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the_man_without_a_name [2025/11/17 18:29] – [THE MAN WITHOUT A NAME] adminthe_man_without_a_name [2025/12/07 09:10] (current) – [THE MAN WITHOUT A NAME] admin
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 ====== THE MAN WITHOUT A NAME ====== ====== THE MAN WITHOUT A NAME ======
  
-{{:pnp_the_man_without_a_name_illustration_scenic2d.png?direct&400|}}+{{:the_man_without_a_name_signature_poster_scenic2d.png?direct&600|}}
 ===== Introduction ===== ===== Introduction =====
  
-The Man Without a Name is an official 102 Pen & Paper Adventure set in the [[beta_age|Beta Age]] of the storyworld [[start|One Hundred and Two Lightyears Away from Home]].  +The Man Without a Name is an official [[pen_and_paper_adventures|102 Pen & Paper Adventure]] set in the [[beta_age|Beta Age]] of the storyworld [[start|One Hundred and Two Lightyears Away from Home]].  
  
-It introduces players to the morally complex frontier city of [[firetown|Firetown]] on the Dark Side of [[the_planet_voi_700_d|VOI 700 D]], a place of vice, survival, and fractured law.  +It introduces players to the morally complex frontier settlement of [[firetown|Firetown]] on the [[dark_side|Dark Side]] of [[the_planet_voi_700_d|VOI 700 D]], a place of vice, survival, and fractured law.  
  
 The adventure follows a group of Freelancers contracted by the [[office_for_special_operations|Office for Special Operations (OfSO)]], drawn into a web of secrecy, moral ambiguity, and conflicting orders as they attempt to free a nameless old man from the [[local_station_of_the_guarding_troopers_firetown|Guarding Trooper Station of Firetown]] — unaware of the true reason behind the mission or the power his identity conceals. The adventure follows a group of Freelancers contracted by the [[office_for_special_operations|Office for Special Operations (OfSO)]], drawn into a web of secrecy, moral ambiguity, and conflicting orders as they attempt to free a nameless old man from the [[local_station_of_the_guarding_troopers_firetown|Guarding Trooper Station of Firetown]] — unaware of the true reason behind the mission or the power his identity conceals.
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 His back bears bruises and ritual-like scars, and his mind appears fractured. He remembers nothing of his past and repeats only one cryptic phrase:   His back bears bruises and ritual-like scars, and his mind appears fractured. He remembers nothing of his past and repeats only one cryptic phrase:  
  
-> “No talk to others. No name. No confession.”+//“No talk to others. No name. No confession.”//
  
-The [[guarding_troopers|Guarding Troopers]] detain him for his own safety and bring him to the **Guarding Trooper Station of Firetown**.  +The [[guarding_troopers|Guarding Troopers]] detain him for his own safety and bring him to the Guarding Trooper Station of Firetown.  
 A week later, the [[office_for_special_operations|Office for Special Operations (OfSO)]] receives a mysterious encrypted message from an anonymous client offering 20,000 Kourou for the man’s release and safe delivery — within seven days.   A week later, the [[office_for_special_operations|Office for Special Operations (OfSO)]] receives a mysterious encrypted message from an anonymous client offering 20,000 Kourou for the man’s release and safe delivery — within seven days.  
  
 The client’s identity is unknown. The reason for the mission is unclear.   The client’s identity is unknown. The reason for the mission is unclear.  
 The PCs are left with a single order: “Bring him back alive. No questions asked.” The PCs are left with a single order: “Bring him back alive. No questions asked.”
-===== Scene Overview ===== 
  
