This chapter walks through a complete Void Drifters session from opening to close. It is a template walkthrough, not a written adventure: it shows the GM exactly how to structure and run a session, using one specific example scenario throughout.
The scenario: the crew has been hired to deliver a sealed cargo container from a Funtari clan port to a contact at a neutral station in the Meridian Verge. Simple job. Except the Irnan Directorate has an interest in what is in the container, and the contact who hired them has gone quiet.
The walkthrough covers how to open the session, how to deliver the job, what to do in Slipspace transit, how to run the destination port as a living place, how to handle the complication when the contact is missing, how to run the action scene, how to resolve and close, and what to do in the ten minutes after the session ends.
The Example Crew and Situation
The crew is aboard the Ember Run, a high-hours Model 20 light freighter financed on standard terms. Three sessions in. They have been operating out of Port Meridian, taking short-haul jobs in the Meridian Verge. About 90,000cr is still outstanding on the ship's note, the payment is 2,756cr a month, and they have been told the lender is getting impatient.
The job came through a Funtari clan factor named Sorven Hault, operating out of Red Vale. Hault has used the crew before. He is reliable when he has the resources to be reliable, which is not always. He offered the job over relay, the fee is fair, and the pickup is at Thrennal Port in the Red Vale system. The destination is Calder's World, specifically a commercial dock contact named Yeva Doss.
Sorven Hault. Thrennal Port. The Ember Run. Calder's World. Yeva Doss. These are the concrete nouns the walkthrough uses throughout.
Part One: Opening the Session
The session opening has three jobs: remind the players where they are, establish the immediate pressure, and give them a clear first thing to do. It should take ten to fifteen minutes, not an hour.
Recap the Situation
Do not reread your notes from last session. Tell the players, in two or three sentences, exactly where their crew is and what is immediately in front of them. This is not a story recap; it is a situational anchor.
Example opening:
“Last time the crew picked up a cargo run through Sorven Hault: a sealed container, Funtari-marked, delivery to a contact at Calder's World named Yeva Doss. The Ember Run is fueled and in dock at Thrennal Port in the Red Vale system. Hault is meeting you at the ship in forty minutes to hand over the container and the delivery papers. You have forty minutes. What do you do?”
That is the entire opening. Notice what it contains: the crew's location, the immediate situation, a time pressure that is soft but present, and an open question that invites the players to act. Notice what it does not contain: backstory, exposition about factions the players will not encounter for three sessions, or a scripted scene the GM wants to run.
The open question at the end of the opening is load-bearing. “What do you do?” is the moment you hand control to the players. Wait for an answer. If a player immediately starts doing something, follow that. If the players look at each other, give them five seconds and then ask one player specifically what their character is doing in those forty minutes.
The Forty-Minute Scene
The crew has forty minutes before Hault arrives. Use the time to establish what the characters do before a job: who checks the ship systems, who makes a supply run, who talks to people at the dock, who does nothing useful and complains about it.
As the GM, you are listening for anything the players do that could have consequences: a character asking dock staff about recent traffic patterns, a character running a sensor check on the dock area, a character trying to get more information about the Calder's World destination before they leave. Any of these can reveal a detail that becomes relevant later. Reward investment with information.
What to reveal in the forty-minute scene:
The dock at Thrennal Port has three other ships in. One is a mid-size Irnan hull, a CM-440 patrol cutter, operating as a commercial charter by its markings, though the military silhouette is hard to disguise. A character who notices it and asks about it can learn, with a Savvy + Perception check at Average difficulty, that it has been in dock for two days, which is longer than commercial charters usually stay at a port this small.
This detail is a seed, not a plot point yet. The players may ask about it or they may not. Either way, the Irnan cutter is there.
The Forty-Minute Scene Is Optional Content
If the players dive immediately into the Hault meeting, let them. The forty-minute scene is there to generate texture if the players want it, not to delay the job. Do not force the scene to happen if the players are ready to move.
Part Two: The Job Offer Scene
Sorven Hault arrives on schedule. He has the container, a sealed crate about two meters long and half a meter across, with Funtari clan markings and a locked cargo manifest. He has the delivery papers for Yeva Doss at Calder's World. He is not visibly nervous, which is the thing a perceptive character might notice about him: he is more relaxed than he should be for a job that pays what this job pays.
Delivering the Job Information
Give the players all the information Hault would genuinely provide: the destination, the contact name, the fee structure (half up front, half on delivery confirmation from Doss), the fact that the container is sealed and the seals are not to be broken, and that Hault will know if they are broken because the container has an integrity lock that logs any unauthorized access.
