E1 — 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.”
Two gate consoles light on opposite platforms. Above them, repair drones slide onto a ceiling rail.
Routes to Victory
Three Ways Through the Gate
| Approach | Procedure | Result |
|---|---|---|
| Destroy the Warden | Reduce the mech to 0 HP. Repair drones can restore it unless disabled. | The party can open the gate without further checks and recover its command core. |
| Open the Gate Under Fire | Gain 4 Gate Progress. A creature adjacent to either console can spend 2 actions and attempt a DC 17 Computers, Crafting, or Thievery check. Success gains 1 Progress; critical success gains 2. A character can Force a jammed linkage with a DC 19 Athletics check. | At 4 Progress, the iris opens. The mech continues fighting, but the party can escape by moving through the gate. |
| Resonance Collapse | Gain 3 Resonance Progress while both twins are adjacent to the gate. A PC spends 2 actions to guide them and attempts a DC 16 Arcana, Diplomacy, Occultism, or relevant Lore check. Failure causes 1d6 force damage to both twins; critical failure also resets 1 Progress. | At 3 Progress, the twins tear the repair rail from the ceiling. The mech is immobilized and the gate opens one round later. |
If the twins' Trust is 2 or higher, the first Resonance Collapse check gains a +1 circumstance bonus. At Trust 0, they refuse unless a PC first succeeds at a DC 17 Diplomacy check.
Tactics and Fail-Forward
Running the Warden
The Warden begins by using Lock On against the character nearest a gate console, then uses its suppression cannon. It uses Sweeping Fire only when it can catch at least two targets and avoids striking a twin if a less dangerous attack can recover them alive.
Repair drones spend their first turns repairing the Warden or blocking console access. A PC adjacent to the overhead-rail control can spend 2 actions and succeed at a DC 17 Computers or Crafting check to shut down one drone for 1 round; a critical success disables it.
Fail-Forward
If the party is defeated, Rook overloads the western console while the twins collapse the mounting rail. The gate opens, but Rook is captured or left dying, all recovered corporate supplies are lost, and Network Heat increases by 2. The campaign continues into the ashstorm.
Exhaust Gate Encounter Scaling
| Party | Roster | Budget | Adjustment |
|---|---|---|---|
| 4 PCs | Warden Mech Prototype (creature 3) and 2 Repair Drones (creature –1) | 120 XP | Severe. |
| 5 PCs | Base roster plus 1 Repair Drone and increase the Warden to 65 HP | Approximately 140 XP | Use terrain and objectives rather than another full soldier. |
| 6 PCs | Base roster plus 1 Artillery Node (creature 1) | 160 XP | Below a full Severe budget because the party is already depleted. |
| 7 PCs | As 6 PCs plus 1 Repair Drone and 1 Corporate Sweep Trooper (creature –1) | 200 XP | Keep the additional units on separate parts of the map. |
Weakened Moderate Version
For a weak four-character party, remove both Repair Drones, reduce the Warden to 45 HP, and remove Emergency Pursuit. Award 80 XP. For any weak party, the active FF specialist can also begin adjacent to the route element they support.
Warden Mech Prototype Creature 3
LARGE CONSTRUCT TECH
Perception +9; darkvision
Languages Common; security directives only
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
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 target can benefit from only one Field Repair each round.
Exhaust-Gate Artillery Node Creature 1
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.