-| **#** | **Scene Title** | **Location** | **Purpose / Core Conflict** | **Recommended Flow (DM Note)** | +===== How to Run This Adventure ===== 
-**1** | **[[TMWAN_Briefing|The Briefing]]** | [[office_for_special_operations|OfSO Headquarters, New Kourou]] | PCs are summoned by [[ezrah_scherkenstein|Ezrah Scherkenstein]] for confidential contract. An anonymous client offers 20,000 Kourou to free an unidentified old man detained by the [[guarding_troopers|Guarding Troopers]] in [[firetown|Firetown]]. | Establishes mission parameters, tone, and ethical tension. PCs receive their sealed contract, dossiers, and optional requisitions for travel gear| +  Each scene functions as modular location — not a fixed sequence    
-**2** | **[[tmwan_departure_debate|Travel Preparations]]** | Outside the [[office_for_special_operations|OfSO Headquarters]], Public Services Ring, [[new_kourou|New Kourou]] | The team leaves the briefing and decides how to reach Firetown — slow but safe caravan or fast and risky Veyra ride. They may also purchase supplies or hear rumors near the [[new_kourou_food_market|Food Market]]. | Light, player-driven planning scene. Builds team chemistry and introduces economic reality of VOI 700 D. Leads to either Scene 3a or 3b depending on travel choice| +  * The order of discovery may vary depending on player movement; there is no mandatory flow after Scene 01  
-**3a** | **[[tmwan_courier_station|New Kourou Courier Station]]** | Departure Terminal, Public Services Ring, [[new_kourou|New Kourou]] | PCs purchase caravan tickets and prepare for the 1.5-day journey along the [[trade_route|Extended Trade Route]]. They may meet mechanics, couriers, or a suspicious smuggler offering “faster cargo space.” | Safer, slower option emphasizing procedure and atmosphere. Allows minor roleplay with transport staffcargo handlers, and fellow travelers. Leads to Scene 4 (Ambush on the Trade Route). | +  NPCs are reactive and evolve dynamically — minor conflictsalliances, or betrayals depend on the PCs’ dialogue and decisions  
-| **3b** | **[[tmwan_mandalas_mounts|Mandala’s Mounts]]** | Trade-Route Outpost, New Kourou Outskirts | PCs negotiate with the Mandala family to rent mounts. Lexa prefers this option; Rogan distrusts it. Price, persuasion, or mishandling may decide if they ride swift [[veyra|Veyras]] or sturdy [[hoo|Hoos]]. | Faster, riskier route across the Atrana Mountains. Highlights negotiation and mount handling. Leads directly to Scene 4 (Ambush on the Trade Route). | +  When in doubtapply the “one triggerone consequence” rule from the Scene Template 
-| **4** | **[[tmwan_ambush_traderoute|Ambush on the Trade Route]]** | Ralar Cliffs, Dark Side Approach | En route to Firetown, the group faces a surprise attack — Zark scouts or masked raiders targeting courier cargo. | First action sequence; tests teamwork and use of equipment. Victory or escape yields clues toward the Halfway Inn and shows the dangers beyond civilization. | +
-| **5** | **[[halfway_inn|The Halfway Inn]]** | Mid-route station between New Kourou and Firetown | PCs rest, repair gear, and gather information about recent raidsLocals mention an “old pale man” escorted through by Troopers days ago. | Narrative midpoint. Provides rest, rumor, and optional skirmish (Zark raid or barroom fight). Builds tension before arrival in Firetown. | +
-**6** | **Arrival in Firetown** | [[firetown|Firetown]] South Gate / Public Services Ring | PCs arrive at Firetown — a haze of froststeam, and neon. Troopers patrol in pairs; tension runs high. | Transition scene; stress contrast between New Kourou’s order and Firetown’s chaos. Establishes tone for infiltration arc. | +
-| **7** | **[[tmwan_reconnaissance_station|Reconnaissance at the Station]]** | [[guarding_trooper_station_of_firetown|Guarding Trooper StationFiretown]] | PCs scout or socialize to learn how the prisoner is guarded. They may meet insiders like [[lethabo_munkh|Lethabo Munkh]] who can be bribed or persuaded. | Investigation scene that sets up infiltration choices: persuasion, stealth, or deception. Information gathered affects Scene 8 difficulty. | +
-| **8** | **The Extraction** | Inside the [[guarding_trooper_station_of_firetown|Guarding Trooper Station]] | PCs execute the rescue of the nameless old man. Approach can be clean, covert, or violent; consequences shape later pursuit scenes. | Central mission event. Resolve via skill challenge or combat; outcomes change later reputation and Ezrah’s response. | +
-| **9** | **The Escape** | Firetown alleys and industrial backstreets | PCs flee with the prisoner, evading Troopers and automated drones. | High-tension chase. Use terrain and environmental hazards (heat vents, frost zones). Success or failure influences safety of next scene. | +
-| **10** | **The Old Man’s Confession** | Hidden safehouse / warehouse near Firetown | The freed man mutters fragments: “No talk to others. No name. No confession.” Scars reveal coded conditioning. | Emotional slowdown and moral reveal. Provides first real understanding of who or what the man might be. Opens philosophical layer of the story. | +
-| **11** | **Crossroads** | Outskirts of Firetown / Trade Route Junction | PCs must choose: deliver the man to the anonymous client, return him to Ezrah, or protect him and defy both sides. | Final moral and narrative branch. Each choice affects faction standing and potential sequel hook (“The Confession Protocol”)|+
  
