the_man_without_a_name
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| ====== THE MAN WITHOUT A NAME ====== | ====== THE MAN WITHOUT A NAME ====== | ||
| - | {{:pnp_the_man_without_a_name_illustration_scenic2d.png? | + | {{:the_man_without_a_name_signature_poster_scenic2d.png? |
| ===== Introduction ===== | ===== Introduction ===== | ||
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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, | + | * Each scene functions as a modular location — not a fixed sequence. |
| - | | **2** | **[[tmwan_departure_debate|Travel Preparations]]** | Outside the [[office_for_special_operations|OfSO Headquarters]], | + | * The order of discovery |
| - | | **3a** | **[[tmwan_courier_station|New Kourou Courier Station]]** | Departure Terminal, Public Services Ring, [[new_kourou|New Kourou]] | PCs purchase caravan tickets | + | * NPCs are reactive |
| - | | **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 | + | * When in doubt, apply the “one trigger, one 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 raids. Locals 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 | + | |
| - | | **7** | **[[tmwan_reconnaissance_station|Reconnaissance at the Station]]** | [[guarding_trooper_station_of_firetown|Guarding Trooper Station, Firetown]] | 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 | + | |
| - | | **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]], | ||
| + | |||
| + | 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]] | + | * [[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: | + | * ★ **Overview: |
| + | * | ||
the_man_without_a_name.1763404239.txt.gz · Last modified: 2025/11/17 18:30 by admin