knobs and levers. If any target is successfully hit with an attack while standing adjacent to the control panel (thereby bumping into random buttons and lever), or if a target is pushed, pulled or slid adjacent to the control panel (ditto), or if anyone decides to start pulling buttons and pushing levers (make them roll a skill check, but the result doesn't actually matter), then the machinery starts up.
Or, perhaps, if automatons are doing the work, the machinery is already running. Just give the different components actions on certain initiative counts.