SWURPG

The Nexus Chamber — Engineering Core

Scene 3.1 — The Nexus Chamber

The finale, in the engineering core. The reliquary sits on a welded-scrap plinth over the reactor well; the Keening manifests around it. The Keening can't be killed — the idol is the target. Catwalks cross the deadly reactor drop, welded scrap gives cover, and dead engineering controls offer a non-Force path (a reactor-feedback pulse) to break the idol before the chamber fills with rising Hollowed.

Used in
The Sable Wake
Scene
Scene 3.1 — The Nexus Chamber
Grid
16×14 cells · 80 ft × 70 ft

The Nexus Chamber — Engineering Core

Grid: 5 ft / squareN
Nexus Chamber
Terrain Key
Wall
Blast door — From the sealed bulkhead (Scene 2.4)
Pit (fall hazard) — Reactor well
Boardwalk / pier — Catwalk
Scrapyard / junk waste — Welded scrap
Three-quarters cover (+5 AC / +5 DEX saves)
Control terminal — Engineering control
Light source — Flickering emergency strip
Frozen ground (slippery)
Map Key
  • 1From the sealed bulkhead (Scene 2.4)
  • 2Reactor wellA deadly drop — the reactor still turns below, throwing red half-light up through the grating.
  • 3Reactor well
  • 4Reactor well
  • 5Reactor well
  • 6Reactor well
  • 7Reactor well
  • 8Reactor well
  • 9Reactor well
  • 10Reactor well
  • 11Reactor well
  • 12Catwalk
  • 13Catwalk
  • 14Catwalk
  • 15Catwalk
  • 16Catwalk (to the plinth)
  • 17Catwalk
  • 18Welded scrap
  • 19Welded scrap
  • 20Welded scrap
  • 21Welded scrap
  • 22Engineering controlMechanics DC 16 (one round to rig) fires a reactor-feedback pulse — the non-Force party's big hit on the reliquary.
  • 23Engineering control (dead)
  • 24Flickering emergency strip
  • 25Flickering emergency strip
Legend
RLThe idol, on a plinth of welded scrap
GM-only enemy positioning (place at scene-open, as the Keening manifests): the Keening centered on the plinth at roughly [7, 5] (purple; three times a person's height). It CANNOT be killed directly — incorporeal, reforms; resistant to Energy/Kinetic, immune to grapple/shove/prone. The RELIQUARY (the object on the plinth) is the target: AC 15, HP 40 (2 PCs 24 / 3 PCs 32 / 4 PCs 40 / 5 PCs 48 / 6 PCs 56); resistant to Energy + Kinetic (blasters/melee deal half), full damage from Force powers, lightsabers, Ion, and explosives. THE CLOCK: on any round the party deals NO damage to the reliquary, the Keening Wails (every living creature: WIS save vs the Keening's Force DC or Frightened 1 round) and raises Hollowed per the Manifestation scaling table (1-3 husks, TR 1, HP 16) — place them at roughly [5, 9], [10, 9], [7, 11]. The party must screen the damage-dealer, control the rising Hollowed, and break the idol before the chamber fills. Anti-TPK dramatic save (once): if Bex is alive, he jams his welder into the plinth base (Keening loses its next Wail; reliquary drops to half if above it) at the cost of his life; if Bex is dead, the reliquary overreaches to seize the strongest Force-user and is exposed (same effect). Non-Force paths to damage the idol: an Ion charge from the loader droid (1.2), the reactor-feedback pulse (Mechanics DC 16 at the west control), grabbed explosives, or concentrated fire over more rounds.

How to use this map

The finale, in the engineering core. The reliquary sits on a welded-scrap plinth over the reactor well; the Keening manifests around it. The Keening can't be killed — the idol is the target. Catwalks cross the deadly reactor drop, welded scrap gives cover, and dead engineering controls offer a non-Force path (a reactor-feedback pulse) to break the idol before the chamber fills with rising Hollowed.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 3.1 — The Nexus Chamber in the The Sable Wake GM document.