User Tools

Site Tools


the_man_without_a_name

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
the_man_without_a_name [2025/11/17 18:34] – [Story Synopsis] adminthe_man_without_a_name [2025/12/07 09:10] (current) – [THE MAN WITHOUT A NAME] admin
Line 3: Line 3:
 ====== 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 =====
  
Line 29: Line 29:
 > //“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.  
  
Line 37: Line 37:
 ===== How to Run This Adventure ===== ===== How to Run This Adventure =====
   * Each scene functions as a modular location — not a fixed sequence.       * Each scene functions as a modular location — not a fixed sequence.    
-  * The order of discovery may vary depending on player movement; there is **no mandatory flow** after Scene 01.  +  * 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.     * 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.     * When in doubt, apply the “one trigger, one consequence” rule from the Scene Template.  
  
-===== Scene Overview =====+===== Continuation =====
  
-| **#** | **Scene Title** | **Location** | **Purpose / Core Conflict** | **Recommended Flow (DM Note)** | +The Man Without Name is designed as completestand-alone adventure — players can resolve the mysterysurvive the ambush, and end their story here.
-| **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. | +
-| **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. | +
-| **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 suspicious smuggler offering “faster cargo space.” | Saferslower option emphasizing procedure and atmosphere. Allows minor roleplay with transport staff, cargo handlers, and fellow travelers. Leads to Scene 4 (Ambush on the Trade Route). | +
-| **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). | +
-| **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 in Firetown** | [[firetown|Firetown]] South Gate / Public Services Ring | PCs arrive at Firetown — a haze of frost, steam, 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 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 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 cleancovert, 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 prisonerevading 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”). |+
  
 +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.
  
  
Line 67: Line 59:
 ===== 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)]]
 +  * [[available_beta_age_adventures|Available Beta Age Adventures]]
 +  * [[playable_beta_age_characters|Playable Characters Beta Age]]
   * [[player_character_creation|Player Character Creation]]    * [[player_character_creation|Player Character Creation]] 
-  * [[ralar| Ralar Region]] · [[firetown|Firetown]]  +  * [[beta_age|Beta Age]] 
-  * [[office_for_special_operations|Office for Special Operations (OfSO)]] · [[ezrah_scherkenstein|Ezrah Scherkenstein]] · [[cartel|Cartel]]   +  * [[the_planet_voi_700_d|VOI 700 D]]·[[ralar| Ralar Region]] · [[firetown|Firetown]]  
-  * [[the_planet_voi_700_d|VOI 700 D]] · [[beta_age|Beta Age]]+  * [[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.1763404459.txt.gz · Last modified: 2025/11/17 18:34 by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki