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Reach the Pump Gallery Before Station Four's Air Worsens - AI-generated fantasy Encounter

Reach the Pump Gallery Before Station Four's Air Worsens

Timed skill challenge · Low · 6 players, level 8

Reach the Pump Gallery Before Station Four's Air Worsens

Every delay leaves Station Four's residents breathing worse air, while the stopped pumps remain unreachable.

Run the talk

Successes
0/6
Failures
0/3

Starts Neutral

Base DC 15

Success Tegan guides the party to the pump gallery

Failure Each failure adds 45 minutes and worsens the air by one grade


Party 6 players, level 8

System D&D 2024

Cheat sheet

The party wants

Gain Tegan's help and Aldric's cooperation, then reach the pump gallery before the air becomes dangerous.

Success

Tegan guides the party to the pump gallery, and Aldric authorizes the guards to open the gates.

Failure

Each failure adds 45 minutes and worsens the air by one grade.
Clock
6 / 3
successes / failures
Base DC
15
Starts
Neutral

Read aloud

Say this

The stair spills into Station Four's Caravan Lock as an alarm clangs behind iron doors. The crowd presses close, and every breath carries the sour taste of old coins. Tegan catches your eye and points toward the pump gallery, while Aldric plants himself beside the ration line.

Who says what

They wantTegan wants the party at the pump gallery quickly, without turning the crowded corridors into a panic. Aldric wants residents' rations and breathing bladders protected from a plan he cannot verify.

LeverageTegan can lead the party through the service corridors; the residents need the pumps working, and Aldric can release supplies if convinced the route is necessary.

  • Tegan

    Tegan taps a supply item with her ink-stained thumb, then gives a humorless grin: “If the pumps stay dead, counting bladders won't help anyone.”

  • Aldric

    Aldric blocks the ration crates with one arm: “You can have a clear passage. You cannot have half the station's air to get it.”

  • Tegan

    If the party clears a path without injuring anyone, Tegan starts testing doors and calling out the safest route.

  • Aldric

    If the party pushes past residents or demands supplies, Aldric turns the crowd against them and the next failure costs 30 minutes.

Maneuvers

DC 15Ask Tegan to demonstrate which doors lead to the pump gallery.
DC 15Show Aldric a plan for keeping the ration line orderly while the party passes.
DC 15Have one character calm the crowd while another works on the route.
DC 15A character may propose another relevant approach; resolve it against and do not repeat the same approach without a changed circumstance.

What the party can use

Use Athletics to clear a safe path through the crowd.
Use Investigation to find the maintenance ladder.
Use Survival to locate clean air in the Warm Crack.
Use Persuasion to get the guards to open the gates.
Offer a breathing bladder or accept responsibility for distributing rationed supplies.

What happens

75 minutes; the route takes 30 minutes at baseline, plus 30 minutes per failure.
  1. ·

    After the first failure

    The crowd surges toward the gates. The next failed check adds 30 minutes, as the party must regain the route.

  2. ·

    When the route reaches one hour

    A breathing bladder's valve sticks. A character using one under strenuous effort has spent its one-hour duration.

  3. ·

    When elapsed time reaches one hour

    The air turns Stale. Tegan stops to help a resident struggling to breathe, delaying the group unless a character takes over.

  4. ·

    When elapsed time reaches three hours

    The air turns Sulfurous. The alarm's iron clang stings the throat, and residents begin abandoning their ration line.

The battlefield

Zones

  1. 1

    Caravan Lock25 ft

    Travelers clutch ration tins beneath a ringing alarm; the crowd blocks the way to the pump gallery.

  2. 2

    Service Corridors25 ft

    Narrow service passage, packed with residents carrying water and breathing bladders.

  3. 3

    Pump Gallery Access25 ft

    A maintenance ladder drops toward the stopped pumps; the air grows sharper near the floor.

What the party can use

Crowd flow: Athletics can make a safe lane, but forceful shoving risks trampling someone.
Iron gates: Persuasion can convince the guards to open them; forcing them costs time.
Warm Crack: Survival can find a pocket of cleaner air, enough to pause and regroup.

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