GM Only. This chapter is for your eyes, not your players'. It covers the full consequence framework for the adventure's ending, including all three outcome tracks, XP and rewards, and guidance for closing the session. Run whichever outcome applies to what your players actually did. You do not need to read every section. Read the Arrival at Saint Orra's Rest section first, then jump to whichever outcome track matches.
Arrival at Saint Orra's Rest
However the crew reached this point, Saint Orra's Rest is the intended destination written on the manifest. Whether they arrive with the container intact, with it empty, with nothing at all, or not at all depends on what happened at Harrowspan. This section covers the station itself and the read-aloud that opens the scene if the crew arrives.
Saint Orra's Rest is a small station, older than its jurisdiction implies. It was built as a pilgrimage waypoint in the early period of Jaziri expansion into the Verge, and it still carries that weight: low corridors painted a warm red-ochre, ceiling panels stamped with devotional text in old Jaziri script, and a medical bay that has been expanded four times over eighty years because the station always needed it more than the shrines did. The religious atmosphere is genuine but not oppressive. This is a working charitable mission first. The faith is the reason it exists, not a toll booth.
The station has a crew of about forty: medics, administrators, maintenance workers, and two rotating Jaziri auditors who review the station's financial compliance. It does not have a security force beyond a small dock watch. It is not important enough to threaten and too visibly humanitarian to be worth the political cost of harming.
Dr. Lios Caern is the station's medical director. He is a tall, spare man in his late fifties, with close-cropped grey hair and the kind of careful economy of movement that comes from decades of working in cramped medical spaces. He is not affiliated with any intelligence service. He does not know exactly what is in the container. He was told by a Nerezza Compact intermediary that a shipment of sensitive materials would be arriving via independent courier, that he should accept it, hold it for no more than one hour, and hand it to the Compact's representative when they arrived. He was paid enough that he did not ask further questions, and he is uncomfortable enough about it that he will not say so directly.
Caern is not a villain. He is a medical professional who agreed to a transaction he probably should not have and is now hoping it concludes cleanly.
Read-Aloud: Arrival at Saint Orra's Rest
Read this if the crew docks at Saint Orra's Rest with the container, or with the container's case even if the contents have been removed or copied.
Saint Orra's Rest comes up on your approach sensors as a collection of connected habitat rings and a single long docking arm, all of it painted in faded red and gold that might have been vivid when the station was new. The Phased Relay repeater mounted on its outer hull is an older model, and the station's beacon signal has a slight wobble that suggests the transponder was serviced recently but not quite correctly.
The dock watch clears you without ceremony. They have seen independent freighters before. The docking arm is clean, warm, and smells faintly of antiseptic and something that might be incense.
A man is waiting at the end of the docking tube before you have finished cycling the airlock. He is tall, spare, and visibly relieved to see you. He introduces himself as Dr. Lios Caern.
"You made it," he says. "I was beginning to think something had gone wrong."
Let the players decide how much they tell him about Harrowspan. His reaction is calibrated to what they say. If they kept it simple, he keeps it simple. If they tell him things went sideways, his visible relief turns into visible anxiety. He will not ask detailed questions. He does not want details. He wants the container in the Compact's hands and to never think about this again.
Outcome One: Delivered as Contracted
The crew carried the container through to its destination and hand it to Caern at Saint Orra's Rest. Caern accepts it, thanks them with the slightly stiff gratitude of a man who is glad something is over, and directs them to the station's small canteen while they wait.
Within forty minutes of docking, a Nerezza Compact representative arrives by a separate vessel: a quiet, well-dressed woman named Aldris Coen who introduces herself only as a courier and does not explain who she works for. She takes the container without opening it, checks the seal, signs something on a small data pad, and leaves without conversation. Caern pays the crew the remainder of what Caelis Vorn contracted: 800 credits, or 600 credits if the players negotiated the larger advance when they took the job.
If Vorn is still reachable by the end of the session, he sends a brief relay message: something along the lines of grateful, good work, he will remember the crew's name. Vorn is not effusive. He is a careful man. But he means it.
What Changes in the Universe
The Nerezza Compact files a corridor claim on the slipstream route described in the charts within the week. The claim goes through Verge neutral arbitration at Port Meridian. Irnan intelligence will flag the filing because Nerezza filings always draw their attention, but they have no specific evidence connecting this corridor to the events at Harrowspan.