 +===== Continuation =====
  
 +The Man Without a Name is designed as a complete, stand-alone adventure — players can resolve the mystery, survive the ambush, and end their story here.
 +
 +However, for groups who wish to follow the deeper conspiracy hinted at in Scene 12, this module also serves as the first part of a two-adventure arc. The story continues in the follow-up adventure:
 +
 +  * **[[hunting_an_unknown_hunter|Hunting an Unknown Hunter]]** — a frontier investigation and manhunt across the [[atrana_mountains|Atrana]] foothills and the settlement of [[Morningstar|Morningstar]], where the truth behind the anonymous client takes shape.
 +
 +Players carry all gained equipment and injuries into Part 2; the emotional and moral consequences of their choices in Firetown and New Kourou directly influence the tone of the sequel.
  
  
  
  
-===== How to Run This Adventure ===== 
-  * Each **scene** functions as a **modular location** — not a fixed sequence.   
-  * Use **[[adventure_scene_sheet_template|Scene Template v5]]** for each entry.   
-  * The order of discovery may vary depending on player movement; there is **no mandatory flow** after Scene 01.   
-  * NPCs are reactive and evolve dynamically — minor conflicts, alliances, or betrayals depend on the PCs’ dialogue and decisions.   
-  * When in doubt, apply the “one trigger, one consequence” rule from the Scene Template.   
  
 ---- ----
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 ===== Related Pages and Further Information ===== ===== Related Pages and Further Information =====
   * [[pen_and_paper_adventures|102 Pen And Paper Adventures (Overview)]]   * [[pen_and_paper_adventures|102 Pen And Paper Adventures (Overview)]]
-  * [[adventure_scene_sheet_template|Official 102 Scene Template]]   +  * [[available_beta_age_adventures|Available Beta Age Adventures]] 
-  * [[ralar| Ralar Region]] · [[firetown|Firetown]]  +  * [[playable_beta_age_characters|Playable Characters Beta Age]] 
-  * [[office_for_special_operations|Office for Special Operations (OfSO)]] · [[ezrah_scherkenstein|Ezrah Scherkenstein]] · [[cartel|Cartel]]   +  * [[player_character_creation|Player Character Creation]]  
-  * [[the_planet_voi_700_d|VOI 700 D]] · [[beta_age|Beta Age]]+  * [[beta_age|Beta Age]] 
 +  * [[the_planet_voi_700_d|VOI 700 D]]·[[ralar| Ralar Region]] · [[firetown|Firetown]]  
 +  * [[office_for_special_operations|Office for Special Operations (OfSO)]] · [[ezrah_scherkenstein|Ezrah Scherkenstein]] 
 +  * [[hunting_an_unknown_hunter|Hunting an Unknown Hunter]] (Part 2 – optional) · 
  
 ---- ----
  
-→ **Start the Adventure:** [[TMWAN_Briefing|The Briefing]]+  * ★ **Overview:** [[All Scenes of The Man Without A Name|All Scenes of The Man Without A Name]]  
 +  *  → **Start the Adventure:** [[TMWAN_Briefing|The Briefing]]
the_man_without_a_name.1763404176.txt.gz · Last modified: 2025/11/17 18:29 by admin

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