Scene 3: Three Roads to the Hollow Vein
Scene Overview
Scene 3 — Three Roads to the Hollow Vein
After the cyber-hound attack and restraint crisis, the escape stops being a single corridor. At Junction Black, the party chooses one of three routes: fight through the Exhaust Gate, cross the Coolant Spine, or restart the Ore Transit Line. Each route is a complete alternative rather than an encounter the party is expected to play in sequence.
| Start | End | Shared Requirement |
|---|---|---|
| Junction Black immediately after Scene 2. | The Hollow Vein safehouse after the Ashstorm Crossing. | Both twins and at least one PC reach the safehouse. FF survival is variable and serves as a balancing tool. |
GM Flow
Scene 3 GM Flow
| Step | Procedure |
|---|---|
| 1. Count survivors | Assess the party's condition and decide how many FFs are still mobile. |
| 2. Select support | If needed, choose one active FF specialist to cover a missing skill set. |
| 3. Present all routes | Explain the route strengths, dangers, and known consequences without hiding a “best” option. |
| 4. Run one route | Use only Route A, B, or C. Do not run all three. |
| 5. Cross the storm | Run the shared Ashstorm Challenge, applying the chosen route's modifier. |
| 6. Enter the safehouse | Carry survivor count, evidence, supplies, Trust, and Network Heat consequences into Scene 4. |
GM Tool — Freedom Fighter Survivors
The exact number of Freedom Fighters who escape the cell block is intentionally flexible. Decide after Scene 2, once you know how depleted the party is. Do not roll publicly or treat the number as a retcon; describe survivors arriving from side conduits, carrying wounded companions, or failing to answer Rook's comm calls.
| Party Condition | FFs Still Mobile | Use at the Table |
|---|---|---|
| Strong; most resources intact | Rook plus 0–1 | No active specialist. Survivors escort the twins and manage off-map threats. |
| Normal attrition | Rook plus 2 | Choose one active specialist who fills the party's weakest skill role. |
| Weak, badly injured, or missing a core role | Rook plus 3 | Choose one active specialist. A second survivor can provide one emergency assist during the route. |
| Crisis; likely defeat without help | Rook plus 4 | Use two specialists or remove 20 XP of enemies from the chosen route. Never do both unless the group is in immediate danger of a total defeat. |
Selecting the Active Specialist
| Missing Need | Choose | Best Contribution |
|---|---|---|
| Medicine or emergency recovery | Sera “Patch” Vey | Stabilization, field treatment, suit sealing |
| Computers, Crafting, or Thievery | Kip-9 “Latch” | Bypass work, repairs, security systems |
| Front line, Athletics, or protection | Brakka Tor | Cover, forced doors, carrying wounded |
| Survival, Stealth, or Perception | Nima Sable | Scouting, route finding, hazard warning |
Keep the PCs central. Specialists do not take complete three-action turns and do not solve a challenge alone. Each provides the single support benefit on their NPC page, normally once per encounter. Other FFs remain in the fiction: carrying the wounded, guarding the twins, holding a rear door, or drawing off patrols.
Scene 3 Story and Encounter XP
Award only the row for the chosen route. All characters receive the same award.
| Accomplishment | XP |
|---|---|
| Overcome the Exhaust Gate encounter | 120 XP for the Severe version, or 80 XP if the GM uses the weakened Moderate version. |
| Overcome the Coolant Spine pressure-run hazard | 80 XP. |
| Repair and defend the ore mag-tram | 80 XP. |
| Complete the chosen route and carry the whole group beyond the prison perimeter | 80 XP major story award. |
| Complete the route's optional rescue, sabotage, or evidence objective | 30 XP moderate story award. |
| Cross the ashstorm and reach the Hollow Vein without losing a survivor | 80 XP. |
| Recover a missing beacon, dropped evidence, or wounded straggler during the crossing | 10 XP minor story award. |