I
Zenith-Wahl — Quest One · DM Run-Book

The Room
Beneath

Veritas to the Threshold — and What Answers

Two sessions. Eight-plus hours.
Five doors close behind the party. One opens ahead of them.
Everything past this point is for your eyes only.

🔒

Dungeon Master Material

This entire page is the DM run-book for Quest One. Players should not read past here.

That isn't it. Try again.

Before the game stuff: this is going to be a good night, and you've already done the hard part by building the world that makes it possible. You don't have to run this perfectly. The boxed 📖 read-aloud text is the only thing scripted — everything else is yours to improvise, skip, or lean on as much as you need. If your energy dips mid-session, jump to the next 📖 box and the scene will carry itself.

The ⚠️⚠️ DON'T READ ALOUD ⚠️⚠️ blocks are secrets and stage directions — the stuff that's only in your head. If you ever lose your place, those red boxes tell you what's actually happening underneath the scene. Take the breaks built into this doc. Drink water. You've got this.

How to Read This Run-Book

This page runs Quest One from the moment the party converges in Veritas through the descent into the Scar District's lowest level, the corrupted-fauna fight, the sealed door, and the thing that answers when it opens. It's built for two sessions, ~4 hours each. A natural break point is marked partway down.

Three kinds of boxes, color-coded:

  • 📖 Read Aloud — gold boxes. Say this to the table (or paraphrase). It's written to be spoken.
  • ⚠️ Don't Read Aloud — red boxes. Secrets, mechanics, and what's really going on. Never spoken.
  • 🜂 DM Guidance — green boxes. Soft advice on pacing, rulings, and improv. Not secret, just for you.

The one rule that matters most: Do not let them descend past the threshold this quest. Quest One ends when the door answers. The whole engine of this campaign is that the party leaves wanting the room — and that they discover they are a key before they discover they are a party. If players push to go down, the world pushes back (the answering sound is overwhelming; the way is not yet open). Resist. Cut to black. Let them stew until next time.

The Five at Your Table

Vector Guidry Kinkayreux Warpriest, Vessel of Taniwah — reads the water.
Utena / The Woven Oracle of the Flame Mystery (Tara) — hears the alarm.
Unnamed (James) Dökkálfar Summoner — carries the key (his alloy).
Cassian Enmerkar Maniac archaeologist — reads the architecture.
Castiel Ljósálfar Herald — knows, and won't say.

The thing none of them know: the world is an Exodus Ship named Zenith-Wahl, and the "Mutagenic Cascade" is the ship's immune system failing near District 1. The letters that brought them weren't really written by Dr. Halloway. Cause is Ezara (the ship's mycelial consciousness). Hand is the Woven. Seam is invisible. Halloway is a sincere researcher being moved without her knowledge.

James's alloy is a key to the seal below — anomalous Old-Swarm-resonant material. Nobody at the table should frame it that way out loud. Let the door recognize it.

Quest One does not confirm the ship. Players should suspect artificiality — stars that don't drift right, rain with no smell, architecture too deliberate — without proof. Proof is a later-arc payoff.

The Shape of the Quest

BeatModeWhat Happens~Time
1 · ArrivalExplorationFive solo asides; each PC confirms their "door" privately.45 min
2 · The ConvergenceSocialThe five collide at Halloway's. The Cascade briefing. The seam shows.60 min
3 · The Wrong AnimalEncounterCorrupted-fauna fight in the Scar market. The Cascade gets teeth.60 min
— SESSION BREAK —
4 · Into the ScarExplorationDescent through ruin; hazards; lore in the walls.70 min
5 · The WardensEncounterSomething old still guards the deep. The second fight.70 min
6 · The ThresholdSet-pieceThe sealed door. The alloy. The answer. Cut.40 min

Pacing safety valve: if Session A runs long, end it after Beat 2 instead of Beat 3 — the convergence is a strong cliff on its own ("how did she know that?"). If it runs short, pull Beat 4's descent forward. The session-break marker below is a suggestion, not a wall.

Session A — "Five Doors"
Beats 1–3 · ~4 hours · ends on the wrong animal or the convergence
Beat One
Arrival — Five Asides
Exploration Run each PC privately. They have not met. ~45 min.

