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tmwan_fleeing_from_firetown

102 Pen and Paper Adventure | Beta Age | The Man Without a Name

SCENE 10 — FLEEING FROM FIRETOWN

1 | Scene Overview

  • Location: Streets and alleys of Firetown → Burning Wall → Main Gate or Eastern Rail Gate
  • Type: Escape · Stealth · Social Pressure · Survival
  • Era: Beta Age
  • Tone: Frozen dark · whispered suspicion · hunted in a settlement with a thousand watching eyes

Atmosphere & Sensory Cues: Frosted breath · hissing vents · Trooper whistles echoing between stone walls · torchlight flickering along the Burning Wall · silhouettes watching from doorways · rumors spreading faster than footsteps


2 | Read-Aloud Descriptions

Initial Read-Aloud (Scene Opening)

The moment you step into the open, Firetown feels tighter than before.

The darkness — usually comforting — suddenly hides more eyes than shadows. Barrel fires burn in metal drums, casting restless light across faces that watch too long and whisper too quickly. A shortwave crackle bounces between buildings as Troopers relay updates. Every doorway feels like a lookout post. Every passerby seems to study the shape of your hood or the pace of your steps.

Far ahead, the Burning Wall glows like a band of fire etched into the night — five meters of volcanic stone, crowned with metal spikes, lined with torches fed day and night. Heat rises in shimmering waves, steam drifting along the edge like ghosts of old ashstorms.

Somewhere close — hidden under layers of cloth, carried by someone, or moving unsteadily beside you — the Nameless Man remains fragile and silent, his presence a constant weight against the darkness.

Within the hour, half of Firetown will know that the most famous detainee of the Local Station is gone. And when the Weber Broadcasting Service reads the 20:00 Evening News, the whole Free State of Settlers will know it too. After that… every patrol, every settler, every Outlaw will be looking for the same trembling shadow you’re trying to protect.


Staged Read-Alouds (Progressive Descriptions)

Trigger / Timing Read-Aloud Cue
PCs step into a busier street Settlers wrapped in thick coats push past, breath turning to mist. Some glance at you, then look again — too long, too curious. Someone ducks into a doorway to whisper.
Approaching the Burning Wall The volcanic wall rises before you, lit by hundreds of torches that hiss as the flames fight the cold. Shadows dance across the stone like moving bars.
Nearing the Main Gate (West) Two Guarding Troopers stand outside, lantern raised to inspect passersby. Inside the gatehouse, another Trooper flips between ledgers, barely looking up — until someone suspicious approaches.
Nearing the Eastern Rail Gate Steam drifts along the rail lines, carrying the sharp scent of hot metal. A warning klaxon echoes once… then falls silent as a heavy ore train grinds past the gate, its armored wagons rattling like chained beasts. No workers ride the line — only a Combat Drone hovers alongside the convoy, its lenses sweeping the tracks with cold precision.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Escape · Stealth · Survival Move unnoticed · disguise the Nameless Man · avoid Trooper patrols · choose a route out of the settlement Transition from extraction to wilderness arc; determine consequences, pursuit intensity, and conditions for later encounters.

4 | Key (N)PCs + Dynamic Cues

Name Role / Affiliation Motivation / Goal Dynamic Cues — How They React in Play Wiki Link
Nameless Man Frail escapee Survive · avoid people Trembles, mutters mantra, panics easily; sudden noises trigger loud outbursts. Calms with soft voices or gentle physical guidance. Sedating him (via available meds or improvised means) can greatly reduce the risk of public incidents — but slows movement and reduces his awareness.
Firetown Settlers Civilians · shady locals Exploit information · profit from sightings Watchful, predatory curiosity; whispering to each other; lingering stares; step out of alleys to get a closer look; some may try to blackmail, bargain, or immediately report the PCs for personal gain.
Guarding Trooper Patrols Settlement patrols Locate the escapee Move in pairs, tense; lantern checks; recognition rolls if disguise is weak. Guarding Troopers
Combat Drone (Rail Gate Escort) Automated defense unit Secure ore convoys · scan for anomalies Hovers along the ore train; performs thermal and facial scans; reacts instantly to sudden movement or unauthorized approach. Combat Drones
Gate Troopers Gate control Enforce heightened security · prevent escape Alert and tense; doubled checks; verify papers and coverings; perform lantern inspection of every face; stop anyone who hesitates or avoids eye contact.
Known Guarding Trooper Supporters (Jace Laux · Lethabo Munkh) Trooper Commander & Guarding Trooper Protect themselves · avoid suspicion Will NOT assist the PCs if they see them fleeing with the Nameless Man in public — any help would expose them. They remain distant, cold, and strictly professional in view of others. However, if encountered alone and safely out of sight, they may offer brief warnings or whispered advice, never action.

