Sidequest — The Quiet Fever

Location: Infirmary, Bunk Hall Alpha, Old Vein Primary Focus: Medicine, investigation, hazardous recovery Recommended Level: 1–2 Expected Length: 45–60 minutes

Hook

Several Point Lotious residents have developed the same symptoms over the past week: fever, trembling hands, blurred vision, and patches of gray discoloration around the mouth and fingertips.

The safehouse physician, Doctor Sera Vale, originally blamed exhaustion and poor nutrition. That explanation no longer fits. Three patients are now unconscious, and the infirmary’s ordinary treatments have done nothing.

“This is not spreading like an infection. The patients do not share meals, bunks, or work shifts. Something else connects them.”

The illness has no connection to the prison escape, the Resonance Twins, or Helix Meridian. It originates inside Point Lotious itself.

What Is Happening

The affected residents all worked near an abandoned ventilation shaft connected to the Old Vein, a sealed mining level beneath the safehouse.

A damaged air recycler has been drawing microscopic mineral dust from the old tunnels. The dust contains a naturally occurring heavy-metal compound called lotium gray, which gradually builds up in the nervous system.

The condition is poisoning, not disease.

Ordinary healing can stabilize the patients, but curing them requires:

  1. Identifying the source.
  2. Stopping further contamination.
  3. Recovering a mineral-binding compound from an abandoned mining clinic in the Old Vein.
  4. Preparing enough antidote for the current patients.

Phase 1 — Diagnose the Illness

The party must earn 4 Diagnosis Points before accumulating 3 False Leads.

ApproachCheckResult
Examine the unconscious patientsDC 15 Medicine checkGain 1 Diagnosis Point
Compare work schedules and sleeping assignmentsDC 15 Society or Perception checkGain 1 Diagnosis Point
Test food and water samplesDC 15 Crafting or Medicine checkRules out contamination in the kitchen and recycler
Analyze dust collected from clothingDC 15 Crafting checkGain 1 Diagnosis Point
Search old mining recordsDC 15 Computers checkReveals prior cases of neurological mineral poisoning
Inspect the ventilation networkDC 15 Survival or Perception checkLocates the contaminated intake

A critical success earns 2 Diagnosis Points.

A critical failure adds 1 False Lead. At 3 False Leads, the party wastes valuable time pursuing an incorrect cause. One additional patient falls unconscious before the correct source is found.

Diagnosis

At 4 Diagnosis Points, the party confirms lotium-gray poisoning.

Doctor Vale can slow the condition, but she does not have the required binding agent. Old records indicate that the abandoned mining clinic stored emergency doses in a sealed medical cabinet.


Phase 2 — Seal the Contaminated Intake

The intake lies behind a narrow maintenance crawlspace beneath Bunk Hall Alpha.

Ash and metallic dust move through the duct whenever the primary ventilation fans cycle.

ApproachCheckResult
Close the warped intake manuallyDC 16 Athletics checkSeals the duct
Repair the actuatorDC 15 Crafting checkRestores normal control
Shut down the correct ventilation branchDC 15 Computers checkSafely isolates the intake
Construct a temporary filterDC 15 Crafting or Survival checkStops contamination for one week
Navigate the crawlspace safelyDC 14 Acrobatics checkAvoids exposure and unstable panels

A creature exposed to a major dust release attempts a DC 15 Fortitude save.

  • Critical Success: Unaffected.
  • Success: The creature is sickened 1.
  • Failure: The creature is sickened 1 and takes a –1 status penalty to Dexterity-based checks for 1 hour.
  • Critical Failure: As failure, but the creature also requires a dose of the antidote.

Sealing the intake prevents new cases but does not cure existing patients.


Phase 3 — The Old Vein Clinic

The abandoned clinic lies several hundred feet beneath Point Lotious. The connecting tunnel has not been used in years.

Old Vein Hazards

HazardChallenge
Unstable access ladderDC 15 Athletics or Acrobatics check
Collapsed passageDC 15 Athletics or Crafting check to clear safely
Mineral-dust pocketDC 15 Survival check to notice before disturbing it
Failing clinic doorDC 15 Thievery or Crafting check
Unpowered medical cabinetDC 15 Computers check or external battery

The clinic contains no living enemies by default. Its danger comes from neglect, toxic dust, unstable flooring, and failing equipment.

For a more action-oriented version, the excavation noise awakens one or more abandoned mining drones programmed to protect medical supplies from unauthorized workers.

The Medical Cabinet

The cabinet contains:

  • Six intact doses of mineral-binding agent
  • Two expired doses
  • A compact diagnostic scanner
  • Old worker health records
  • One damaged automatic surgical tool

There are more patients than intact doses.

The party must either stretch the medicine or manufacture additional doses.


Phase 4 — Prepare the Antidote

Doctor Vale needs 5 Treatment Points to prepare enough medicine for every current patient.

ApproachCheckResult
Prepare and administer intact dosesDC 15 Medicine checkGain 1 Treatment Point
Test the expired medicineDC 15 Crafting checkGain 1 point without risking a patient
Reprocess expired dosesDC 17 Crafting checkGain 2 points
Use the diagnostic scanner to calculate dosageDC 15 Medicine or Computers checkGain 1 point
Construct a blood-filtration deviceDC 17 Crafting checkGain 2 points
Monitor neurological responseDC 15 Medicine checkPrevents the next treatment complication

A critical failure during treatment causes one patient’s condition to worsen. The patient remains alive but requires an intact dose that can no longer be stretched or shared.

Treatment Results

At 5 Treatment Points, every patient receives effective treatment.

At 3–4 Treatment Points, all patients survive, but one or more require several weeks to recover.

At 2 or fewer Treatment Points, Doctor Vale must choose which patients receive the intact medicine first. No patient dies immediately, but untreated residents remain seriously ill until more supplies are found.


Optional Discovery — The Covered Records

The clinic records show that the old mining company knew about lotium-gray exposure and concealed it to avoid shutting down the mine.

Several older Point Lotious residents may have mild, undiagnosed symptoms.

The party can give the records to Doctor Vale, the Tamsin Rook command staff, or affected workers.

This discovery creates a future decision: expose the former mining company, quietly treat the residents, or use the records to pressure one of its surviving corporate successors.


Rewards

AccomplishmentReward
Identify the true cause of the illness20 XP story award
Seal the contaminated ventilation intake20 XP
Recover the Old Vein medical supplies30 XP
Treat every affected resident30 XP
Preserve the diagnostic scannerPoint Lotious infirmary service improves
Recover the concealed health recordsEvidence concerning the former mining operation

Safehouse Benefit

After the sidequest is completed:

  • Doctor Vale can treat mineral and environmental exposure more effectively.
  • The diagnostic scanner provides a +1 circumstance bonus to one relevant Medicine check per patient.
  • Point Lotious no longer risks additional cases of the Quiet Fever.
  • The party can obtain one free environmental medical screening before leaving the safehouse.