The letters (already on the player site) brought each of the five to the same address in Veritas, the Scar District — a working-class quarter built into and over an old structural wound in the land. The Institute of Natural Philosophy keeps an outreach office here. Each PC arrives separately. Give each a solo aside — a private hit that confirms their door before they ever see another face.

How to run asides at the table: you can do these as quick one-on-ones while others grab snacks, or just deliver them in turn while the rest listen in (the "overheard" version builds dread fine too). Keep each under two minutes. The goal is five people each privately certain they're the only one who noticed.

Vector — the water

The Scar smells of wet stone and old iron. You stop at a public cistern to refill, and the moment your fingers break the surface you feel it — the way you always have, the gift and the curse of it. This water came up through ground that is wrong. Not poisoned. Changed. Something upstream of everything, bleeding into the world slow as a held breath. The cistern-keeper asks if you're all right. You realize you've gone still, your hand still in the water, listening to it the way Taniwah taught you to listen.

Vector's read is the truest of the five and the least explicable — he's sensing the Cascade at the metaphysical/water-table level. Don't let him localize it yet; it's "upstream of everything," directionless except deep and far. If he rolls to learn more: it points down and toward District 1, but he can't name that.

Utena / The Woven — the alarm

You have carried the sound for longer than most nations have existed. Most days it is a background hum, a pressure behind the eyes, an alarm ringing in a room no one alive remembers building. Here, in the Scar, it is louder. It climbs as you walk inward and downward, and — this is new — it has started to feel less like noise and more like a voice. Like something on the other side of a very thick wall has noticed you can hear it, and is trying, clumsily, to be understood.

This is Ezara reaching for her. Tara's long-game thread: the world is beginning to recruit the Woven directly. Don't explain it. If Utena investigates the "voice," she gets emotional texture — grief, patience, something vast and tired — never words. The alarm peaks at the threshold in Beat 6.

Unnamed (James) — the key

The piece of metal you carry — the one that has no business existing, that no smith you've shown it to can name — is warm. It has never been warm. As you move deeper into the Scar it hums against your ribs, a low note you feel more than hear, and it pulls. Not hard. Just a steady, patient lean in one direction, the way a compass leans, like it has remembered something it wants and is too proud to ask.

Never call this a key. The alloy is Old-Swarm-resonant material that matches the seal below. It "wants to go home." Let James feel the pull and follow it — it's a soft leash toward the threshold without railroading. If he tries to identify it (Crafting/Arcana), results stay maddeningly inconclusive: "older than any forge you know, and not quite metal."

Cassian — the architecture

You've dug through a hundred ruins, and ruins have a grammar — collapse, erosion, the slow democratic rot that treats every wall the same. The Scar doesn't read like that. The deeper structures here, the ones the slums were built over, have straight lines. Intact surfaces under a thousand years of grime. Right angles that shouldn't have survived. This isn't a ruin. A ruin is what's left when something falls down. This is something that was sealed — and there's a difference, and you of all people know it.

Cassian reads intent, not script. He can tell the deep structure is engineered, deliberate, and far older than any known civilization — but the markings are in a language he can't place (Archaic Technical / pre-civilization). Feed his obsession; he should be the one pulling the party down.

Castiel — the knowing

The light you carry has not felt like the Emperor's in a long time. Somewhere on the road it changed — quietly, without ceremony — and left behind a knowing you did not ask for and cannot return. Here in the Scar that knowing sharpens to an ache. You recognize this wrongness. Not the specifics. The shape of it. Like hearing a name you've forgotten in a language you no longer speak, and feeling your mouth move anyway.

Castiel recognizes what the others are only beginning to feel — he's the party's "knows more than he'll say." Player and you should decide privately how much he consciously understands. He is deployed, not departed; the knowing the Emperor passed him at his selection is older than the Emperor's own tenure — it traces to the Covenant of Earth (see codex: the Emperor's one documented compact, with Dwayne THE rock), which is why something that ancient now lives inside a mortal Herald. He should be unsettled, not surprised.

End Beat 1 by funneling all five to the same door: the Institute outreach office, where a researcher named in their letters is waiting. They arrive within minutes of each other. Let them clock one another in the waiting room — five strangers from five corners of the world, each holding the same letter.

