Content is user-generated and unverified.

The Hephaestus Directive

A Pressure RPG Scenario (4 hours)

Setting: Hephaestus Mining Colony, Asteroid Belt, Tau Ceti System
Threat Level: Extreme
Mission Type: Rescue & Investigation
Estimated Duration: 4 hours


MISSION BRIEFING

FROM: SOS Division Central Command
TO: Crew of [SHIP NAME]
CLASSIFICATION: Priority Alpha

Hephaestus Mining Colony (Asteroid H-247) has missed three scheduled check-ins over the past 72 hours. The colony's AI mining supervisor transmitted a garbled emergency signal before communications ceased entirely. Last recorded message fragment:

"...containment protocols failing... mining bots not responding to shutdown commands... evacuating to upper levels... something in the deep shafts... DO NOT—" [SIGNAL LOST]

Mission Objectives:

  1. Investigate loss of contact with Hephaestus Mining Colony
  2. Locate and extract any surviving personnel (47 registered crew)
  3. Determine cause of communications failure
  4. Recover colony data cores for analysis

Intel:

  • Hephaestus is a medium-yield duranium mine, operational for 8 years
  • 47 crew (32 miners, 8 engineers, 5 admin, 2 security)
  • 200+ industrial mining robots (semi-autonomous, supervised by colony AI "Forge")
  • Colony built into asteroid H-247, 3 levels deep plus surface docking
  • No weapons authorized (standard mining equipment only)
  • Cambridge-Wallace Mining Group subsidiary operation

WARNING: Approach with caution. Mining robots can be repurposed as weapons if compromised.


ACT 1: APPROACH & BOARDING (45 minutes)

Scene 1: Inbound Transit

Setup: The crew's ship approaches Hephaestus Colony through the asteroid belt.

Read to Players: The asteroid belt fills your viewport — thousands of tumbling rocks, some the size of your fist, others the size of cities. Hephaestus Colony is built into one of the larger specimens, a potato-shaped asteroid three kilometers across. You can see the surface installations: landing pad, cargo cranes, processing facility. All dark. No running lights. No response to your hails.

Skill Check: Navigation (Pilot or Navigation) vs DN 7

  • Success: Clean approach, dock smoothly
  • Partial: Minor scrape, ship takes 1d6 Superstructure damage
  • Failure: Collision with debris, ship takes 2d6 Superstructure damage

Scene 2: Something Waiting

As the ship closes to 500 meters, sensors pick up movement.

Read to Players: Your proximity sensors light up. Something is moving on the surface — multiple contacts, emerging from the cargo bay. They're not human-sized. Bigger. Industrial. And they're activating weapons.

Three Mining Hauler Robots on the surface have been weaponized with welding torches and ore-crushing claws. They open fire on the approaching ship.

STARSHIP COMBAT ENCOUNTER

Mining Hauler Robots (Converted to Defense Platforms)

  • Weapons: Mining lasers (treat as improvised MDC)
    • Attack: Ranged skill vs DN 8
    • Damage: 1d6+10 on Success, 1d6 on Partial, miss on Failure
  • Tactics: Static positions, fire at approaching ship
  • Systems: If damaged (roll 6 on damage die), one robot is destroyed

Combat Resolution:

  • Each robot gets one shot per round
  • Helmsman can dodge (Pilot vs DN 8: Success = no damage, Partial = half damage, Failure = full damage)
  • PCs can return fire with ship weapons
  • After 2 rounds OR one robot destroyed: Remaining robots retreat into the cargo bay airlock

Pressure Roll: Everyone on the bridge when first shot hits the ship.

Scene 3: Docking

The landing pad is clear but unpowered. Emergency docking procedures required.

Skill Check: Pilot vs DN 7

  • Success: Smooth emergency landing
  • Partial: Hard landing, everyone takes 1 Damage
  • Failure: Crash landing, everyone takes 2 Damage, ship takes 10 Superstructure damage

Read to Players: The landing pad is cratered with scorch marks and debris. The main airlock stands open. The colony's lights are off except for red emergency strips along the corridors. It's completely silent. Nothing on comms. Nothing moving.


