=== 102 Pen and Paper Adventure | Beta Age | The Man Without a Name === ====== SCENE 8i — RABBIT’S HOLE ====== {{:the_rabbits_hole_scenic_2d.png?direct&400|}} ===== 1 | Scene Overview ===== * **Location:** [[rabbit_s_hole|Rabbit’s Hole (“RH”)]] · NW Public Services Ring Road 9, [[firetown|Firetown]] * **Type:** Low-Cost Lodging · Survival · Petty Crime · Social Tension · Medium Risk * **Era:** [[beta_age|Beta Age]] * **Tone:** Claustrophobic · desperate · tired · “mind your own business” **Atmosphere & Sensory Cues:** Stale sweat and cheap booze · geothermal warmth clinging to stone · torchlight flicker in crowded darkness · Butler Bot’s monotone over snores and mutters · Zark bouncer’s silhouette filling the doorway · faint hum of a Cleaning Bot sweeping around boots. ---- ===== 2 | Read-Aloud Descriptions ===== ==== Initial Read-Aloud (Scene Opening) ==== Rabbit’s Hole doesn’t look like an inn. It looks like something that survived. A stack of cargo containers has been welded into a low, squat block, its skin patched with scorched starship hull plates and bolted mining bulkheads. Rivets and seams crisscross the façade like old scars. Above the entrance, a crooked wooden canopy sags under frost and ash, held up by mismatched beams and a prayer. A weak neon sign buzzes red — “RH” — the second letter flickering like it’s tired. A barrel fires burn in a dented drum giving off a greasy warmth that smells like soot and spilled booze. Inside, there’s no welcoming entrance — just an open counter, bright under a harsh electric light strip and guarded by a a massive [[the_zark|Zark]] bouncer. A battered ledger lies open beside a chipped tin coin tray, and a hand-painted sign hangs behind it: **“5 K OR THE STREET.” NO REFUNDS. NO BREAKFAST. WEAPONS CHECKED.** A stiff-backed [[butler_bots|Butler Bot]] stands behind the counter like a machine-made clerk. Its voice is flat and practiced: “Armchair, eight hours, five K. Mattress, eight hours, ten K. Payment in advance. Weapons surrendered. Disorder equals ejection.” {{ :read_aloud_rabbits_hole.mp3 |}} ---- ==== Staged Read-Alouds (Progressive Descriptions) ==== | **Trigger / Timing** | **Read-Aloud Cue** | | **If PCs approach the doorway / bouncer** | The Zark bouncer shifts as you come closer, filling the frame. Two meters of scarred muscle in a patched leather coat, smoky breath rolling from his nostrils. His eyes flick to your gear, linger on visible weapons, then up to your faces. He doesn’t speak — just jerks his chin toward the counter and the “5 K or the street” sign. | | **If PCs check in at the counter** | The Butler Bot’s head twitches toward you, lenses narrowing with a soft click. “State preference: armchair or mattress. Payment in advance. Weapons to be surrendered for the duration.” A metal drawer slides open with a rattle, ready for your Kourou and your gear. | | **If PCs glance into Dormitory 1 (mattresses)** | The mattress dorm smells of sour sweat and damp wool. Rough pallets line both walls in two tight rows, each with a thin mat and a shared blanket crumpled on top. Figures lie sprawled or curled, boots still on, faces half-buried. Torches gutter in wall sconces, throwing shadows across a forest of sleeping limbs. | | **If PCs glance into Dormitory 2 (armchairs)** | The armchair room is a graveyard of cracked recliners and battered benches. Men and women slump at odd angles, mouths open, snoring or muttering to themselves. A metal spittoon glints by one chair; sand buckets by the door catch ash and slop. Somewhere in the dark, someone coughs wetly and rolls over. | | **If PCs settle in and one PC stays awake** | As the others drift off, the dorm sinks into a slow, heavy breathing. Torchlight shrinks to dim orange puddles on stone and skin. A Cleaning Bot hums past, sweeping ash and beer.Then — from somewhere in the tangle of sleeping bodies — a hoarse voice cuts through the darkness, half-dreaming, half-pleading: //“No talk… to others. No name. No… confession…”// The face in the flicker is pale, blurred, uncanny — a ghost of the Man Without a Name. Before you can focus on him, movement snaps at the edge of your vision: a shadow crouched at your bags. A thief’s hand is already closing around your belongings. | ---- ===== 3 | Scene Intent ===== | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | **Low-Cost Lodging · Survival · Petty Crime · Clue Drop** | Find a cheap place to sleep · protect (or lose) their belongings · feel the bottom end of Firetown life · chase or ignore trouble | Show the poorest layer of Firetown’s Entertainment District; provide a dangerous but affordable rest option; create a possible forced detour to the [[medical_station_of_firetown|Medical Station]]; drop a surreal, unsettling hint via