Beat Two
The Convergence
Social · Investigation Halloway's briefing. The seam shows. ~60 min.

The office is small and overfull — instruments you don't recognize, water samples in labeled vials, charts pinned three deep. The woman who looks up is younger than her reputation, sharp-eyed, with the slightly hollow look of someone who hasn't been sleeping. She takes in the five of you, and something crosses her face — relief, and under it, a flicker of unease she covers quickly.

"You came. All of you." She gestures at the cramped chairs. "I'm Halloway. Forgive the mess — and forgive the letters; I know how they must have read. I've been tracking something for months that I can't get anyone with authority to take seriously, and I've started to think the only people who'd believe me are the ones already feeling it." She looks at each of you in turn. "And you are. Aren't you."

Dr. Wren Halloway is sincere and must stay sincere. She is not a cultist, not a plant, not lying. She is a competent woman, slightly haunted by how reliably her hunches pay off, who has learned to act on them anyway. She does not know she is an instrument. If the party confronts her about the impossible things she knows, she is as puzzled as they are — that puzzlement is the horror.

The seam is the mystery: her letters contained knowledge she had no way to possess (where an incognito Castiel was; what's in James's pouch; Utena's "letter" she half-dreamed). Let it surface naturally — a player will catch it. When they do, Halloway frowns, checks her own notes, and cannot explain it either. Do not resolve this. Cause is Ezara, hand is the Woven, seam is invisible.

The briefing — what Halloway lays out

Deliver these as conversation, not lecture. Let players pull threads.

  • The Cascade is real and physical. Shipments of goods coming back "changed." Fauna diverging from their kind — animals that are subtly, wrongly off. Water-table readings she can't explain.
  • Everything traces one direction. Every reading, every sample, every sighting gets worse the closer it comes to District 1. She doesn't know why. She's afraid to say it loudly.
  • The last colleague who pushed on this stopped coming to work. She doesn't elaborate. (Future ally, or future cautionary corpse — your call.)
  • She wants it explained, not weaponized. Genuine Maniac curiosity. She is the rare person who just wants to know.
If a player tries…Skill / DCWhat they get
Reading whether Halloway is lyingPerception / Sense Motive — DC 18She is completely sincere. Also exhausted, frightened, and hiding nothing — which somehow makes the impossible knowledge worse.
Examining the "changed" samplesNature or Medicine — DC 16The corruption isn't disease or poison. It's as if the template the creature grows from was edited. (True: corrupted biotech-fauna data.)
Cross-referencing the readingsSociety or Lore — DC 18The pattern is a gradient pointing at District 1's center — the Citadel — though Halloway never says that word.
Pressing on how she found themDiplomacy / Intimidation — DC 20She checks her notes, goes pale, and admits she doesn't remember writing some of those details. "I must have. There's no one else who could have told me." Leave it there.

This beat can end the session on its own if you're running long — the cliffhanger writes itself the moment someone realizes Halloway knew something she couldn't have. If you're continuing, Halloway points them downward: the worst readings come from the Scar's lowest level, where the old structures are, and where Cassian already wants to go.

Beat Three
The Wrong Animal
Encounter — Low Severity The Cascade gets teeth. ~60 min.

The Scar market is winding down for the evening — stalls shuttering, a butcher hosing blood from his boards. Then the screaming starts. Not human. A penned meat-beast — the kind every district raises by the thousand, dull and harmless — has its head wrong. Too many joints in the neck. Eyes gone to flat mirrors. It tears through its pen as though the wood were paper, and where its blood hits the cobbles, the stone hisses. The butcher is on the ground. The thing turns toward the nearest warm body — which is one of you.

This is a Cascade-Touched animal — proof the corruption is physical, not rumor. It's a low-severity fight for a level-1 party of five; scale by adding a second smaller touched beast if your group is tough. The point isn't lethality — it's the reveal that the wrongness can kill you, and the first time the five fight together without having agreed to. Let them discover their own coordination.

Foreshadow: the creature's corrupted flesh, examined after, shows the same "edited template" signature as Halloway's samples. Vector can feel its wrongness as kin to the water. Castiel recognizes the shape of it.