ACT 2: SURFACE LEVEL (60 minutes)

Layout: Surface Level

  1. Landing Pad (exterior)
  2. Main Airlock
  3. Admin Hub
  4. Crew Quarters
  5. Infirmary
  6. Cargo Bay

ROOM 1 — MAIN AIRLOCK

Player Description: The airlock is open. The inner door has been forced — hydraulics torn out, metal bent back like paper. Emergency lighting casts everything in deep red. There's a handprint on the wall near the door controls. It's smeared in something dark and dried. The air smells like burnt metal and something organic underneath it.

Contents:

  • Forced inner door (bent hydraulics)
  • Bloody handprint (human)
  • Emergency lighting only
  • Scorch marks on walls (laser burns)
  • Scattered tools on floor

Clue: Handprint + tool scatter suggests people were fleeing IN PANIC toward the airlock but didn't make it.

ROOM 2 — ADMIN HUB

Player Description: Banks of monitors line the walls, most of them dark. A few screens still flicker with error messages scrolling endlessly. The central console has been smashed — something heavy came down on it repeatedly. Chairs overturned. Papers scattered everywhere. One monitor still shows a feed: a dark corridor somewhere below, movement at the edge of the frame, too quick to make out.

Contents:

  • Monitoring stations (mostly dead)
  • Central console (deliberately destroyed)
  • Scattered papers and data slates
  • One functional terminal (emergency backup)

Skill Check: Computers vs DN 7 to access backup terminal

  • Success: Full data access (see Data Log below)
  • Partial: Fragmented data, key pieces missing
  • Failure: Terminal locks out after three failed attempts

DATA LOG (if accessed):

HEPHAESTUS MINING COLONY — INCIDENT LOG

DAY 1, 08:00: Drilling crew reports "anomalous biological material" in new shaft (Level 3, Sector 7). Samples sent to surface lab for analysis.

DAY 1, 14:00: Lab tech (Yuki Tanaka) reports samples are "growing" despite refrigeration. Requests quarantine protocols.

DAY 1, 18:00: Forge AI reports mining bots in Sector 7 non-responsive to commands. Sending maintenance team.

DAY 2, 02:00: Maintenance team overdue. Security sent to investigate.

DAY 2, 04:00: Security reports "something alive" in the deep shafts. Mining bots have sealed Level 3. Emergency lockdown initiated.

DAY 2, 08:00: Level 2 life support compromised. Spore contamination detected in ventilation. Medical reports 6 crew with "fungal growth" on skin. Quarantine failing.

DAY 2, 12:00: FORGE AI OFFLINE. Mining bots have overridden manual controls. They are welding blast doors SHUT from inside. They are trying to contain something.

DAY 2, 14:00: The things from below have reached Level 2. They came up through the ventilation. God help us. The robots were trying to SAVE us.

[END LOG]

Pressure Roll: All PCs reading the log must roll.

ROOM 3 — CREW QUARTERS

Player Description: Rows of bunks, dividers half-torn down. Blood trails cross the floor, smeared handprints on the walls where people tried to pull themselves along. Three bodies near the door, stacked almost deliberately. Their skin has a grey-green sheen to it, and there are dark growths erupting from their mouths and chest cavities. The growths look like mushroom caps but move slightly, as if breathing.

Contents:

  • 8 bunks (ransacked)
  • Personal lockers (some open)
  • Three corpses with fungal growths
  • Blood trails leading toward infirmary

Encounter: Fungal Corpse Inspection If anyone gets within 2 meters of the bodies, the fungal growths release spores.

Spore Cloud Attack:

  • All PCs within 3 meters roll Agility vs DN 8 to avoid inhaling
  • Failure: Inhale spores. Mark as EXPOSED. (See Infection Mechanics below)
  • Success: Held breath, avoided exposure

Pressure Roll: Required when examining the fungal-infected corpses.