Give the information as Hault talking, not as a GM narrating a briefing. Hault is a specific person with a specific manner. He is businesslike, he has used the crew before, and he is treating this as routine. That is the signal: a Funtari clan factor treating a sealed-container job with Directorate interest as routine is either very confident or very compartmentalized.
Managing Player Questions
Players will ask questions. Answer every question Hault would honestly answer and nothing else.
Questions Hault answers honestly: What's in the container? He doesn't know; he is a broker, not the owner. Who owns the cargo? The paperwork lists a Funtari clan trading house, Veth Carra Imports. Why is it sealed? Standard transit protocol for high-value clan goods. What is the Doss contact's situation at Calder's World? She operates a commercial dock office and has been Hault's contact there for two years. Why is the job paid at this rate for a Calder's World run? The timeline is tight; the client wants delivery within the week.
Questions Hault does not answer because he does not know: Why is there an Irnan charter cutter at Thrennal Port? Not his problem. What is actually in the container? He does not know and has not asked. Has he had problems with Veth Carra Imports before? Not that he has flagged.
If the players ask Hault directly about the Irnan cutter, he glances at it and says that Irnan commercial charters run through Red Vale regularly. His voice is flat when he says it. That is a tell, and players who are paying attention will notice it.
Letting the Job Be Chosen
Do not force the job. Present it completely, answer questions honestly, and let the players decide.
If the players want to negotiate: Hault can be pushed to a 10% increase in the delivery fee, no more. He will not change the terms about the sealed container.
If the players want to decline: that is valid. Hault takes the job elsewhere. The GM should note that declining a Hault job without a reason he accepts will affect the crew's standing with him, which is a consequence worth stating clearly so the players know what they are choosing.
If the players accept: Hault transfers the container to the Ember Run's hold, hands over the delivery papers, and leaves. He does not look at the Irnan cutter when he goes. The players may notice he walked out through the dock's secondary exit rather than the main one.
The Job Offer Scene Is Not a Mystery
The players do not need to solve the job at this stage. They need enough information to make a choice about whether to take it. Do not withhold information they would reasonably have; give them everything Hault knows and nothing he doesn't. The mystery arrives later.
Part Three: Departure and Travel
The Ember Run undocks from Thrennal Port and begins the transit to Calder's World. The slipstream corridor between Red Vale and Calder's World is a maintained seam: well-traveled, no Astrogation Trial required, transit time approximately three days at the ship's standard phase drive speed.
The Departure Sequence
As the ship leaves dock, give the players one more detail: the Irnan cutter is still in dock. They will not see it follow them out. Whether it actually follows them is a question for later; right now, they only know it stayed.
The Ember Run is Cruise 2, an 8-hour Interval, and Red Vale is a Close approach: the run from Thrennal Port out to the seam at Long is four Intervals, 32 hours. That is a day and a half of dead time unless the crew does something with it. Ask: “What is the crew doing during the in-system run?” Let the answers shape the scene.
If a character checks the container: It is exactly where Hault placed it, sealed and undisturbed. The integrity lock is a standard Funtari clan commercial model. An Intellect + Craft check at Average difficulty can tell the crew it is not a bomb, not a life-support container, and is not emitting any unusual signals. That is all the check tells them.
If a character checks relay traffic: The Meridian Verge relay network is functional between Red Vale and Port Meridian but patchy toward Calder's World. There is a relay that serves the Calder's World system, and it is listed as active in the current nav charts.
Entering Slipspace
The seam transition is routine on an established corridor. No check required; describe the transition as a physical sensation: the ship's external sensors go dark, the stars disappear, and the subtle hum of the phase drive changes pitch. Three days in Slipspace.
The Transit Beat
Every transit has one beat. For this job, the beat is a relay message.
On day two of the three-day transit, the ship's communications system picks up a relay echo from the Calder's World node. It is addressed to the crew's ship, care of a routing flag that Hault's office typically uses. The message is brief: Contact unavailable. Proceed to alternate. Confirm receipt.
There is no alternate listed. The message is unsigned. The routing timestamp shows it was sent six hours before the crew entered Slipspace, which means it was in transit the entire time they were crossing and arrived only now.
This is the moment you tell the players: the contact they are delivering to is unavailable, and whoever sent this message expected them to know what “alternate” means. They do not.
Let the players react. This is the session's first genuine decision point, and it arrives naturally from the job rather than from outside it. The crew can:
- Attempt to reach Hault through the relay to ask what “alternate” means (the relay is patchy; this takes time and may not get through before they arrive)
- Proceed to Calder's World and find out what has happened on arrival
- Turn back and return the cargo to Hault (this costs them the delivery fee and may have other consequences)
- Attempt to open the container (the integrity lock will log this; Hault will know)
Let the players make the choice. Do not push them toward the choice that advances the planned session. All four options are valid, and all four produce a different session. The walkthrough continues assuming the crew decides to proceed to Calder's World and find out what happened.
