E1 — Pressure-Lock Run
TrapPuzzlePressure-Run Procedure
Pressure-Lock Run
The Coolant Spine is a kilometer-long service artery divided by six pressure doors. CUSTOS-9 cycles freezing coolant through the line in an attempt to flush the fugitives into a reclamation tank.
Run this as a group challenge requiring 6 Progress before 3 Failures. Each attempt takes roughly 1 minute. The standard DC is 15; particularly strong but narrow approaches can use DC 17 and gain 2 Progress on a success.
| Skill | Example |
|---|---|
| Acrobatics | Cross a pipe rack before the next coolant surge. |
| Athletics | Hold a pressure door or drag a wounded survivor through. |
| Computers | Predict the next cycle using local sensor data. |
| Crafting | Jam a valve, patch a suit, or redirect coolant. |
| Stealth | Move between sensor sweeps without drawing a purge cycle. |
| Survival | Read frost, airflow, and vibration to identify the safe lane. |
| Thievery | Bypass a manual pressure interlock. |
A character cannot use the same skill on two consecutive attempts. A critical success gains 2 Progress. A critical failure counts as 2 Failures.
Failure Consequences
On each Failure, every character in the exposed section attempts a DC 17 basic Reflex save against 1d6 cold damage. On the third Failure, the party is washed into a lower service reservoir, loses one recovered supply item, and begins the Ashstorm Crossing with 1 Failure already marked. They still escape.
Optional Rescue — Maintenance Pod 7
Maintenance Pod 7
Halfway through the Spine, the party hears three workers and an injured FF courier trapped behind a warped pressure door. Reaching them requires 2 additional Progress before the group completes the route.
A DC 15 Athletics, Crafting, or Thievery check gains 1 rescue Progress. A critical success gains both. Failure adds 1 Failure to the main challenge; the players can abandon the attempt before reaching 3 Failures.
Rescuing the pod grants 30 XP, adds one noncombatant technician to the safehouse, and provides a portable water recycler worth 75 credits to the resistance. The injured courier does not become an additional active specialist.
Coolant Spine Pressure Cycle Moderate Complex Challenge
COMPLEX ENVIRONMENTAL TECH
Description Automated valves alternate vacuum draw, freezing coolant, and crushing pressure-door closures.
Disable Complete the Pressure-Lock Run challenge; individual sections can be disabled with the listed skill checks.
Routine The hazard does not use normal initiative. Each failed challenge attempt exposes the group to a coolant surge.
Coolant Surge Each exposed creature attempts a DC 17 basic Reflex save against 1d6 cold damage. On a critical failure, the creature is also clumsy 1 until it receives warmth or 10 minutes of rest.
Maintenance Pod Cache
If the prisoners are rescued, the group finds two commercial batteries, two common commercial healing consumables appropriate to the party, 35 credits in tool chits, and the portable water recycler.