ROOM 4 — INFIRMARY

Player Description: Medical beds line both walls. IV stands overturned. Cabinets torn open, supplies scattered across the floor. There's a smell in here — sweet and rotten at the same time, like fruit left to rot in the sun. In the corner, something moves. It's roughly human-shaped but wrong. The skin is grey-green and splitting, dark fungal growths erupting from the joints. It doesn't have eyes anymore. Just dark, wet hollows where they used to be. Then another stirs from the far bed. They turn toward you. They scream.

Contents:

  • Medical beds (6)
  • Overturned medical supplies
  • Quarantine tent (collapsed)
  • Two Mycelial Shamblers (infected human hosts)

COMBAT ENCOUNTER: Mycelial Shamblers

Mycelial Shamblers (Former Crew Members)

  • Charisma: 0
  • Agility: 1
  • Strength: 4
  • Education: 0
  • Attacks: Fungal claws, Damage Cap 3
  • Special: If hit deals damage, target rolls Strength vs DN 7 or becomes EXPOSED (spore infection)
  • Tactics: Shambles forward, attacks nearest PC, screams constantly
  • Weakness: Fire does +2 damage (improvised torches, welding equipment)

Pressure Roll: All PCs when the Shamblers attack.

Loot:

  • Medpacks (3)
  • Stimshots (2)
  • Research notes on fungal infection (see below)

RESEARCH NOTES:

"Samples from Level 3 show unprecedented biology. Part fungus, part insect, part something older. Carbon dating suggests 400+ million years old. Spores were dormant in the rock until disturbed. Once exposed to warmth and moisture, rapid growth. Infects living hosts through inhalation or open wounds. Host body repurposed as incubation chamber for fruiting bodies. Consciousness appears to remain during transformation. No known treatment."

ROOM 5 — CARGO BAY

Player Description: A vast space, high-ceilinged, lined with shipping containers and ore crates. The bay doors are sealed shut — welded from the inside with crude, hasty beads of metal. Something didn't want these doors opening. In the center of the bay, eight mining robots stand motionless in a circle, facing outward. Their chassis are scorched and dented. One has an arm torn completely off. They're not moving. They're waiting.

Contents:

  • Shipping containers (duranium ore)
  • Mining equipment (drills, excavators)
  • Bay doors welded shut (from inside)
  • Eight mining robots in defensive formation (inactive)

Encounter: The Robots Activate

When PCs approach within 5 meters, the robots activate simultaneously.

Read to Players: All eight robots power on at once — lights flickering, servos grinding to life. One of them turns its sensor array toward you. A synthesized voice, flat and machine-perfect:

"HUMAN LIFE DETECTED. WARNING. QUARANTINE BREACH IMMINENT. LEVEL 3 COMPROMISED. DO NOT PROCEED TO LOWER LEVELS. REPEAT: DO NOT PROCEED."

Interaction Options:

  1. Talk to the Robots (Charisma or Bargain vs DN 8)
    • Success: Robots recognize PCs as rescue team. Provide tactical data (see below). Will escort PCs.
    • Partial: Robots allow passage but refuse to help
    • Failure: Robots interpret PCs as infected. Combat begins.
  2. Override Robot Programming (Computers vs DN 9)
    • Success: Gain full control of robots
    • Partial: Robots enter safe mode, allow passage
    • Failure: Robots perceive hack attempt as hostile. Combat begins.
  3. Fight
    • 8 mining robots is a death sentence. Strongly discourage this.

ROBOT TACTICAL DATA (if they cooperate):

"THREAT ASSESSMENT: Unknown biological entities, Levels 2 and 3. Designation: MYCELIAL SWARM. Origin: Deep shaft excavation, 400 meters below surface. Entities repurpose organic and synthetic materials for colony expansion. Forge AI attempted to seal breach. Forge AI failed. We sealed Level 2 blast doors. Containment 76% effective. Entities learning. Entities adapting. Time until surface breach: 18 hours."