Supply and Consumables Note
Three days in Slipspace with a day and a half of sublight at each end does not strain the Ember Run's consumables. Note that the ship has enough provisions and fuel for the round trip without resupply if needed. Do not introduce a supply crisis here; save consumable pressure for sessions where it is the relevant pressure.
Part Four: Port Arrival
The Ember Run exits the slipstream corridor at Calder's World and runs in-system toward the station. Calder's World is a Close approach, so the ship emerges at Long: four Intervals at Cruise 2, 32 hours to dock.
The Calder's World Station Scene
Calder's World is an independent colony system. No major power controls it directly, though the Irnan Directorate has administrative agreements with the port authority and the Funtari Confederacy has clan trade arrangements with three of the station's commercial tenants. Neutrality here is a practical arrangement, not a political ideal.
Power presence: The port authority runs customs. They are understaffed, overworked, and generally cooperative with anyone who is not actively causing trouble. There is one Directorate liaison officer with a desk at the customs office who technically observes for treaty compliance purposes. She is named Orryn Castellan and she is thorough.
Economy: Calder's World is a trade waypoint. Ships come through, goods change hands, cargo gets consolidated or broken up, passengers transfer. There are seven commercial dock offices on the main concourse, fuel suppliers that are competitive but not cheap, a repair bay that does good work slowly, and a canteen that is better than its appearance suggests.
The problem: Five days ago, a Directorate intelligence inquiry went through Orryn Castellan's desk about Yeva Doss and the dock office she runs. Castellan made the inquiry look routine in her log, but the dock staff noticed and word moves fast in a small station.
The person who causes trouble: Orryn Castellan. She is not hostile and she is not corrupt. She is a Directorate officer who has a job to do and who will ask the correct questions when a ship arrives carrying a sealed Funtari-clan-marked container addressed to a dock contact who has just become interesting to her office.
Docking and Customs
The Ember Run docks without incident. The customs inspection is routine up to the point where the inspector's scanner flags the Funtari manifest. She routes the crew to the secondary inspection lane. Orryn Castellan appears.
Running Castellan. She is professional, polite, and not interested in making an arrest. She wants information. She has questions about Veth Carra Imports (the listed cargo owner), about where the crew picked up the container, and whether they have had any contact with Yeva Doss in the past seventy-two hours.
GM decision point: What does Castellan know? She knows that Veth Carra Imports is a Funtari trading house associated with a specific clan family that the Directorate has been watching. She does not know what is in the container. She knows that Yeva Doss has not been seen at her dock office for two days and that the inquiry that crossed her desk originated from a Directorate intelligence office, not from standard customs channels.
What Castellan does not do: She does not confiscate the container. She does not arrest anyone. She does not have enough to do either. She asks her questions, notes the crew's answers, and releases them with a standard inspection clearance. As they leave, she tells them that if they make contact with Yeva Doss, she would appreciate a message.
The Port as a Living Location
Once the crew is clear of customs, let them move through the station. Give them the sensory detail: the smell of recycled air and cooking from the canteen, the background hum of the docking bay, the mix of species and uniforms on the concourse, the quiet of Yeva Doss's dock office with its door locked and a hand-printed “Closed” sign on it.
The crew can ask around. The dock staff on the adjacent offices are guarded but not hostile. A Negotiation or Streetwise check at Average difficulty gets them the local version of events: Doss was here two days ago, closed up in the middle of the afternoon, and has not come back. Someone saw her leave with two people who were not regulars. The people were human, Irnan-accented, and wearing commercial gear that did not quite fit the way commercial gear fits.
That is the picture as the locals see it: Yeva Doss left with Directorate intelligence contacts and has not returned. She may have gone willingly. She may not have.
The “Alternate” in the Message
The message the crew received in Slipspace referenced an “alternate” with no details. The players may now realize that Doss herself sent that message before she was taken. She did not include the alternate contact's information because she could not; she was already being watched. This is information the crew can assemble from what they learn at the station. Do not tell them directly; let them put it together.
Part Five: The Complication
Yeva Doss is missing. The container is in the Ember Run's hold. The Directorate has an interest. The message that arrived in Slipspace suggests Doss expected this situation.
The crew is now in the middle of the actual job, which is: find out what happened to Doss, decide what to do with the container, and survive whatever interest the Directorate brings to bear in the next few hours.
Running the Investigation
Trigger: The crew decides to find Doss.
