The escape room is set on the Nautilus II, a large submarine that is miraculously constructed with parts of different seafaring crafts put together. The interior of the deep-sea submarine is a patchwork of metal with different decor where the only thing they share in common is its metal walls, claustrophobic corridors and the scent of seawater and oil. The pressure of the deep depths could almost be felt weighing down on their shoulders thanks to the environment and the manufactured mood. Occasionally, there is the ping from the radar that breaks the ambience or the ominous creaking of the metal hull.
Captain Nemo had rescued the passengers from their sinking ship, which they are immensely grateful for. However, the welcome with the captain was worn thin quickly, and it soon became apparent that he had no intention of allowing them to leave. The passengers had become his prisoners. After several weeks on the Nautilus II, the passengers found their opportunity to escape as the submarine neared close to the surface. They will only get one chance at this until the Nautilus II returns to the depths of the sea, likely forever.
For every two Advantages, the next player's roll gains 1 Boost die. For every two Threats, the next player's roll gains 1 Setback die. Each Triumph upgrades the skill used on the next check and each Despair upgrades the difficulty on the next check.
Time Units
Each group will get a total of 20 Time Units to work with when it comes to escaping the rooms. Each Time Unit utilized acts like a round in combat. The same character cannot use a Time Unit until all characters in their group had a chance to utilize their Time Unit for the group. This essentially provides 5 rounds for a group of four and over 6 rounds for a group of three. Each puzzle takes an action, as does assisting in those puzzles.

The Airlock
The only way off the Nautilus II is the airlock, which is a reinforced metal door able to withstand the crushing depths of the sea. Captain Nemo keeps no guards but the door itself is locked with a keypad with an 8-digit code that is constantly changed every day due to the captain's paranoia and his distrust of his involuntary guests. However, the passengers have come to realize that parts of the code are derived by activities throughout the ship and are puzzles in themselves.
Players may roll Computer (SysOp) (Intelligence), Mechanics (Intelligence) or Skulduggery (Cunning) to open the door as Crushing Difficulty (◆◆◆◆◆◆◆◆◆◆◆, 11 difficulty dice in total), the difficult is reduced by each puzzle to reduce it to a minimum of Average Difficulty (◆◆).

The Valve Puzzle
The Nautilus has been able to get by all of these years by a series of jury-rigging, retrofitting and cannibalizing parts from others vessels. The submersible probably shouldn't be in working order but it has managed to defy circumstance thanks to the mad brilliance of Captain Nemo. In the engine room, there are multiple valves painted red to indicate their part in managing the pressure around the ship for both the ballast and its freshwater supply. One wrong move and the Nautilus II could implode on itself. By turning the valves, the passengers are able to manipulate the submarine subtly and reveal a clue to their estimate. Turning these values will require a lot of physical work or coordinated ingenuity.
Players can solve this puzzle with a Mechanics (Intelligence) or Athletics (Brawn) skill check at Daunting Difficulty (◆◆◆◆). The difficult dice can be divided among several players doing the same check with either combination of the two skills. For example, this can be split into four Easy Difficulty checks if four people are involved. However, all participants involved in the attempt must pass the check in order for this to be successful and this will have to be attempted again on any one failed roll.
Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

The Decipher Puzzle
The cramped control centre of the Nautilus II are several black and green screens salvaged from an old nuclear submarine. There are several codes laid out on the screen that looks like babble script at first. However, when crossed reference with the other screens in the room, they seem to decode the combination of letters into something more legible. The participants will have to decipher the codes on the screen to find their clue.
To solve this puzzle, players will have to make a Cool (Presence) or Perception (Cunning) skill check at Easy Difficulty (◆) and achieve a total of 4 Successes in one or more cumulative attempts.
Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

The Radio Puzzle
In the depths of the ship, there appears to be one radio which had been dormant until recently. Unfortunately, either by design or due to the considerable depths of the submarine, the voice on the other side is broken and static. The message repeats itself after several intervals and it appears to be instructions for the passengers on how to steer the ship toward their intended destination. Unfortunately, understanding the message is up to interpretation and patience must be exercised.
Players may attempt to understand and follow the given instructions from the radio with a Cool (Presence) or Discipline (Willpower) skill check. The Difficulty is based on the skill of the player taking part in this skill check as if it was opposed by an opponent of the same skill. If assistance is given in this part, Boost Dice gained does not translate into Setback Dice.
Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

The Library Puzzle
Captain Nemo maintains a personal library onboard the Nautilus II, likely built from his salvages over the years. The library is seemingly disorganized with the title of the books on each spine. The passengers have come to learn that there is a secret compartment found behind these books but will require the books to be arranged accordingly. Most of these books are about aquatic flora and fauna but it's unclear that sort of pattern the Captain may be looking to have these sorted by.
Sorting the library can be done with a Survival (Cunning) or Science (Intelligence) skill checking starting at Daunting Difficulty (◆◆◆◆). Each subsequent check by any player reduces the difficulty by one rank to a minimum of Easy (◆).
Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

The Organ Puzzle
Captain Nemo's keeps a personal organ in his bed chambers and often the submarine is filled with the haunting melody. Some interpret it as his means of expression to voice his inner anguish with music or perhaps a clue to his mysterious past. A music sheet is left at the music rack atop the keys which must be played to find their next clue. Keen eyes might be able to spot the worn prints left atop of the keys and decipher the order of their use.
Players must pass a Coordination (Agility) or Perception (Cunning) skill check at Hard Difficulty (◆◆◆) to solve this puzzle.
Solving this puzzle reduces the Difficulty of the Airlock by 1 (-◆).

The Radar Puzzle
The radar typically has picked up all sorts of fantastic creatures of the depths, including gargantuan breeds of fish and other strange creatures that haven't even been catalogued yet. There are several blips and readings that have appeared on the radar that might not have much correlation at first. However, on second inspection it seems clear that there is a clear pattern to be found here that might be a clue vital to escape the submarine.
Players may make an Operating (Intelligence) or Gunnery (Agility) skill check at Hard Difficulty (◆◆◆) to solve this puzzle.
Solving this puzzle reduces the Difficulty of the Airlock by 1 (-◆).
Result
Any members of a group who have successfully escaped the Nautilus II have proven that they are able to work as a team. Once per game, they may choose to reroll any number of dice in an event of their choice.
