Inspector Tarek Oll files a report on the Harrowspan incident. The report is accurate but incomplete. He noted the crew's cooperation or lack thereof, the circumstances of the contact's death, the presence of a Pale Table operative, and the sealed container he was unable to inspect. His superiors will read it, file it, and probably do nothing with it for months. The crew's name is in a Directorate database now. That is not necessarily a threat. It is a fact.
Sev and the Pale Table did not get what they wanted. Sev is professional enough to move on. The Pale Table is patient. They will not pursue the crew actively, but if the crew surfaces in a context where the Pale Table has interests, someone may remember Harrowspan.
The crew's faction standing: They have no enemies and no serious allies. Vorn is a warm contact. The Compact knows the crew is reliable. That is worth something in the Verge.
Rewards
| Reward | Amount or Effect |
|---|---|
| Contract payment | 800 credits (or 600 if the crew negotiated the larger advance) |
| Bonus: no pursuit | No faction is actively hunting the crew |
| Vorn contact | Caelis Vorn as a recurring contact with Funtari trade access |
| XP: mission complete | See XP table below |
Outcome Two: Handed to the Directorate
The crew gave the container to Inspector Tarek Oll at Harrowspan. The container is now in Directorate custody. The crew still needs to arrive at Saint Orra's Rest, or decide not to.
If the crew travels to Saint Orra's Rest anyway, they will need to tell Caern something. The simplest true statement is that the container was impounded by an Irnan inspector during the stop at Harrowspan. This is accurate. Caern will not like it. He will be quiet for a long moment, and then he will say that he understands, thank them for coming to tell him in person, and offer them a meal before they leave. He will not pay them anything extra for the courtesy. He barely has the budget. But he will remember that they came.
If the crew does not go to Saint Orra's Rest at all, Caern eventually gets the news through the relay network that the shipment was impounded. He files a complaint with Verge neutral arbitration. Nothing comes of it. He is too small to matter to anyone who matters.
Dealing with Vorn
Caelis Vorn will find out eventually. He has contacts in Harrowspan's docking records and will notice that a Directorate cutter arrived at the same time as his contracted crew. He is not stupid. He is also pragmatic: he knew there was risk when he hired independent couriers for a sensitive run. Whether he blames the crew depends on how they handled the situation and what they tell him.
If the crew contacts Vorn proactively to explain, they can make a Persuade roll (Difficulty 3) to keep him as a warm contact. Success means he accepts that it was beyond their control and says he will call them again when he has work that does not involve the Directorate sniffing around his manifests. Failure means he is polite but cold: he pays what he owes if there is anything to pay, and he does not call them again.
What Changes in the Universe
Inspector Oll's report is much more detailed in this outcome. He notes the crew's full cooperation, the container's manifest, the death of the contact at Harrowspan, the Pale Table operative, and the charts inside the container. His report moves up the chain faster than Outcome One's. Irnan intelligence will analyze the corridor charts. The Directorate now knows the route.
The Nerezza Compact will learn, eventually, that the charts were handed to the Directorate. They will not be able to prove the crew did it deliberately versus being forced, but they will know the crew was involved. The Compact does not pursue violent retribution for business reversals. They do not forget, and they do not offer future contracts to crews who cost them corridor claims.
Directorate goodwill: The crew has one point of Irnan standing. This is a real mechanical benefit in future sessions: Directorate inspection checks, border crossings through Merrow Gate, and any situation where an Irnan official has access to Oll's report will go smoother. The report says the crew cooperated fully.
Rewards
| Reward | Amount or Effect |
|---|---|
| Contract payment | Partial: 800 credits (what Vorn already paid upfront) unless the crew negotiates |
| Directorate goodwill | One point of Irnan standing; applies to future Irnan inspections and border crossings |
| Oll's reference | If approached in future, Oll will speak positively on the crew's behalf to other Directorate officers |
| XP: mission complete | See XP table below |
| Possible Vorn contact | Only if crew rolls successful Persuade and explains the situation honestly |
The partial payment is intentional. The crew did not complete the contract. They made a choice that had real costs. Directorate goodwill is not nothing, but it is not money either. This outcome rewards integrity and opens specific future doors while closing others.
