Sidequest — The Dry Engine

Locations: Scrap Mechanic, Power Room, Water Recycler, Old Pump Tunnels Primary Focus: Crafting, Computers, Athletics Recommended Level: 1–2 Expected Length: 45–60 minutes

The Problem

Point Lotious depends on an aging geothermal generator that powers both the water recycler and the ventilation system.

The generator has begun shutting down without warning. Each failure stops the water pumps, dims the safehouse lights, and forces residents to ration clean air until power returns.

The safehouse mechanic, Orrin Pike, has kept the system running with improvised repairs, but the problem is getting worse.

Initial inspection reveals three connected faults:

  • Mineral deposits are obstructing the geothermal intake.
  • The main circulation pump has a cracked impeller.
  • The generator control system is compensating with unsafe power surges.

The party must repair all three systems before the generator suffers permanent damage.


Phase 1 — Diagnose the Failures

The party must earn 4 Diagnostic Points.

ApproachCheckResult
Inspect the generator housingDC 15 Crafting checkGain 1 Diagnostic Point
Review the shutdown recordsDC 15 Computers checkGain 1 Diagnostic Point
Test water pressure across the recyclerDC 15 Crafting or Survival checkGain 1 Diagnostic Point
Examine the cracked pumpDC 15 Perception checkGain 1 Diagnostic Point
Trace vibration through the floor and pipesDC 15 Crafting or Athletics checkGain 1 Diagnostic Point
Compare old mining schematicsDC 15 Computers checkGain 1 point and reveal the geothermal intake tunnel

A critical success provides 2 Diagnostic Points.

At 4 points, the party understands that replacing only the pump will not solve the problem. The mineral blockage must also be cleared, or the new part will fail within days.


Phase 2 — Fabricate the Pump Impeller

No intact replacement exists in the safehouse.

Orrin has several possible sources of material:

  • An old ore-lift brake rotor
  • A damaged ventilation turbine
  • Several smaller pieces of industrial scrap
  • A working component from a nonessential machine

The party must earn 3 Fabrication Points.

ApproachCheckResult
Shape a replacement from scrapDC 15 Crafting checkGain 1 Fabrication Point
Recover the ore-lift rotorDC 15 Athletics checkGain 1 Fabrication Point
Identify a compatible alloyDC 15 Crafting or Computers checkGain 1 Fabrication Point
Balance the finished impellerDC 17 Crafting checkGain 2 points
Salvage a working part from another machineNo checkGain 2 points, but that machine becomes unusable

A critical failure damages one set of materials. The party must either find another source or sacrifice a working component.


Phase 3 — Clear the Geothermal Intake

The blocked intake lies beyond the power room in a narrow maintenance tunnel filled with heat, condensation, and mineral deposits.

Environmental Conditions

The tunnel is hot and poorly ventilated.

After each major task, exposed characters attempt a DC 15 Fortitude save.

  • Critical Success: Unaffected.
  • Success: Unaffected.
  • Failure: Fatigued until the characters leave the tunnel and rest for 10 minutes.
  • Critical Failure: Fatigued and take 1d6 fire damage from heat exposure.

Clearing the Intake

The obstruction is a thick deposit of mineral scale surrounding a partially collapsed valve.

ApproachCheckResult
Break apart the depositsDC 16 Athletics check
Cut away the damaged valveDC 15 Crafting check
Reverse the intake pressureDC 17 Computers check
Find a narrower bypass channelDC 15 Survival or Perception check
Construct a temporary pressure chargeDC 17 Crafting check

The party needs 3 Clearing Points. A critical success earns 2 points.

A critical failure releases a burst of hot water and steam. Creatures in the tunnel attempt a DC 17 basic Reflex save against 2d6 fire damage.


Phase 4 — Restart the System

The final restart requires three tasks to be completed at nearly the same time:

TaskCheck
Hold the pump coupling in alignmentDC 15 Athletics check
Control the power surgeDC 15 Computers check
Install and seal the impellerDC 15 Crafting check

If at least two checks succeed, the system starts normally.

If only one succeeds, the system starts but one safehouse service remains unreliable.

If all three fail, the generator shuts down and must be restarted after additional repairs.


Optional Complication — The Buried Maintenance Drone

Clearing the geothermal intake exposes an old mining maintenance drone trapped behind the mineral deposits.

Its identification system is damaged, and it treats anyone entering the tunnel as an obstruction.

The party can:

  • Disable it with Computers.
  • Repair its identification scanner with Crafting.
  • Restrain it with Athletics.
  • Destroy it.
  • Lure it toward the blocked intake and let it assist with excavation.

If repaired, the drone becomes a useful safehouse worker.


Results

Complete Success

The generator, water recycler, and ventilation system operate normally.

Point Lotious can support more residents without immediate rationing.

Partial Success

The generator functions, but the party must choose one continuing problem:

  • Water remains rationed.
  • Ventilation periodically fails.
  • The machine shop has limited power.
  • The generator requires daily maintenance.

Failure

The safehouse retains emergency power, but water and ventilation must be strictly rationed until more replacement parts can be found.


Rewards

AccomplishmentReward
Diagnose all three connected failures20 XP
Fabricate a reliable replacement impeller20 XP
Clear the geothermal intake30 XP
Restore every safehouse system30 XP
Repair the maintenance drone20 XP
Complete repairs without sacrificing working equipment10 XP

Safehouse Services Unlocked

After successful completion:

  • Free battery charging while at Point Lotious
  • Basic equipment and weapon repairs
  • Clean water and environmental-suit refills
  • Access to Orrin Pike’s scrap inventory
  • A +1 circumstance bonus to one future repair involving mining or industrial equipment

Sidequest — Echoes on Relay Nine

Locations: Comms Room, Ashstorm Ridge, Abandoned Relay Station Primary Focus: Computers, Crafting, Survival Recommended Level: 1–2 Expected Length: 45–60 minutes

The Problem

Point Lotious has lost contact with its outer weather and navigation relay.