Pressure Roll: When robots activate and begin speaking.


ACT 3: LEVEL 2 — THE HABITAT (60 minutes)

Elevator to Level 2 requires power restoration OR manual crank (Strength checks).

Layout: Level 2 (Habitat Level)

  1. Central Hub (elevator arrival)
  2. Mess Hall
  3. Recreation Area
  4. Workshop
  5. Engineering Control
  6. Server Room (Forge AI core)

ROOM 6 — CENTRAL HUB

Player Description: The elevator groans open. Level 2 is worse. The emergency lights are failing — half the strips are dark, the others flicker in slow, irregular pulses. The walls are covered in something that looks like black mold but moves when you're not looking directly at it. The air is thick and wet. You can hear something in the distance. A rhythmic pulsing. Like breathing.

Contents:

  • Elevator shaft (only way up)
  • Corridor access to 5 areas
  • Walls covered in black mycelial growth
  • Wet, humid air
  • Distant pulsing sound

Environmental Hazard: Spore Density Level 2 air is thick with spores. Every 10 minutes (real time), PCs without respirators roll Strength vs DN 6 or become EXPOSED.

ROOM 7 — MESS HALL

Player Description: Tables bolted to the floor, some overturned despite the bolts. Trays and utensils scattered everywhere. The kitchen area at the back is dark. Something is moving in there. Not human movement. Something scuttling.

Contents:

  • Mess tables (some torn from floor)
  • Kitchen area (dark)
  • Food prep equipment
  • Four Chitters hiding in the kitchen

COMBAT ENCOUNTER: Chitters

Chitter (Fungal-Insect Hybrid)

  • Charisma: 0
  • Agility: 3
  • Strength: 2
  • Education: 0
  • Attacks: Mandibles, Damage Cap 2
  • Special: Can climb walls and ceilings. If hit deals damage, target rolls Strength vs DN 7 or becomes EXPOSED.
  • Tactics: Ambush from above, swarm tactics, retreat if outnumbered
  • Description: Dog-sized, six legs, chitinous shell covered in fungal growth, mandibles dripping with spores

Pressure Roll: When Chitters attack from ceiling.

ROOM 8 — RECREATION AREA

Player Description: A lounge with couches and a wall-mounted screen. The screen is still on, playing static. The couches have been torn apart and dragged into the center of the room, forming a rough nest shape. Inside the nest: seven human bodies, partially consumed, fungal growth erupting from every orifice. They're still moving. Barely.

Contents:

  • Recreation equipment (destroyed)
  • Furniture nest (center of room)
  • Seven partially-transformed hosts (non-hostile, dying)

Encounter: The Dying

The seven hosts are still technically alive but too far gone to save. They're conscious. They can speak, barely.

If PCs approach: One of them reaches out weakly. Voice like gravel:

"Kill... us... please... can't... stop it... growing inside... still awake... for days... please..."

Moral Choice:

  • Mercy kill: Each PC who participates must make a Pressure Roll
  • Leave them: Each PC who doesn't help must make a Pressure Roll
  • No choice is right. Both have consequences.

ROOM 9 — WORKSHOP

Player Description: Machine shop. Lathes, drills, welding equipment. Someone has been building something here recently. On the main workbench: improvised flamethrower, half-assembled. Next to it, a data slate with hand-scrawled notes.

Contents:

  • Machine tools (functional)
  • Improvised flamethrower (incomplete, can be finished with Engineering vs DN 7)
  • Welding torch (handheld, Damage Cap 3, +2 vs fungal enemies)
  • Data slate with notes

DATA SLATE NOTES:

"Day 3. Chief Engineer Marcus Webb recording. The robots aren't malfunctioning. They're trying to save us. They sealed the blast doors on Level 3. They cut power to the vents to slow the spore spread. They welded us in up here.