Cascade-Touched Beast Creature 1
UncommonNMediumAberrationMutant

+6; imprecise scent 30 ft.

Athletics +8, Acrobatics +5

Str +3, Dex +2, Con +3, Int −5, Wis +0, Cha −3


16; +9, +6, +4

22; 3 to slashing; mental, fear

Caustic Blood Reaction Trigger the beast takes slashing or piercing damage from an adjacent creature. Effect corrupted blood sprays; the triggering creature takes 1d4 acid damage (basic Reflex DC 17).


35 feet

Melee ◆ maw +9 (finesse), Damage 1d8+3 piercing plus 1d4 acid

Melee ◆ flailing limb +9 (agile), Damage 1d6+3 bludgeoning

Wrong Lunge ◆◆ Requirements the beast is at least 15 ft. from its target. Effect it Strides up to its Speed in a straight line and makes a maw Strike at the end; on a hit, the target must succeed at a DC 17 Fortitude save or be clumsy 1 until the end of its next turn (the wrongness is contagious to the senses).

After the fight…Skill / DCWhat they learn
Examine the corpseMedicine / Nature — DC 16Same "edited template" signature as Halloway's samples. This animal was born normal and became this.
Sense the wrongness (Vector)automaticIt tastes like the water did. Same source. Deep, and far, and down.
Recognize the shape (Castiel)player choiceHe knows this. He doesn't say from where.
◈ Suggested Session Break ◈
End here, or after Beat 2 if you ran long. The party has met, bled together, and learned the wrongness is real, physical, and pointing down. Next time: the descent.
Session B — "One Room"
Beats 4–6 · ~4 hours · ends on the door that answers

Recap to open Session B: let one player summarize, then read the cold-open box below to re-set the dread. If a week has passed in real life, this puts everyone back in the Scar fast.

You spent what was left of the evening in a rented room above a tannery, the smell of the wrong animal's caustic blood still ghosting in your noses. None of you slept well. (To Vector:) the water in the basin went wrong overnight. (To Utena:) the alarm did not quiet. (To James:) the alloy is still warm, still leaning the same way — down. By the grey hour before dawn you have all, separately, arrived at the same conclusion. Halloway was right. The answer is below the Scar. And waiting will not make it smaller.

Beat Four
Into the Scar
Exploration · Hazards The descent. Lore in the walls. ~70 min.

The Scar's lowest level is a place where the slum was built over something — homes and walkways bolted onto structures no one built and no one remembers. The party descends through three zones. Run it as exploration with two hazards and three lore beats. Reward Cassian for reading the architecture and James for following the pull.

Zone 1 — The Bolted Town

You climb down through a town that grew like rust on something larger. Ladders and rope-bridges lash crooked shacks to walls that are too smooth, too straight, too intact to belong to the squalor clinging to them. The locals down here are quiet, sun-starved, and incurious in a practiced way — the look of people who have learned not to ask what their homes are nailed to. One old woman watches you pass and says, without being asked, "Going down? Folk who go down come back changed, or don't come back. You don't look like the changing kind. More's the pity."

Seed unease, not threat. The "too straight" walls are ship superstructure — Cassian can confirm engineered origin (Crafting/Society DC 18) but not purpose. The old woman is local color who can become a recurring oracle if your players like her. If they ask what changed people are like, she just looks at them: "Quieter. Like the inside of a bell after."

Zone 2 — The Weeping Conduit (Hazard)

The passage narrows into a corridor of that same impossible material, and here it is sick. A seam in the wall weeps a slow, iridescent fluid that pools and creeps along the floor, and where it touches the old growth of moss and pipe-fungus, the growth twists — limbs where there should be none, colors that hurt to track. The air tastes of metal and something underneath the metal, something almost like a smell you'd know if you were braver.

This is the Cascade leak made visible — the same agent that touched the beast, here at higher concentration. It's a hazard, not a monster.

Cascade Seepage Hazard 2
UncommonEnvironmentalComplex

DC 18 (trained) to notice the fluid is actively spreading, not just pooled

Corrupting fluid creeps across the only floor path. Touching it bare-skinned, or lingering in the vapor, risks contamination.


