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. |
| When PCs inspect the terrarium | The plant leans toward movement, tendrils flexing under the heat-lamp. A translucent tooth clicks against the glass. |
| 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
| Trigger / Cue (Player Action or Event) | Immediate Reaction / Change | Ripple Effect / Future Hook |
| 🗣️ Ask “Who is the client?” repeatedly | Ezrah stonewalls; offers extra kit instead | Later reveal if PCs keep notes; +1 Trust on final hand-off |
| 🗣️ Negotiate higher pay with solid plan | +250 K bonus unlocked | Ezrah arranges quiet support at Courier Station |
| 🗣️ Ask about the scars | She shows a close-up photo: “Three lines over a crooked spiral.” | PCs recognize the mark in Firetown scene |
| 🗣️ Involve Guarding Troopers openly | Ezrah’s tone hardens; –1 Trust | Firetown Station more alert; suspicion penalty |
| 🗣️ Behave respectfully / efficient | Earns Ezrah’s approval | OfSO Trust +1; she may intervene later if PCs fail |
| ⚙️ Inspect terrarium / feed plant | Plant reacts to motion, harmless | Adds flavor and callback to later OfSO scenes |
| ⚙️ Check wall maps or schedules | Discover caravan departs 11:00; Veyra rental nearby | Leads to next scene … (link) |
| ⚙️ Outline a cautious plan | Martin provides extra Bloom-Mist Ampoule | Advantage in stealth scenes later |
| ⚙️ Study photo closely | Identify spiral-mark motif | Connects to cult clue in Firetown |
| ⚙️ Waste time or argue | Clock advances by 10 minutes | Reminder of 7-day deadline pressure |
| 💥 Draw weapon / threaten | Meeting ends instantly; Ezrah voids contract | Lose OfSO support for remainder of campaign |
*(Tag legend: 🗣️ Social · ⚙️ Environmental · 💥 Combat)*
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:
- Link Location
- 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)