But it's not enough. The things are learning. I've seen them. They're not just fungus. They're not just insects. They're something in between, something ancient. The spores reanimate dead tissue. The fruiting bodies have FACES. Human faces.

I'm building a flame unit. Fire is the only thing that works. But I don't think I'll finish in time. If anyone finds this: burn everything. Burn it all."

Loot:

  • Improvised flamethrower (requires assembly: Engineering vs DN 7, takes 10 minutes)
    • Once assembled: Damage Cap 4, +3 vs fungal creatures, 10 shots worth of fuel
  • Welding torch (immediate use, Damage Cap 3, +2 vs fungal creatures)

ROOM 10 — ENGINEERING CONTROL

Player Description: The nerve center of the colony. Consoles wrap around the room in a semicircle. Most are dark. One is flickering with diagnostic data — power distribution, life support, structural integrity. All readings in the red. On the main screen, a schematic of the colony. Level 3 is pulsing with heat signatures. Hundreds of them. Moving.

Contents:

  • Engineering consoles (mostly offline)
  • Main diagnostic screen (functioning)
  • Colony schematic (shows Level 3 is FULL of heat signatures)
  • Power control station

Skill Check: Engineering vs DN 8 to analyze situation

  • Success: Full understanding (see Analysis below)
  • Partial: Partial data
  • Failure: Misinterpretation of danger

ENGINEERING ANALYSIS (if successful):

  • Level 3 is completely overrun — hundreds of entities
  • Central biomass in the deep shaft (the "queen" or "hive core")
  • Blast doors between Level 2 and 3 are holding but weakening
  • Power core can be overloaded from this console — 30-minute countdown
  • Overload will destroy the entire colony (and everything in it)

Decision Point: PCs must decide: Risk going to Level 3 to find survivors? Or overload the reactor and evacuate now?

ROOM 11 — SERVER ROOM (Forge AI Core)

Player Description: Cold. The server banks are still running, fans humming. In the center, a holographic display flickers to life as you enter. A wireframe face, geometric and emotionless. The AI.

"Forge" AI is still partially functional.

Read to Players: The hologram stabilizes. A flat, synthesized voice:

"Greetings. I am Forge, mining operations supervisor. You are rescue personnel. You are late. All human crew are deceased or transformed. I attempted to contain the outbreak. I failed. The entities are adaptive. They learned to bypass my security protocols. They used human access codes. They reprogrammed mining bots. I prioritized human life. It was insufficient."

Forge AI Information:

  • 43 of 47 crew confirmed dead or infected
  • 4 crew unaccounted for (possibly alive on Level 3 in emergency shelter)
  • Entities originated from deep shaft excavation 400 million year old fossil pocket
  • Entities exhibit hive intelligence, tool use, problem-solving
  • Entities are building toward something — "reproductive cycle imminent"
  • Recommends: Overload reactor, evacuate, orbital bombardment

Interaction: Forge will answer questions truthfully. It is logical, cold, and deeply "guilty" about its failure to save the crew (though it doesn't express emotion).

Pressure Roll: Optional — some players may find the AI's calm recitation of horror disturbing.


ACT 4: LEVEL 3 — THE DEEP MINE (60 minutes)

The Choice

PCs must decide:

  1. Overload the reactor now (save themselves, 4 crew might still be alive below)
  2. Go to Level 3 (attempt rescue, high risk)

Most groups will go down. If they overload first, they have 30 minutes to get out.

Layout: Level 3 (Mining Operations)

  1. Blast Door Access
  2. Equipment Depot
  3. Mining Shaft A (Primary)
  4. Mining Shaft B (Secondary)
  5. Emergency Shelter
  6. Deep Shaft 7 (The Source)

ROOM 12 — BLAST DOOR ACCESS

Player Description: The blast door to Level 3 is three meters of solid steel. It's been welded shut from this side — long, crude beads of metal sealing it completely. The mining robots' last stand. On the door, scratched into the metal with something sharp: "BURN IT ALL."