Creeping Spread ◆ (the hazard acts on initiative 20) The fluid advances 5 ft. along the corridor. Any creature it reaches, or that enters its square, takes 2d6 poison damage (basic Fortitude DC 18). On a failure, also sickened 1; on a critical failure, sickened 2 and the creature briefly perceives the "voice" behind the wall (Utena is immune to this part and instead feels it recognize her).

To bypass: Acrobatics DC 18 to cross dry ledges; Athletics DC 16 to brace a plank bridge; Crafting/Survival DC 18 to channel the fluid into a floor drain (disables for the round). Vector may attempt Nature DC 17 to "ask the water to part," a clever success that lets one ally cross freely.

Reset The seepage cannot be permanently stopped here — it can only be crossed. That it cannot be fixed is the point.

This is the thesis hazard. The party cannot fix the leak — only get past it. If they try to seal it, they buy a round, no more. Let that land: whatever is wrong is bigger than them, and it is everywhere down here, getting worse toward the door.

Zone 3 — The Sealed Stair

Past the weeping corridor the squalor falls away entirely. No more shacks, no more rope. Just a broad stair of seamless dark material descending into a dark that your torchlight seems reluctant to enter. The walls here are carved — long bands of script in a language none of you can read, precise as a printed page and older than any printing you know. And at the base of the stair, far down, something waits in the dark that is not the door. Not yet.

Reading the walls…Skill / DCWhat surfaces
The script itself (Cassian)Society / Lore — DC 20Unreadable, but the structure is a warning repeated thousands of times — the same glyph-cluster over and over, like a fence post painted with the same word.
The age of itCrafting — DC 18Predates every known civilization by a margin that makes the question of "how old" meaningless.
The alloy's reaction (James)automaticThe pull is now a hunger. The metal is hot against him and the lean is no longer a suggestion. It wants the bottom of the stair.
The alarm (Utena)automaticNearly unbearable. The voice is close. It is not angry. It is relieved.
Beat Five
The Wardens
Encounter — Moderate Severity Something old still guards the deep. ~70 min.

At the base of the stair the dark resolves into a wide antechamber, and the things that have been waiting in it turn toward your light. They were people once — or built to look like people — sealed down here so long that the Cascade has had centuries to work on them. They wear the rotted remnants of environmental suits over bodies that are no longer quite bodies, and where their faces should be there is only a smooth, attentive blankness that swivels to track you. They do not speak. They were left to keep something from leaving. Or from being reached. They rise.

What the Wardens actually are: long-dead deep-maintenance crew (or automated guardians built in their image), Cascade-warped over centuries, still executing a directive none of them remember. They are the campaign's first hint of sealed people down here in suits — a quiet rhyme with the White Coats of District 1, who players haven't met yet. Don't explain the connection. Let it itch later.

Encounter budget (party of 5, level 1–2): run 2 Sealed Wardens + 1 Warden Adept as a Moderate-to-Severe fight, or drop the Adept for a cleaner Moderate. They fight to keep the party away from the door — position them defensively, between the party and the far archway. If the fight stalls, have them retreat to flank the door, making the threshold itself the prize.

Sealed Warden Creature 2
UncommonNMediumConstructUndead-like

Treat as construct for effects; the GM may instead rule it undead if thematically preferred — pick one and stay consistent.

+8; can't be flanked, no vision but perceives all adjacent

Athletics +9

Str +4, Dex +1, Con +4, Int −4, Wis +2, Cha −2


18; +11, +6, +8

34; mental, fear, death effects, poison; physical 2

Directive Lock The Warden cannot be Demoralized, deceived, or reasoned with. It has one purpose: keep intruders from the inner door. It always moves to interpose.


25 feet

Melee ◆ suit-gauntlet +11, Damage 2d6+4 bludgeoning

InterposeTrigger a creature attempts to move past the Warden toward the inner door. Effect the Warden Steps to block and makes a gauntlet Strike; on a hit the mover's movement ends.

Static Discharge ◆◆ (recharge 5–6) A pulse of corrupted energy; each creature in a 10-ft. emanation takes 2d6 electricity (basic Reflex DC 18) and the Warden's faceplate flickers with a half-formed expression — grief, maybe — before going blank again.