5 | Triggers, Clues & Consequences

A. Moving Through Firetown

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🥶 PCs or Nameless Man lack warm garments Cold rapidly numbs hands and feet. Disadvantage on Stealth, Perception, and Social checks after 10 minutes; risk of exhaustion.
😧 Settlers recognize the Nameless Man A hard stare, a sharp inhale — someone quietly slips away into an alley or behind a door, not out of fear, but calculation. Within 2–5 minutes a Trooper patrol appears, or a local shady figure approaches the PCs first to blackmail, sell them out, or demand payment to “forget” what they saw.
🎭 Disguise applied to Nameless Man Hood lowered, scarf high, soot brushed on skin. Recognition requires Perception DC 15 (Troopers) / DC 17 (settlers).
👮 Troopers stop the group (unknown involvement) Two Troopers raise lanterns and block the path. “Hold. Identify yourselves.” Their eyes scan coats, hoods, and height — not faces. PERSUASION or DECEPTION DC 14–16. Failure → Troopers grow suspicious, begin asking pointed questions, and may attempt to inspect hoods or wagons. If PCs avoid inspection → short pursuit.
👮 Troopers stop the group (PCs known as accomplices) Recognition hits instantly. Weapons half-drawn, posture rigid. “YOU — STOP! Hands where we can see them!” No questions, no routine check — this is an arrest. No social roll allowed. Any hesitation → immediate pursuit. Surrender → PCs are shackled and taken back to the Local Station for high-security detention and interrogation.
🔀 PCs split the group A diversion pulls eyes away. +2 to Stealth for the escape group, but the diversion team risks detainment.

B. Broadcast Exposure (Evening News)

Trigger / Cue Immediate Reaction Future Hook / Consequence
📻 20:00 Weber Broadcasting Evening News “Breaking: The detainee known as the Nameless Man has escaped…” Recognition becomes easier; settlement-wide awareness; disguise DCs drop by 2.

C. Choosing an Escape Route

1. Western Main Gate (High Risk)

Trigger / Cue Immediate Reaction Future Hook / Consequence
🚪 Approaching the gate Troopers inspect faces with lanterns. High scrutiny; failure → immediate alert.
📜 Bluffing passage “We’re traveling to New Kourou for trade.” Deception DC 18.
🔥 Diversion created Shouting, spilled cargo, a Hoos breaking loose. Creates a 20–30 second escape window (Stealth DC 15).

2. Eastern Rail Gate (Recommended Path)

Trigger / Cue Immediate Reaction Future Hook / Consequence
🚂 Hiding among ore workers Workers push carts, too tired to notice. Stealth DC 12; with disguise → advantage.
💬 Talking to workers “Keep your head down and push.” Provides momentary cover.
🕳️ Slipping behind outbound cart Metal wheels shriek; Hoos grunt. Clean exit into Ralar Region darkness.

3. Firetown Courier Service (High Risk)

Trigger / Cue Immediate Reaction Future Hook / Consequence
📦 Booking passage Clerk cross-checks faces with posted notes. Deception DC 14 needed for disguised Nameless Man.
🚛 Hiding him in cargo He trembles, mutters, panics easily. Every 10 minutes: WIS save DC 12 to avoid noise.

D. Beyond the Burning Wall

Trigger / Cue Immediate Reaction Future Hook / Consequence
❄️ Traveling on foot Slow progress through frozen plains. Higher chance of Outlaw ambush.
🐗 Using Veyras Fast escape. Rogan refuses to mount: parties may split.
⚔️ Outlaw Ambush Figures emerge from basalt ridges: “Drop him and go!” If PCs unarmed → Outlaws seize the Nameless Man. If armed → short fight and chase.
Mission time limit The 7-day clock continues. Each day late → lower provisions and reward at OfSO HQ.

6 | DM Notes

Scene 10 is not a stealth mini-game — it is the unfolding consequence of everything the PCs have done so far. Treat it as a dynamic chase through a hostile social web where darkness helps only until it doesn’t.

  • Firetown reacts fast.
  • The moment the Nameless Man is discovered missing, Troopers issue alerts across the Public Services Ring, patrol density doubles, and lantern checkpoints appear at major intersections. Shortwave chatter crackles constantly. Troopers are tense, coordinated, and absolutely committed — freeing the Nameless Man is a high-profile incident, and they will throw every resource they have at finding him before word spreads to the rest of the Free State.
  • Settlers are not passive witnesses.
  • Firetown is a settlement full of opportunists, hustlers, and people who understand the value of secrets. Some hide in doorways; others actively tail the PCs, hoping to sell information or trade it for protection. If a settler identifies the Nameless Man, they may: report it immediately to a passing Trooper, attempt to blackmail the PCs, or quietly follow them, planning to ambush or intercept with friends.Most settlers don’t fear Troopers — they fear being on the wrong side of a profit opportunity.
  • Disguise is central.
  • The Nameless Man’s face is already known — many settlers saw his posted notes long before the escape. By 20:00, the Weber Broadcasting Service spreads the story across the entire Free State, making his appearance universally recognizable. If the PCs fail to disguise him, every open street becomes a liability, and Troopers gain advantage on recognition checks.
  • Cold matters.
  • The Ralar Region’s climatic conditions are deadly. PCs traveling without proper gear suffer penalties on checks involving movement, perception, and fine motor control. The Nameless Man cannot withstand prolonged exposure — without proper clothing, he becomes sluggish, panicked, and vulnerable to collapse. If the PCs leave Firetown through the Burning Wall without adequate preparation, remind them that the wilderness is colder and more dangerous than the settlement.
  • Laux and Lethabo cannot intervene.
  • If PCs try to approach Jace Laux or Lethabo Munkh during the escape, they will find that both men refuse any help — not out of hatred, but survival. Any association would destroy them. Only if a PC meets them alone and unobserved should you allow a brief whisper, warning, or hint. Public help is impossible.
  • The seven-day limit remains absolute.
  • If the PCs flee Firetown but fail to reach the OfSO within seven days, they still complete the story arc, but the reward from OfSO decreases each day past the deadline. Emphasize urgency when planning routes.

DM Tutorial: How to approach the scene

tmwan_fleeing_from_firetown.txt · Last modified: 2025/11/24 14:39 by admin

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