Outcome Three: Independent Action
The crew took the container, opened it, used the charts themselves, or sold them to a third party, most likely Sev and the Pale Table. This outcome has the highest immediate reward and the most complex long-term consequences.
There are several sub-tracks depending on what exactly the crew did.
Sub-Track A: Sold to the Pale Table
The crew sold the contents to Sev. Sev paid well: 3,000 credits, the full offer. That is all the Pale Table authorized, however hard the crew negotiated. Sev left Harrowspan satisfied. The Pale Table now controls the corridor data.
The crew still has the container, but it is empty. If they go to Saint Orra's Rest, Caern will accept the container, have it examined, find it empty, and be quietly furious. He will not threaten the crew. He will tell them that they have made a problem for him and that he would appreciate it if they left his station. He will contact the Nerezza Compact immediately after.
What changes: The Compact eventually traces the leak back to Harrowspan. They cannot prove the crew opened the container, but they know the crew had access and that the data ended up with the Pale Table. The Compact will add the crew's name to their internal watch list. Future dealings with Nerezza-affiliated brokers will be complicated.
Inspector Oll, if he filed an inconclusive report, will be reopened when the Pale Table's corridor interest surfaces in Directorate intelligence. The crew's names are already in his report.
The Pale Table now has a slipstream corridor the Directorate and the Compact both wanted. That corridor is going to become important in the Verge. The crew may find themselves involved whether they intend to be or not.
Sub-Track B: Used the Charts Themselves
The crew copied or memorized the corridor data and intend to use it: to establish their own route, sell it later, or simply know where it goes.
This is the highest-risk, highest-reward outcome. The crew now has information that three separate parties wanted badly enough to kill over. They also have a way out of whatever trouble that creates, if the corridor goes where it appears to go.
What they do with the corridor is a campaign-length question. For now, the immediate consequences are:
- The container is empty. Everyone who expected its contents is now looking for where those contents went.
- The crew is carrying information rather than cargo. Information does not show up on a manifest scan, but it also cannot be jettisoned if things go badly.
Sub-Track C: Disappeared Without Delivering
The crew took the money, took the cargo, and did not go to Saint Orra's Rest. They may be heading somewhere else entirely, or they went dark after Harrowspan.
This outcome closes some doors permanently: Vorn will not work with them again, the Compact will flag them as thieves, and Caern will never hear a resolution. It opens maximum freedom: the crew now has slipstream data and no obligations, along with active faction pressure that will make certain ports uncomfortable.
Outcome Three in any sub-track is not a failure state for the adventure. It is a more chaotic version of success. The crew got out of Harrowspan, made decisions under pressure, and now lives with those decisions. That is exactly what Void Drifters is about. Do not punish creative or ruthless play. Let the consequences develop at their own pace.
What Changes in the Universe (Outcome Three, All Sub-Tracks)
Faction heat level: The crew has active attention from at least two factions. The Compact is the most certain. The Directorate is probable. The Pale Table is a factor depending on sub-track.
Future border crossings through Irnan checkpoints will be more difficult. Oll's report, whatever he wrote, will be linked to any follow-up investigation, and the crew's ship registry will carry a flag.
The corridor itself remains real. Someone will find it eventually. If the crew used the data, they have a head start that is worth something.
Rewards
| Reward | Amount or Effect |
|---|---|
| Contract payment | 800 credits upfront only (no delivery, no completion bonus) |
| Pale Table payment | 3,000 credits if sold to Sev |
| Corridor data | Access to a slipstream route no one else officially holds (campaign asset) |
| XP: creative resolution bonus | Additional XP for inventive or daring play (see XP table) |
| Faction heat | Active Compact attention; probable Directorate flag; possible Pale Table debt |
XP and Advancement
Void Drifters uses XP to advance individual skills and capabilities. Award XP at the end of the session based on what happened.
Base Award (All Outcomes)
Every player character who participated in the adventure earns the following, regardless of which outcome occurred.
| Source | XP |
|---|---|
| Completed a job in the Verge (any outcome) | 2 XP |
| Survived a direct threat at Harrowspan | 1 XP |
| Made a significant decision under pressure | 1 XP |
| Navigated a social challenge (Oll, Sev, Caern, or Vorn) | 1 XP |
Base total: 5 XP per character.