D, a former “Blue” whose fate mirrors the Nameless Man’s. | ---- ===== 4 | Key (N)PCs + Dynamic Cues ===== | **Name** | **Role / Affiliation** | **Motivation / Goal** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | **Yannis Christensen** | Owner · Former cage-fighter | Keep RH full and paid · avoid trouble that draws Cartel or Troopers | Thick-shouldered, cauliflower ear, watchful eyes. Speaks low and blunt. Enforces house rules; “5 K or the street” is not a joke. | — | | **Butler Bot (Reception)** | Clerk · Rule enforcer | Apply rules · track payments · log weapons & lockers | Monotone announcements; no negotiation. Will call the bouncer or Service Bot if rules are challenged. | [[butler_bots|Butler Bots]] | | **Service / Cleaning Bot** | Floor & latrine cleaner | Keep floors passable · torches burning | Hums softly; sweeps ash, wipes puddles, refuels torches. Noise can mask PC movement or whispers. | [[cleaning_bots|Cleaning Bots]] | | **Zark Bouncer** | Door security · house muscle | Keep peace · protect cashbox | Silent, intimidating. Ejects brawlers. Uses stun baton first; lethal force only if absolutely necessary. Rumored to have “ended” thieves before. | [[the_zark|Zark]] | | **Sleeping Patrons (15–20)** | Broke gamblers, day laborers, failed tourists | Survive the night · keep what little they have | Mostly unconscious, muttering or snoring. Wake easily if stepped on or handled. Chain reactions of noise if disturbed. | — | | **The Thief (Yavin Simril) ** | Unnamed patron · petty criminal | Rob the unwary while they sleep | Moves quietly between pallets or chairs. Keeps a concealed small firearm. Panics violently if caught. | — | | **“The Pale Sleeper” (D — ex-Blue)** | Former member of “the Blues” · trauma-broken drifter | Incoherent nightmares · no conscious agenda | Gaunt, pale face when briefly visible in flicker. Mutters “No talk. No name. No confession.” No one here knows his story; he vanishes after the incident. Do not identify him as “D” aloud; he’s a haunting echo for the DM. | — | ---- ===== 5 | Triggers, Clues & Consequences ===== **Checking In & House Rules** | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | 💰 **PCs attempt to rent a place to sleep** | Butler Bot recites: “Armchair, eight hours, five K. Mattress, eight hours, ten K. Payment in advance. No refunds.” Weapons must be surrendered. | PCs secure a warm but risky rest. Weapons stored behind counter; claim tickets issued. | | 🔫 **PCs refuse to surrender weapons** | Bouncer steps forward, hand on baton. Yannis emerges: “No weapons inside. You sleep armed, you sleep outside.” | PCs must comply, leave, or escalate. Fight risks Cartel attention. | | 📦 **PCs pay for a secure locker** | Bot logs contents, issues ticket, stores items behind counter. | Valuables safe no matter what happens in dorms. | **If PCs All Sleep (No Watch)** | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | 😴 **All PCs fall asleep with no watch** | A quiet patron rifles through bags and pockets. | PCs wake with all loose Kourou and small valuables stolen. Weapons and locked items safe. | | 🔎 **PCs investigate theft next morning** | Yannis shrugs: “You sleep in a thieves’ nest, you wake up picked clean.” Bouncer claims nobody passed. | Optional mini-investigation; or lesson learned. | **If At Least One PC Stays Awake** | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | 👂 **Awake PC hears strange whispering** | “No talk… to others. No name. No confession…” Pale face barely visible in torch-flicker. | Atmospheric clue: another former “Blue” shares the Nameless Man’s fate — though the PCs do not yet know what “the Blues” are or why this matters. No immediate action. | | 🕵️ **Awake PC notices theft attempt** | Perception DC 12. On success, spots thief at their bags. | PCs can confront or shadow thief. | | ⚠️ **PC confronts quietly** | Contested STR/DEX. If subdued quietly, bouncer later handles it. | Thief ejected; PCs earn minor local respect. | | 💥 **PC confronts loudly / alarms dorm** | Dorm erupts in noise. Thief panics, draws hidden firearm, and fires wildly → one PC automatically hit (serious but non-lethal). | Urgent funnel to [[tmwan_medical_station_firetown|Scene 8c Medical Station Firetown]]; Yannis demands they take injured PC out immediately. | | 🧍 **PC tries to find the Pale Sleeper (D) afterward** | Chaos + torch movement reveal empty pallet/chair; he’s gone. | D becomes a ghostly memory; no one remembers him. Not because of anything supernatural, but because: most patrons were drunk or drugged, the dorms were nearly pitch-dark and Rabbit’s Hole runs on a strict “mind your own business” culture. Faces blur. Names vanish. People forget on purpose. | **Illegal Player