The Bleak Nexus
Location Type Abandoned Refuge
- Threat
- Rusted turrets; Agility DR12 or d4 damage from sudden discharges
Exits
- A collapsed tunnel leading to the wasteland
- A makeshift barricade into the ruins of a building
Hooks
- Gorm offers a risky truce, but he demands a sinister favor in exchange
Inhabitants
- A scattered crew of scavengers, scavenging in paranoia
- A solitary, weathered trader named Gorm, who trades secrets
Interactables
- Old radio: attempt to tune (Presence DR12) to hear useful intel or trigger noise traps
- Broken security console: repair (Toughness DR14) to disable alarms
Loot
- Salted scrap metal, worth 2 coins
- Encrypted data disk, worth 5 coins
Impression
The stale air is thick with burnt rubber, a dull hum of distant voices and groaning metal echoing.
GM Notes
- Gorm is both a potential ally and dangerous to trust
- Noise traps could alert nearby enemies or attract worse scavengers
- Loots may contain clues or cursed relics