Read 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

ApproachProcedureResult
Destroy the WardenReduce 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 FireGain 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 CollapseGain 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.