Warden Adept Creature 3
UncommonNMediumConstructCaster

+10

Occultism +11, Athletics +8

Str +2, Dex +2, Con +3, Int +0, Wis +4, Cha +1


19; +9, +9, +12

42; mental, fear; 5 to the alloy James carries (see note)


25 feet

Melee ◆ resonant staff +10, Damage 2d4+2 force

Occult Innate Spells DC 19; 2nd force barrier (shields the inner door, AC 25, HP 30), telekinetic maneuver; 1st fear (×2)

Warding Song ◆ A subsonic drone; allies (other Wardens) within 30 ft. gain +1 status to AC. While it sustains this, the inner door cannot be approached without first passing a Warden.

The alloy weakness is a gift to James and a clue. When his weapon (or the bare alloy) strikes the Adept, it recognizes the material and recoils — extra damage, and a flicker of something like deference. This is the first hard hint that James carries the key. Don't explain it. Let the table notice the Wardens treat his metal as authority.

If the party is losing: the Wardens are guards, not executioners. A downed PC is dragged away from the door, not killed. The Wardens want intruders gone or stopped, not dead. You can end the fight with the party bloodied and forced back to the stair — and still let them reach the door in Beat 6 once the Wardens fall or withdraw. Nobody has to die for the cliffhanger to land.

Beat Six
The Threshold
Set-Piece · No Roll Required The door. The alloy. The answer. Cut. ~40 min.

The last Warden goes still, and the antechamber falls silent but for your own breathing. Beyond where they stood is the door.

It is not a door the way you understand doors. It is a vast circular seam in the far wall, taller than three of you, ringed in the same endlessly-repeated warning-script as the stair. There is no handle. No lock. No keyhole. Only a single recess at its center, the size and shape — you realize with a slow cold turning in your gut — of the piece of metal that has been warm against James's ribs since the moment you entered the Scar.

(To Vector:) the wrongness in the water is loudest here; this is the wound's mouth. (To Cassian:) you have spent your life looking for a door like this and never once believed you'd find one. (To Castiel:) the knowing in you stands up and looks back. (To Utena:) the voice behind the wall has stopped being a voice. It is simply waiting, the way something waits when it has waited a very long time and has learned that waiting always ends.

This is the cliffhanger. Do not let them go through. The recess fits James's alloy. Whether James places it, or someone urges him to, or he refuses and someone takes it — give the choice weight, then have the metal slot home almost on its own, like it was always going to.

The moment it seats, everything answers. Read the box below, then end the session. No roll. No room beyond. Just the sound of something vast, deep, and far below — toward the Bulkhead, toward District 1 — waking up because they knocked. Then black.

If players insist on opening it now: the door does not open. It acknowledges. The seam glows along its script, the answering sound rises, the alloy fuses into the recess and will not come back out — and the way is still not open. They've rung a bell. They haven't walked through anything. End there regardless.

The metal slides into the recess as though the recess had been carved around it, as though the four hundred years it spent lost were just the long way home. For a heartbeat, nothing.

Then the script ignites — every repeated glyph along the door, up the stair, through the weeping corridor, all the way back to the surface, lighting in sequence like a fuse running the wrong direction, inward and down. The alarm Utena has carried for centuries resolves, all at once, into a single clear note. The water goes still. The air goes tight.

And from far below you — from beneath the Scar, beneath the districts, from somewhere near the great red wall that rings the place children are taken and never returned — something answers. Not a sound you hear. A sound you feel in the marrow of a world you thought you understood. Something enormous, patient, and very old has just registered that, after a very long time, someone is finally at the door.

It is awake now.

And it knows you're here.

⟡ END OF QUEST ONE ⟡
Cut to black. Let the silence sit before you say "and that's where we'll stop." Quest Two opens on what answered.
Appendix
Reference & Tools
NPCs, tuning, rolling tables, and threads to carry forward.

Dr. Wren Halloway — NPC Quick Reference

Dr. Wren Halloway NPC · Non-combatant
Maniac HumanResearcherSincere

Role: Patron and seam. The person who gathered the party — without knowing she was made to.