Relay Nine normally tracks ashstorm movement, identifies safe travel windows, and guides travelers through the surrounding ridges. Without it, anyone leaving the safehouse must travel almost blind.

The comms operator, Nia Sol, can still detect the relay’s automated carrier signal, but its data stream is corrupted.

Every few minutes, the comms room receives fragments of old weather reports, mining advertisements, emergency alerts, and private messages recorded decades earlier.

The relay is still powered, but something has damaged its transmitter and scrambled its memory archive.


Phase 1 — Interpret the Corrupted Signal

The party must earn 4 Signal Points.

ApproachCheckResult
Separate current data from archived recordingsDC 15 Computers checkGain 1 Signal Point
Identify repeating signal patternsDC 15 Perception checkGain 1 Signal Point
Repair the comms-room receiverDC 15 Crafting checkGain 1 Signal Point
Compare the signal with old relay mapsDC 15 Society or Survival checkGain 1 Signal Point
Calculate the relay’s approximate locationDC 15 Computers or Survival checkGain 1 Signal Point
Identify the source of the interferenceDC 17 Computers checkGain 2 Signal Points

At 4 points, the party determines that Relay Nine is operating from an old tower beyond Ashstorm Ridge.

Its transmitter is damaged, but its weather sensors remain active.


Phase 2 — Reach Relay Nine

The route crosses exposed ash fields and a narrow ridge.

The party must earn 5 Travel Points before accumulating 3 Exposure.

ApproachCheckResult
Follow buried maintenance markersDC 15 Survival checkGain 1 Travel Point
Read the wind and ash movementDC 15 Survival or Nature checkGain 1 Travel Point
Locate shelter between storm gustsDC 15 Perception checkGain 1 Travel Point
Repair an old guide beaconDC 15 Crafting checkGain 1 Travel Point
Navigate using relay signal strengthDC 15 Computers checkGain 1 Travel Point
Cross a collapsed service bridgeDC 15 Athletics or Acrobatics checkGain 1 Travel Point

A critical success gains 2 Travel Points.

A failure may add 1 Exposure when it leaves the party in open terrain.

At 3 Exposure, the party is caught in a heavy ash gust. Each character attempts a DC 15 Fortitude save or becomes fatigued until they rest in shelter.


Phase 3 — Explore the Relay Station

Relay Nine consists of:

  • A partially buried control shelter
  • A leaning transmitter mast
  • A weather sensor platform
  • A backup battery chamber
  • A small maintenance office

The station has been abandoned for many years.

Relay Hazards

HazardResolution
Unstable transmitter mastDC 15 Athletics or Crafting check
Exposed electrical panelDC 15 Thievery or Crafting check
Ash-choked shelter doorDC 15 Athletics check
Collapsing roof sectionDC 15 Perception check to notice
Damaged backup batteriesDC 15 Crafting check to stabilize

Phase 4 — Repair Relay Nine

The party must earn 6 Repair Points.

Repair TaskCheckResult
Replace the transmitter couplingDC 15 Crafting checkGain 1 Repair Point
Rebuild the signal amplifierDC 15 Crafting or Computers checkGain 1 Repair Point
Realign the antennaDC 16 Athletics checkGain 1 Repair Point
Purge corrupted memory sectorsDC 15 Computers checkGain 1 Repair Point
Restore the weather sensorsDC 15 Crafting checkGain 1 Repair Point
Stabilize the backup power supplyDC 15 Crafting or Computers checkGain 1 Repair Point
Recover usable archived mapsDC 17 Computers checkGain 1 point and additional navigation data

A critical success earns 2 Repair Points.

A critical failure causes a power surge. The acting character takes 1d6 electricity damage, and one completed Repair Point is lost unless another character succeeds at a DC 15 Crafting check.


Optional Discovery — The Relay Archive

The relay’s memory contains decades of ordinary local records.

Possible discoveries include:

  • Maps of abandoned mining roads
  • Records of seasonal ashstorm patterns
  • Locations of emergency shelters
  • Survey notes describing unexplored caverns
  • Personal messages from former miners
  • Coordinates for equipment caches
  • Evidence that one supposedly exhausted mine still contains valuable deposits

These records do not need to connect to the main campaign. They can provide locations for future exploration or small local adventures.


Optional Complication — Territorial Scavengers

A group of ash-dwelling creatures has nested inside the relay’s battery chamber.

The party can:

  • Drive them away.
  • Distract them with food.
  • Seal them in another chamber.
  • Wait for them to leave.
  • Fight them in a Low-threat encounter.

Repairing the relay without harming the creatures may earn a small additional story award.


Results

Complete Success

Relay Nine resumes transmitting weather, navigation, and storm-warning data to Point Lotious.

Partial Success

The relay provides basic navigation data but one function remains offline:

  • Weather forecasting
  • Long-range communications
  • Navigation guidance
  • Emergency beacon coverage

Failure

The party recovers some stored data, but the relay remains unusable.

Point Lotious must continue relying on scouts and visual observations.


Rewards

AccomplishmentReward
Locate Relay Nine20 XP
Reach the relay safely20 XP
Restore the transmitter30 XP
Restore every relay function30 XP
Recover useful maps or shelter locations20 XP
Resolve the scavenger problem without combat10 XP

Safehouse Services Unlocked

After Relay Nine is restored:

  • Accurate local ashstorm forecasts
  • Safer overland navigation
  • Long-range emergency beacon access
  • Updated regional maps
  • A +1 circumstance bonus to one navigation or weather-related check during nearby travel