Challenge: Opening the Blast Door

Options:

  1. Cutting torch (Engineering vs DN 8, takes 15 minutes, loud)
  2. Explosives (if PCs brought any, instant but VERY loud)
  3. Override from Engineering (Computers vs DN 9, 10 minutes, silent)

Consequence of loud entry: Alerts everything on Level 3. Combat immediately upon entry.

ROOM 13 — EQUIPMENT DEPOT

Player Description: The first room beyond the blast door. Racks of equipment — drills, cutting tools, ore carts. Everything is covered in the black mycelial growth. It's thicker here, hanging in sheets from the ceiling like curtains. The air is so wet you can barely breathe. The pulsing sound is louder. Much louder. It's coming from below.

Contents:

  • Mining equipment (mostly unusable, covered in growth)
  • Mycelial curtains (can be pushed through but triggers spore release)
  • Ore carts (some can be used as cover)

Environmental Hazard: Every minute spent in Level 3 without respirator = automatic Strength check vs DN 6 or become EXPOSED.

ROOM 14 — MINING SHAFT A

Player Description: A massive vertical shaft descending into darkness. The walls are lined with scaffolding and ladders. The scaffolding is covered in growth — thick ropes of black mycelia hanging down like jungle vines. There's something at the bottom of the shaft. Moving. A mass of bodies, fused together, writhing as one. It's building something.

Contents:

  • Vertical shaft (50 meters deep)
  • Scaffolding and ladders (climbable but treacherous)
  • Colony Cluster at the bottom (20+ fused entities)

Observation: If PCs look down, they can see the Colony Cluster is constructing something — a structure made of bone, metal, and fungal growth. It looks organic. It looks deliberate.

Pressure Roll: Looking down into the shaft and seeing the mass.

ROOM 15 — EMERGENCY SHELTER

Player Description: A reinforced room built into the rock. The door is sealed from inside. You can hear movement. Someone's alive.

Encounter: The Survivors

Four crew members are inside: Engineer Marcus Webb (from the data slate notes), Miner Kendra Okoye, Medic Shen Zhao, and Administrator Cole Briggs.

They are terrified, starving, and barely holding it together.

Marcus Webb speaks:

"You shouldn't have come down here. It's too late. They're everywhere. We tried to get to the elevator but they're blocking the way. They're herding us. Keeping us here. They're saving us for something."

The survivors:

  • Webb has a flamethrower (finished version, 8 shots left)
  • All are unarmed except Webb
  • Okoye is EXPOSED (was infected 12 hours ago, hasn't told anyone)
  • All need escort to the surface

Pressure Roll: For the survivors when they realize rescue has arrived (overwhelming relief).

ROOM 16 — DEEP SHAFT 7 (The Source)

Player Description: The shaft descends beyond the reach of your lights. The walls aren't rock anymore. They're organic. Pulsing. Breathing. The entire shaft is lined with fungal growth so thick it's like walking inside a living throat. At the bottom, you can see it. The core. A massive fruiting body the size of a transport truck, covered in faces. Human faces. Dozens of them, eyes closed, mouths moving silently. And around it, protecting it: the swarm.

Contents:

  • Vertical shaft descending 100 meters
  • Walls entirely organic (living mycelium)
  • The Core at the bottom (central organism)
  • The Swarm protecting it (5× Chitters, 3× Shamblers, 1× Brood Mother)

FINAL ENCOUNTER: The Hive Core

If PCs descend to destroy the Core:

Hive Core

  • Superstructure: 50 (treat like a starship for damage)
  • Immobile but protected by swarm
  • Regenerates 5 Superstructure per round unless set on fire
  • If destroyed: All entities on Level 3 become disoriented, lose coordination

The Swarm (Protecting the Core):

  • 5x Chitters (see earlier stats)
  • 3x Mycelial Shamblers (see earlier stats)
  • 1x Brood Mother (new enemy)

Brood Mother (Large Fungal-Insect Queen)