Options** | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | 🦹 **PCs pickpocket sleepers** | Stealth vs. DC 10. On fail: sleeper wakes, noise. | First offense: ejection. Second: stun baton, possible Cartel trouble. | | 🎭 **PCs start a brawl to cover theft** | Chaos spreads fast. Torch knocked over. | Bouncer storms in; alarm triggered. Possible beating, ejection, or Cartel involvement if severe. | ---- ===== 6 | DM Notes ===== * **Purpose:** - Provide the cheapest lodging — and the most dangerous. - Highlight Firetown’s desperation. - Enable theft consequences or a forced medical detour. - Deliver a ghostly hint — through D — that the Nameless Man is not the only victim of some former group known as the “Blues,” a term the PCs do not yet understand. * **About D (Ex-Blue):** - Never name him; keep him eerie, half-seen. - He mutters the same mantra as the Nameless Man. - He disappears instantly after any commotion. - Nobody remembers him * **Tone:** - Low-voiced, tired, bleakly pragmatic. - Zark bouncer and Yannis aren’t cruel — they just want order. - “Mind your business” is the district’s law down here. * **Using the Shooting:** - Should be shocking but survivable. - Strong push into Scene 8c. - Reinforces RH as rough, unsafe, and unforgiving. ==== DM Tutorial: How to approach the scene ==== **Short version:** {{ :dm_briefing_the_rabbit_s_hole.mp3 |}} ---- ===== Related Pages and Further Information ===== * ↑↑ **Start:** [[the_man_without_a_name|Adventure Hub — The Man Without a Name]] * ★ **Overview:** [[All Scenes of The Man Without A Name|All Scenes of The Man Without A Name]] * ← **Previous Scene (most likely last):** [[tmwan_arrival_in_firetown|Arrival in Firetown]] ==== Firetown Hub Overview (Playable Locations & Opportunities) ==== | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | **[[german_imbiss|German Imbiss]]** | Food · Information · Low-Cost Refuge | Eat cheaply · Overhear gossip | Casual · Cramped | → [[tmwan_visit_german_imbiss|Scene 8a]] | | **[[saloon_gloria|Saloon Gloria]] ** | Social · Rest · Music Venue | Meet Mira Reis · Gather local rumors · Find temporary lodging · Small jobs for performers or couriers | Warm · Loud · Neutral ground | → [[tmwan_saloon_gloria|Scene 8b]] | | **[[saloon_gloria|Saloon Gloria Upstairs Rooms]] (Optional)** | //Unlock Condition: PCs must have secured access to a room earlier (via Mira Reis, Tamara Borg, or a successful booking in Scene 8b)// | Rest · overhear violent incident · witness Station Commander Jace Laux committing accidental manslaughter · gain blackmail leverage | Intimate · Dangerous · Quiet tension | → [[tmwan_saloon_gloria_guest_rooms|Scene 8b+]] | | **[[medical_station_of_firetown|Medical Station of Firetown]]** | Healing · Recovery · Services | Receive medical treatment · Buy healing supplies · Restock medicine | Clean · Functional · Moderate cost | → [[tmwan_medical_station_firetown|Scene 8c]] | | **[[nebula_fight_arena|Nebula Fight Arena]]** | Combat · Betting | Earn money through fighting or betting · Meet underworld contacts · Recruit fighters · Gather intel on Local Guarding Trooper Station and Cartel | Violent · Risk/Reward High | → [[tmwan_nebula_fight_arena|Scene 8d]] | | **[[the_red_wheel|The Red Wheel]]** | Gambling · Social Intrigue | Play cards or bet on Space Roulette · Win money or lose money · Gather intel on Local Guarding Trooper Station and Cartel | Glamorous · Dangerous | → [[tmwan_red_wheel|Scene 8e]] | | **[[firetown_billard_saloon|Firetown Billiards Saloon]]** | Games · Relaxation | Trilliards and carom bets · Small talk with local dealers · Low-stakes income · | Friendly · Streetwise | → [[tmwan_firetown_billiards_saloon|Scene 8f]] | | **[[firetown_darts_club|Firetown Darts Club]]** | Skill Games · Frostpunkt Dice | Usually chance to win money but currently closed due to a bar brawl. Probably: Gather intel on Local Guarding Trooper Station. | Smoky · Mid-risk | → [[tmwan_firetown_darts_club|Scene 8g]] | | **[[dark_side_hotel|Dark Side Hotel]]** | Luxury Lodging · High-Stake Gambling | Find exclusive lodging · Meet wealthy Firetown visitors and gamblers · Gather intel on Local Guarding Trooper Station and Cartel | Elegant · Exclusive · High Difficulty | → [[tmwan_dark_side_hotel|Scene 8h]] | | **[[rabbit_s_hole|Rabbit’s Hole]]** | Low-Cost Inn · Criminal Underbelly | Find cheap bed · Interact with smugglers or pickpockets · Risk encounter hook | Dangerous · Claustrophobic | → [[tmwan_rabbit_hole|Scene 8i]] | | **[[local_station_of_the_guarding_troopers_firetown|Local Guarding Trooper Station Firetown]]** | Investigation · Main Plot | Discover and free the Nameless Man · File charges (e.g. pickpocket incident) | Bureaucratic · Story Critical | → [[tmwan_local_guarding_trooper_station|Scene 9 (Main Mission]] |