Table of Contents
102 Pen and Paper Adventure
102 SCENE TEMPLATE
Introduction
The 102 Scene Template is the official framework for building, organizing, and running Pen & Paper adventures within the storyworld of One Hundred and Two Lightyears Away from Home (OHATLYA). It is designed to help Dungeon Masters create dynamic and believable story moments — from tense negotiations and bar encounters to open-world missions across VOI 700 D.
Every scene in the 102 universe — whether a filthy saloon on the Dark Side or a Federal facility in the Habitual Belt follows the same core structure. Rather than forcing a fixed order of events, the template focuses on interactivity: each location comes alive through its NPCs, environmental cues, and the players’ own actions.
The 102 Scene Template is part of the *Phase 01* Pen & Paper framework and can be freely used for homebrew creation under the Open Game Licence. For deeper lore, every section can link to related wiki pages (NPCs, weapons, planets, or institutions).
Adventure Scene Sheet (v8 — 102 Lightyears Away Edition)
1 | Scene Overview
- Location: Name of Site
- Type: (Institution · Bar · Street · Outpost · Wilderness …)
- Tone: (Tense · Hopeful · Suspicious · Melancholic …)
Atmosphere & Sensory Cues (≤5 lines): Sound / Light / Odor / Temperature / Emotion
2 | Read-Aloud Descriptions
Initial Read-Aloud (Scene Opening) > Sets the tone and atmosphere as PCs enter the scene.
Keep it brief, evocative, and open-ended — no exposition beyond what they see and hear.
Staged Read-Alouds (Progressive Descriptions) > *Use these short narrative inserts when the scene develops or specific cues are triggered.
| Trigger / Timing | Read-Aloud or Short Narrative Insert |
| After questioning or negotiation | Ezrah pauses, glancing at the wall. A low hum vibrates through the plaster — the sound of a hidden workshop. She presses a brass buzzer. “Martin, we’re ready for your probabilities.” A moment later, a small man appears, rubbing sleep from his eyes. “Probability favors odd tools,” he murmurs, unrolling a bundle of gadgets on the desk. |
| At scene conclusion | Ezrah leans back. “Seven days,” she reminds quietly. “That clock already started.” |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Narrative Scene | Accept contract · Clarify mission · Plan travel | Launches main quest and initiates 7-day timer |
| Location Scene | Observe office · Interact with handler · Light social play | Establishes tone and recurring NPC Ezrah Scherkenstein |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues — How They React in Play | Wiki Link |
| Ezrah Scherkenstein | Director · OfSO | Test Freelancer team; complete discreet retrieval | • Calm questions → concise answers • Negotiation → +250 K bonus if plan is clear• Doubts → provides extra gear instead of reassurance | Ezrah Scherkenstein |
| Martin “the Tinkerer” Gagnon | Workshop engineer · OfSO | Provide “probability tools” | • Thoughtful approach → offers extra ampoule • Overconfidence → small lecture about “odds and preparation” | Martin “the Tinkerer” Gagnon |
5 | Triggers, Clues & Consequences
A. Option X
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 🥶 Movement without proper winter gear | Numb fingers, slowed steps. | Exhaustion checks every 2 hours; Nameless Man collapses sooner. |
| 🌬️ Sudden cold front | Frost whips across the plains. | Visibility drops; Navigation check DC 13 to stay on track. |
| 🧭 Losing the trail | No landmarks in the dark. | PCs risk drifting toward Vazhak Region (dangerous magnetic storms). |
—
B. Option Y
1. Zark Territorial Strike
| Trigger / Cue | Immediate Reaction | Consequences |
| 🐛 Passing geothermal vents | A Zark lashes out with surprising speed. | Wound risk; can retreat into fissure if outnumbered. |
2. Friendly Caravan Encounter
| Trigger / Cue | Immediate Reaction | Consequences |
| 🚚 Approaching a courier convoy | Lantern signals flash in column code. | PCs may hitch a ride if disguised; convoy will not accept the Nameless Man openly. |
6 | DM Notes
- Tone Reminder: Quiet professionalism; subtle humor; controlled tension.
- Key Pressure: Start the xy-day clock here; reference e.g.ticking wall clock.
- Gear Beat: Give Martin’s kit after questions conclude.
- Payout: 1 500 K per PC + 100 K team travel budget (e.g.).
- Transition Options:
- Improvisation Rule: Treat any meaningful question or initiative as a trigger above; reward curiosity with detail or subtle hints.
7 | Related Pages and Further Information
- ↑↑ Start: (link to adventure start page)
- ← Previous Scene: (link to previous scene)
- → Next Scene: (link to next possible scene)