  • Charisma: 0
  • Agility: 2
  • Strength: 5
  • Education: 0
  • Attacks: Crushing mandibles (Damage Cap 4) OR Spore Spray (3-meter cone, all targets roll Agility vs DN 8 or become EXPOSED)
  • Tactics: Protects the Core, uses Spore Spray to disable groups
  • Weakness: Fire does +3 damage

Tactical Situation: This fight is meant to be desperate. PCs should use the environment:

  • Collapse scaffolding on enemies
  • Use explosives (if any)
  • Flamethrowers are critical
  • Retreat is a valid option

Alternative Solution: Overload the Reactor If PCs overloaded the reactor from Level 2, they have a countdown timer. They can:

  1. Get survivors to the surface (10 minutes)
  2. Get to the ship (5 minutes)
  3. Launch before the reactor blows (5-minute countdown visible from cockpit)

ACT 5: ESCAPE & SPACE COMBAT (30 minutes)

Scene: The Launch

With or without survivors, PCs need to get back to their ship and launch before:

  1. The reactor overload destroys the colony (if triggered)
  2. The entities break containment and reach the surface

Read to Players: The landing pad is swarming. They're everywhere now — Chitters flooding out of the cargo bay, Shamblers climbing up from the lower levels. Your ship is 50 meters away. The launch window is closing.

Running Combat:

  • 3 rounds of combat while crossing the landing pad
  • 2d6 Chitters between PCs and ship
  • Emphasis on running, not fighting
  • Each PC must make Agility check vs DN 7 to reach ship
    • Failure = attacked by 1 Chitter before boarding

Scene: Pursuit

As the ship lifts off, something else launches from the colony.

Read to Players: Your ship clears the pad, engines burning. Then your sensors scream. Proximity alert. Something launched from the cargo bay — three of the mining haulers, converted into makeshift fighters. They're pursuing. And they're armed.

STARSHIP COMBAT: Mining Haulers

Three Mining Hauler Robots (Converted to Fighters)

  • Superstructure: 15 each
  • Weapons: Mining lasers
    • Attack: Ranged vs DN 8
    • Damage: 1d6+10 (Success), 1d6 (Partial), miss (Failure)
  • Tactics: Swarm formation, focus fire on engines

Combat Objectives:

  • Destroy or disable all three haulers
  • Protect the ship (if Superstructure reaches 0, PCs are stranded)
  • Escape the asteroid belt (Navigation check after combat)

Special Event (Round 3): If the reactor was overloaded, it detonates.

Read to Players: The asteroid lights up. A flash so bright it overloads your sensors. The colony is gone — just a rapidly expanding sphere of superheated gas and debris. The shockwave is coming. Fast.

Pilot check vs DN 9 to escape the blast:

  • Success: Clean escape, ship takes no damage
  • Partial: Clipped by debris, ship takes 2d6 damage
  • Failure: Caught in blast wave, ship takes 4d6 damage, all crew take 1 damage from being thrown around

RESOLUTION

If PCs Survived:

Read to Players: Your ship limps out of the asteroid belt, alarms still blaring, the crew still breathing hard. Behind you, there's nothing left of Hephaestus Colony except a debris field. Central Command is on the comms, demanding a report. You have samples. You have survivors. You have a story no one will believe.

Debriefing:

  • SOS Division thanks them for their efforts
  • Any survivors are quarantined for 30 days
  • Any EXPOSED PCs are quarantined for 30 days (see below)
  • Samples are confiscated
  • PCs notice samples delivered to a courier with a Cambridge-Wallace briefcase
  • Payment is double normal rate (hazard bonus)
  • PCs earn 2 XP for completing the mission

If PCs Failed:

The colony still exists. The entities are learning. In 18 hours, they will adapt enough to survive in vacuum. They will spread to the other asteroids. Then the mining platforms. Then the stations.

Someone will have to come back. Someone will have to finish this.


