Atmosphere & Sensory Cues: Warm floor vents · thin walls · muffled moans · clatter of pipes · distant laughter from below · the smell of soap and Lumira-wood polish.
As you settle into your space for the night — bed, blanket, or sleeping bag — the sounds of the saloon drift upward through the boards: laughter, clinking glasses, a round of dice rolling somewhere below. Loud enough to feel alive, muffled enough to rest.
From the room on your left, a radio voice booms through the thin walls — someone clearly hard of hearing. A Weber Broadcasting Service program plays at full volume, a narrator reading poetry in a slow, steady cadence… “…and the hope we had was just that, hope — for what we wished for was never possible, for everything rests not on hope, but on stone, flesh, and blood.
Then, from the room on your right, you hear a soft, rhythmic sound — breathless, intimate, the kind of muffled moans thin walls can’t hide. The wall vibrates gently with each movement.
But slowly, something shifts.The moans hitch. A voice — the woman’s — sharpens and cracks. “No… don’t—”
A short, sudden cry of pain. Then silence.
A heavy, terrible silence that drowns out everything — the radio, the laughter, even the hum of the geothermal pipes — leaving only the sense that whatever is happening next door has gone very, very wrong.
| Trigger / Timing | Read-Aloud Cue |
| PCs remain silent and listen | The room next door goes still — no movement, no breath, just a heavy, terrible quiet.Then a faint crack-crack of shortwave static breaks through the silence. A Weber comes online. A man speaks in a low, urgent whisper: “…yeah… it happened… at Gloria. Need assistance. We gotta clean something up.” |
| PCs peek through the door gap or keyhole | You glimpse a frantic man in a half-open Trooper uniform shirt, hands shaking, staring at a woman lying motionless on the floor. His knuckles are bloody. In one hand, he hold the Guarding Trooper Edition of a Weber Shortwave Communication Device … |
| Scene Type | Player Intents | DM Function / Story Link |
| Social · Discovery · Blackmail Opportunity | Rest · observe · investigate · gain leverage | Reveal Station Commander Jace Laux’s crime; give PCs a decisive tool for Scene 9 infiltration. |
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues — How They React in Play | Wiki Link |
| Jace Laux | Station Commander · Guarding Troopers | Hide the killing · Avoid scandal or arrest | Nervous, panicked. If PCs reveal they know: immediately tries to negotiate secrecy → perfect blackmail target. | — |
| Unidentified Prostitute (probably Tamsin Lien) | Female Sex worker | — | Already dead; victim of Jace Laux. | — |
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 👂 PCs remain silent and listen | They hear: violent struggle → panic → accidental killing → frantic Weber call (“…at Gloria… need assistance… keep it quiet…”). | Full verbal blackmail material. |
| 🔎 PCs peek through the door gap | They see Laux in partial Trooper uniform, bloody knuckles, standing over the dead woman; his badge (“J. Laux — SC”) slips into view. | Visual confirmation → strong leverage in Scene 9. |
| 🚶 PCs approach Laux at the crime scene | Laux freezes mid-motion, eyes wide. “This is not what it looked like — she tried to blackmail me… I just… damn it…” He trembles, torn between fear and anger. | PCs may negotiate immediately |
| 🤝 PCs decide to negotiate immediately | Laux keeps his hands visible, breathing hard. He desperately fears exposure and listens to every word the PCs say. | • Promise silence → Laux “owes a favor.”• Demand release of the Nameless Man → he refuses at first (“He’s a Free State case — all eyes on me.”).• INTIMIDATION DC 12 → he breaks and offers a workaround: “I can mark him sick. Transfer him to the Medical Station. Easier for you to… handle things there.” |
| 🚪 PCs wait until he leaves | After a short while, heavy boots in the corridor, low Trooper voices and the sounds of a rough, practised cleanup — fabric tearing, something being dragged, muffled curses — and finally the stairway creaking as both men leave Gloria’s first floor. Then silence. | Safe window to investigate the scene without Trooper presence. |
| 🔎 PCs search the room after | They find a torn clutch under the bed. Inside: 200 Kourou, folding knife, pocket calendar with the sex workers name on it (Tamsin Lien) six months of entries marked “J.Laux.” and today’s meeting, which is also the last appointment of the day. The room still carries a faint chemical smell, as if something had been hastily cleaned or dissolved. | Physical evidence → decisive leverage |
| 👣 PCs choose to follow Laux | They hear him and the other Trooper exit into the Public Services Ring, still shaken but no body or bag with them | Optional tail route leading toward the Guarding Trooper Station. |
Give the PCs a decisive advantage for infiltrating the Trooper Station by witnessing Jace Laux commit accidental manslaughter and cover it up. This leverage bypasses several challenges in Scene 9.
Short version:
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| German Imbiss | Food · Information · Low-Cost Refuge | Eat cheaply · Overhear gossip | Casual · Cramped | → Scene 8a |
| 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 | → Scene 8b |
| 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 | → Scene 8b+ |
| Medical Station of Firetown | Healing · Recovery · Services | Receive medical treatment · Buy healing supplies · Restock medicine | Clean · Functional · Moderate cost | → Scene 8c |
| 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 | → Scene 8d |
| 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 | → Scene 8e |
| Firetown Billiards Saloon | Games · Relaxation | Trilliards and carom bets · Small talk with local dealers · Low-stakes income | Friendly · Streetwise | → Scene 8f |
| 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 | → Scene 8g |
| 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 | → Scene 8h |
| Rabbit’s Hole | Low-Cost Inn · Criminal Underbelly | Find cheap bed · Interact with smugglers or pickpockets · Risk encounter hook | Dangerous · Claustrophobic | → Scene 8i |
| Local Guarding Trooper Station Firetown | Investigation · Main Plot | Discover and free the Nameless Man · File charges (e.g. pickpocket incident) | Bureaucratic · Story Critical | → Scene 9 (Main Mission |