Junction Black

The last cyber-hound collapses in the coolant runoff, its claws still scraping at the deck. Ahead, the maintenance conduit ends at a dead switching station where three route lamps blink through the dark. Rook's safehouse beacon is too weak to give turn-by-turn directions, but all three paths eventually reach the abandoned Hollow Vein mine.

The party has time for a brief argument, not a full rest. Explain the three routes plainly and let the players choose. None is the hidden “correct” route. Each emphasizes a different set of skills and leaves a different mark on Act 2.

RouteBest ForMain DangerAct 2 Effect
A. Exhaust GateDirect combat, Athletics, Computers, CraftingWarden Mech and exposed gate consolesFastest route, but Network Heat begins 1 higher.
B. Coolant SpineStealth, Survival, Acrobatics, environmental problem-solvingPressure cycling, freezing coolant, and trapped maintenance prisonersNetwork Heat begins 1 lower if the party seals the route behind them.
C. Ore Transit LineCrafting, Computers, Thievery, DiplomacyRepairing a damaged mag-tram while security drones close inThe party reaches Act 2 with transport parts and a corporate freight manifest.