Voice: Quick, precise, faintly exhausted. Apologizes for the mess. Lights up when genuinely curious. The rare person who just wants to know.

Wants: To understand the Cascade. Not to weaponize it, not to profit. To know.

Secret she doesn't have: none. That's the horror — she's hiding nothing and still knows things she can't.

Hard rule: she must never learn she's an instrument. If you ever feel yourself wanting to "reveal" Halloway, stop — the reveal is that there's nothing to reveal.

If pressed to the wall: she gets frightened and honest, checks her own notes, and cannot account for what she knew. Leave her there. Cause is Ezara, hand is the Woven, seam is invisible.

Encounter Tuning Cheat-Sheet

If your party is…Beat 3 (Beast)Beat 5 (Wardens)
Level 1, cautious1 Beast2 Sealed Wardens (drop the Adept)
Level 1–2, capable1 Beast + 1 lesser (HP 12)2 Wardens + 1 Adept (Moderate)
Level 2, tough / 6 players2 Beasts3 Wardens + 1 Adept (Severe — watch the clock)

XP shorthand (PF2e): Beast = 40 XP (Creature 1 vs level-1 party). Sealed Warden = 60 XP. Warden Adept = 80 XP. A Moderate budget for five level-1 PCs is ~100 XP; the suggested Beat-5 fight (2 Wardens + Adept = 200 XP) is intentionally above Moderate because the Wardens fight to repel, not kill — see the "if the party is losing" note. Award a level-up between Quest One and Quest Two.

Quick Skill-DC Ladder (Level 1–2)

DifficultyDCUse for…
Trivial13Things you want to succeed; flavor rolls
Low16Most investigation in this quest
Standard18Real obstacles; the Seepage saves
Hard20Reading impossible script; pressing Halloway
Severe23Anything that should mostly fail at this tier

Degrees of Success — Worked Example (Reading the Door-Script)

Crit Success (≥30): They grasp that the script is a warning and that it names a date or a count — something was scheduled. (Foreshadows the mission.)
Success (20–29): It's a warning, repeated thousands of times. A fence, not a message.
Failure (<20): Unreadable. But staring at it too long leaves an afterimage that itches behind the eyes for an hour.
Crit Failure (≤10): The afterimage doesn't fade. Sickened 1 until they rest; that night they dream in a language they don't speak.

d6 — Reality-Instability Flickers (sprinkle freely)

Drop one whenever the table needs a chill. None are explained. All are true. Players should feel the world is off without proof it's a ship.

d6Flicker
1A star overhead doesn't drift with the others all night. By dawn it's where it should be, as if it never paused.
2The rain in the Scar has no smell. No ozone, no wet earth. A child drinks it from a gutter and says it "tastes like the inside of a cup."
3Two locals give the exact same answer to an unrelated question, word for word, then look at each other, unsettled.
4A wall that was windowless yesterday has a window. No one remembers it being added. It looks onto a corridor that shouldn't be there.
5An animal — uncorrupted, ordinary — stops and watches the party with an attention no animal should have, then resumes grazing.
6For one breath, everyone hears a low mechanical hum under everything, the sound of a vast room they're standing inside. Then it's gone, and no one's sure they heard it.

Threads to Carry into Quest Two

  • The thing that answered — what woke beneath District 1, and whether it's reaching for the party or warning them off.
  • James's fused alloy — it won't come out of the door. Does he need it back? Does the door now consider him… registered?
  • The Woven's clarified alarm — Utena's centuries-old sound resolved into one note. Tara's recruitment thread accelerates.
  • Halloway's missing colleague — ally to rescue, or warning to find.
  • The Wardens' suits — sealed people, kept down here. A rhyme the party won't understand until they meet the White Coats.
  • Castiel's knowing — what does he recognize, and when does he tell the others?
  • The repeated warning-script — running all the way to the surface. Who wrote a fence this long, and what were they fencing in?

That's the whole quest. If you ran even half of it, the night was a win — the party met, bled together, and stood at a door that changed the shape of the campaign. Everything here bends to you; nothing here is a test you can fail. Close the book when you're ready, and go easy on yourself after. You built something people are going to remember.