E2 — Warden Mech Gatekeeper
CombatRead Aloud
Read Aloud — The Gatekeeper
The conduit opens into a chamber built around a circular pressure gate. Beyond its armored iris, wind screams against the outer shell.
A machine unfolds from a maintenance cradle above the door. First the legs, then the armored torso, then a weapon mount that tracks across the room with patient precision.
“Paired anomaly subjects located,” the prison says through the mech’s speaker. “All other biological units are expendable.”
The gate controls light up on the far platform.
Draft Objectives
Draft Encounter Objectives
| Route to Victory | Draft Procedure | Risk |
|---|---|---|
| Destroy the Warden Mech | Reduce it to 0 HP. Repair drones can restore it unless stopped. | Most direct and most resource-intensive. |
| Open the pressure gate | Gain 4 Gate Access Points using DC 17 Computers, Crafting, or Thievery checks at two separated consoles. | The crew must split across exposed platforms. |
| Resonance breach | Gain 3 Resonance Points with DC 15 Diplomacy, Occultism, or Arcana checks while the twins remain adjacent to the gate. | Each failed check gives the mech a free targeting lock against one twin. |
These procedures are intentionally marked draft. Final development should decide whether all three routes are equally fast and how the outer ashstorm changes the last round.
Draft Severe Encounter Scaling
| Party | Severe Budget | Draft Roster |
|---|---|---|
| 4 PCs | 120 XP | Warden Mech Prototype (creature 3, 80 XP) and 2 Repair Drones (creature –1, 20 XP each) |
| 5 PCs | 150 XP | Warden Mech Prototype, 2 Repair Drones, and 1 Onyx Security Specialist (creature 0, 30 XP) |
| 6 PCs | 180 XP | Warden Mech Prototype, Artillery Node (creature 1, 40 XP), and 3 Repair Drones |
| 7 PCs | 210 XP | As 6 PCs, plus 1 Onyx Security Specialist |
This is a difficult level-1 climax after another encounter. The completed scene should include a recovery opportunity, terrain the party can exploit, and a clear retreat/fail-forward result.
Warden Mech Prototype Creature 3 — Draft
LARGE CONSTRUCT TECH
Perception +9; darkvision
Languages Common (cannot converse beyond security directives)
Skills Athletics +11, Computers +9
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –3
AC 19; Fort +12, Ref +7, Will +9
HP 55; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal, paralyzed, poison, sickened, unconscious
Ablative Intercept [reaction] Trigger: The mech takes physical damage. Effect: Reduce the damage by 4. The mech cannot use Ablative Intercept again until the start of its next turn.
Speed 25 feet
Melee [one-action] hydraulic slam +12 (reach 10 feet), Damage 1d10+5 bludgeoning
Ranged [one-action] suppression cannon +11 (automatic, range increment 60 feet, tech), Damage 1d8+3 piercing
Lock On [one-action] The mech designates one creature it can see. Its next ranged Strike against that creature before the end of its next turn gains a +1 circumstance bonus and ignores lesser cover.
Sweeping Fire [two-actions] The mech fires through a 20-foot cone. Creatures in the cone attempt a DC 18 basic Reflex save against 2d6 piercing damage. The mech cannot use Sweeping Fire again for 1d4 rounds.
Emergency Pursuit [reaction] Trigger: A twin moves more than 15 feet away from the mech. Effect: The mech Strides up to half its Speed toward that twin.
Maintenance Repair Drone Creature –1 — Draft
TINY CONSTRUCT TECH
Perception +4; darkvision
AC 15; Fort +4, Ref +7, Will +2
HP 8; Immunities standard construct immunities
Speed 15 feet, fly 30 feet
Ranged [one-action] arc tool +6 (range increment 20 feet, tech), Damage 1d4 electricity
Field Repair [two-actions] The drone restores 1d6 HP to an adjacent tech creature or object. A particular target can benefit from only one Field Repair each round.
Exhaust-Gate Artillery Node Creature 1 — Draft
MEDIUM CONSTRUCT TECH
Perception +7; darkvision
AC 17; Fort +8, Ref +6, Will +5
HP 22; Hardness 3; Immunities standard construct immunities
Fixed Mount The node cannot move.
Ranged [one-action] heavy laser +9 (range increment 100 feet, tech), Damage 1d8+2 fire
Crossfire Vector [one-action] Choose one creature the Warden Mech can see. Until the start of the node’s next turn, that creature is off-guard to the node’s ranged Strikes if it is also within the Warden Mech’s reach or line of fire.