Bonus XP by Outcome
| Outcome | Bonus XP | Reason |
|---|---|---|
| Outcome One: Delivered | +1 XP | Completed the contract as given despite complications |
| Outcome Two: Directorate | +1 XP | Made a principled choice with real costs |
| Outcome Three: Independent | +2 XP | High-risk play; maximum agency under pressure |
Skill Advancement
Each character may immediately spend 3 XP to advance one skill from its current rating to the next step. The player chooses which skill reflects what their character did in the adventure.
For the pregenerated characters, point to the skill they used most, whether it was Pilot getting the Ember Drift out of a tight spot, Persuade talking down Inspector Oll, Fight in the cargo bay confrontation, Operate during an emergency systems check, or Assess reading the situation before it turned violent. The advance goes there.
Remaining XP carries forward into the full campaign.
Non-Credit Rewards
Some of what the crew earned cannot be measured in credits.
Caelis Vorn as a recurring contact (Outcome One, and Outcome Two with successful Persuade): Vorn has genuine reach in the Funtari trade network. He knows brokers, manifests handlers, and half a dozen port managers across the Verge. He calls when he has work that needs someone reliable and quiet. He is also a man who consistently finds himself in slightly over his head, which means his jobs tend to come with complications he did not mention in the briefing.
Directorate standing (Outcome Two): Not every power operates through cash. Irnan standing makes Merrow Gate faster, helps with permits, and means that if the crew is ever in genuine trouble near Irnan patrol coverage, the inspector who pulls up their registry sees a note that says cooperative.
The corridor (Outcome Three): A slipstream route that does not appear in public charts and that three separate parties wanted badly enough to put people in danger over. The crew has it. What they do with that is one of the best possible starting hooks for a full campaign.
The Pale Table debt (Outcome Three, Sub-Track A): This one is less clearly a reward. Sev paid fairly and left without threats. But the Pale Table remembers who gave them something valuable, and they like to remind you of it in ways that feel like requests.
Closing the Session
When the last mechanical resolution is done and the consequences are established, it is time to close.
Do not try to narrate a complete future for the crew. The adventure ends in motion. The Ember Drift is docked somewhere: Saint Orra's Rest, Harrowspan, somewhere unknown. Money has or has not changed hands. Someone is filing a report. Someone else is moving a piece on a board the crew may or may not know exists.
Close the scene with something small: the ship, the dock, the sound of the station through the hull. Let it breathe for a moment before you say anything.
Then step back from the GM role and have a conversation as people.
Three Questions for the Table
Ask these out loud when the story has stopped. Write down the answers if you can. They will matter for a follow-on campaign.
Question One: What was the best moment?
This might be a die roll that landed perfectly, a negotiation that surprised everyone at the table, a piece of character description that stuck, or a decision that had the whole table leaning in. Knowing what worked tells you what to build toward in a campaign.
Question Two: What did your character learn?
Not what the player learned about the rules. What did the person, the specific spacer on the Ember Drift, come away from Harrowspan knowing that they did not know before? It might be something about the universe: that neutral space is only neutral until three different parties want the same thing. It might be something about themselves: that they will make a different call next time, or the same call, and why.
This question is optional to answer in character. But it opens the door to it if someone wants to.
Question Three: What do you want to know next?
What question came out of this adventure that the players want answered in a campaign? Where does the slipstream corridor actually go? What is the Nerezza Compact's larger plan? Who killed the contact at Harrowspan, and was it really just the Pale Table? What is Inspector Oll going to do with what he knows?
The answers to these questions are your campaign hooks. Write them down. They belong to the players as much as to you.
Ending the Adventure
When the questions are done, close simply.
If the crew delivered: Tell them the Ember Drift left Saint Orra's Rest with a clean manifest and a bit more money than when this started. The Verge is still out there, and it is still complicated.
If the crew handed it to the Directorate: Tell them the Ember Drift left Harrowspan with their conscience and a Directorate notation in a filing system they may never see. The Verge remembers cooperation.
If the crew went independent: Tell them the Ember Drift is running without a fixed destination for the first time in a while. That is either freedom or trouble, and the difference mostly depends on what comes next.
Then stop. The adventure is over. The campaign, if the table wants one, begins at the next session.