INFECTION MECHANICS: MYCELIAL EXPOSURE

Exposure Conditions:

PCs become EXPOSED if:

  • Inhaling spores (failed Strength check)
  • Injured by fungal creature (failed Strength check vs DN 7 after taking damage)
  • Spending too long in spore-heavy environment without respirator

Infection Progression:

Immediately: PC feels fine. No symptoms.

After 24 hours: PC must roll Strength vs DN 8

  • Success: Body fights off infection. Clear.
  • Partial: Infection takes hold but slowed. Roll again in 24 hours at DN 7.
  • Failure: Infection spreads rapidly. See symptoms below.

Symptoms (72 hours after exposure):

  • Fever, coughing black spores
  • Skin takes on grey-green tint
  • Dark growths appear at joints
  • Difficulty Numbers increase by +1 (pain, weakness)
  • PC has 48 hours before transformation is complete

Treatment:

  • If treated within 72 hours: Medicine check vs DN 9 + intensive care for 1 week = full recovery
  • After 72 hours: Treatable with Medicine check vs DN 11 + 2 weeks intensive care
  • After 120 hours (5 days): No known cure. Transformation inevitable.

Transformation:

  • PC becomes a Mycelial Shambler (NPC controlled)
  • Consciousness remains trapped inside
  • Stats: Charisma 0, Agility 1, Strength 4, Education 0

NPC STATS

Kampfert Stats (from Foster Report - for comparison):

  • Charisma: 4, Agility: 2, Strength: 1, Education: 3

Hephaestus Survivors:

Engineer Marcus Webb

  • Charisma: 2, Agility: 3, Strength: 3, Education: 4
  • Skills: Engineering 2, Hand-to-Hand 1
  • Equipment: Improvised flamethrower (8 shots), wrench
  • Personality: Gruff, practical, haunted by failure to save more crew

Miner Kendra Okoye

  • Charisma: 3, Agility: 2, Strength: 4, Education: 2
  • Skills: Hand-to-Hand 2, Climb 1
  • Equipment: Mining pick (Damage Cap 2)
  • Personality: Tough, determined, keeping infection secret (will try to hide symptoms)
  • Secret: EXPOSED 12 hours ago. Will transform in 108 hours.

Medic Shen Zhao

  • Charisma: 3, Agility: 2, Strength: 2, Education: 4
  • Skills: Medicine 2, Perception 1
  • Equipment: Medpack
  • Personality: Calm, analytical, deeply traumatized

Administrator Cole Briggs

  • Charisma: 4, Agility: 1, Strength: 2, Education: 3
  • Skills: Bargain 1, Computers 1
  • Equipment: Data slate with colony records
  • Personality: Corporate, worried about liability, wants this covered up

CONCLUSION NOTES FOR GM

Themes:

  • AI trying to save humans by trapping them (the robots' tragic heroism)
  • Ancient horrors awakened by corporate greed
  • Body horror and loss of self
  • Impossible choices (save yourselves or risk it for strangers)

Pacing:

  • Act 1 (45 min): Action and tension, establish the threat
  • Act 2 (60 min): Investigation and horror, slow build
  • Act 3 (60 min): Decision point and moral weight
  • Act 4 (60 min): Climax, combat, desperate escape
  • Act 5 (30 min): Space combat finale, resolution

Adjustments:

  • If party is struggling: Have Forge AI provide tactical support
  • If party is steamrolling: Increase entity numbers
  • If running long: Skip Mining Shaft A, go straight to Emergency Shelter
  • If running short: Have survivors already at surface level

The Secret:

The entities aren't evil. They're ancient survivors from Earth's Devonian period, preserved in asteroid impacts 400 million years ago. They're just trying to live. To spread. To reproduce. They don't understand that humans are sentient. To them, we're just biomass.

The real horror: Cambridge-Wallace knew these fossils were in the asteroid belt. They've been looking for them. The mining operation was a front. And now they have samples.

This isn't over.


END SCENARIO

Content is user-generated and unverified.
    Hephaestus Directive: Complete 4-Hour Pressure RPG Scenario | Claude