GM decision point: What can be found, and through what means? Doss is being held in an informal arrangement at a Directorate commercial safe house: a rented storage suite two levels below the main concourse. She is not under arrest; that would require Castellan's formal involvement and she is not in the loop. Two Directorate intelligence field agents, Marek Oll and a contact identified in Doss's records only as “the Tall One,” are holding her voluntarily in the sense that Doss knows what happens if she leaves.
What the crew can learn, and how:
An extended Social or Investigation sequence using Streetwise, Negotiation, or Subterfuge against Average difficulty can locate the safe house through the station's informal intelligence network. This is a three-success extended check with a time unit of approximately thirty minutes. Each success narrows the location; reaching three successes gives the crew the specific level and suite number. Calamities or accumulated Banes can bring complications: word gets back to Oll that someone is asking about Doss's location, or Castellan notices the crew is still on the station when she expected them to be underway.
An alternative: a character with a Directorate faction connection, or with an appropriate career background, can make a Hard Savvy + Streetwise check to recognize the operational pattern as standard Directorate intelligence soft-hold protocol, which also gives the location by implication (commercial accommodations, below the main concourse traffic, away from port authority lines of sight).
Player-facing signal: Give the crew one concrete lead per approach they try. Do not make them roll for information that would not require a roll: the dock neighbor who saw Doss leave is going to tell the crew what they saw if asked politely. The mechanical check is for finding the safe house, not for getting the initial description of events.
Information Without Railroading
The crew needs enough information to make a decision. They do not need to stumble through an information desert. These are competent professionals. Give them what a competent professional crew would be able to find with reasonable effort in a port they have docking clearance for.
The decision they are being asked to make is: what do they do about Yeva Doss and the container?
Options available:
Complete the delivery by finding Doss and handing over the container to her under these circumstances, knowing the Directorate is watching.
Locate Doss and extract her from the safe house, which is not the job they were hired to do but may be the right thing, or the necessary thing, depending on what is actually in the container.
Attempt to return the container to Hault without completing the delivery, which means leaving Calder's World with an unsatisfied contract and an open Directorate inquiry.
Find out what is in the container, which will break the integrity lock and alert Hault, but may give the crew the information they need to make a decision they can actually stand behind.
Wait and see, which is not actually a plan but which players will sometimes propose. If the crew stalls, Marek Oll runs out of patience and comes to find them. The Directorate does not wait indefinitely.
Part Six: The Action Scene
Someone wants the container. The action scene begins when the crew's choice forces the situation into conflict.
The most natural trigger is the crew attempting to locate or extract Yeva Doss. When they move on the safe house, or when the crew stalls long enough that Oll comes to find them, structured play begins.
Calling Structured Play
Trigger: The crew takes an action that puts them in direct conflict with an armed party.
GM decision point: Who is in this conflict, what do they want, and what does success or failure mean? Marek Oll wants the container, not the crew. He wants to know what Doss was supposed to receive. He would prefer to take the container without a scene. He is not trying to kill anyone; dead bodies at a neutral port create Directorate paperwork. The Tall One is more pragmatic about collateral damage.
Initiative. Call for Initiative checks using Savvy + Perception (the crew was not surprised; they chose to move on the safe house). Oll and the Tall One use Willpower + Readiness (they were waiting but not watching for this crew specifically).
The space. The safe house suite is below the main concourse: a commercial storage level with low ceilings, stacked cargo modules, limited lighting, and the low ambient hum of environmental systems. There are three areas in terms of range: the main corridor outside the suite (Long range from inside), the suite entrance (Short range from the interior), and the interior of the suite itself (Engaged to Short range between the crew and the agents, depending on where everyone positions).
Yeva Doss is in the interior. She is unharmed, aware, and capable of moving. She has something important: a data chip containing the decryption key for the container's contents. She will give this to the crew if they are clearly not working for Oll.
Running the Encounter Turn by Turn
Round One. The crew enters or breaches the suite. Oll has his weapon out. The Tall One moves to cover Doss. Oll announces, in the flat voice of someone who has done this before, that the crew should put down the container and leave. He is not bluffing.
Oll is an Elite adversary. The Tall One is an Elite adversary. Neither is a Minion; they are skilled field agents with operational experience, and they should feel like it. Use the Elite statblock format from the Core Rules chapter and apply the following profiles:
Marek Oll — Irnan Directorate Field Agent (Elite)
Might 2 / Agility 3 / Intellect 3 / Savvy 4 / Willpower 3 / Charisma 3
Resistance 3 · Wound Points 12 · Melee Defense 0 · Ranged Defense 1
Skills: Ranged 3, Subterfuge 3, Perception 3, Negotiation 2
Abilities: Measured Response: when Oll declares a non-lethal intent and the target is not yet engaged, add 1 Boon Die to his next Negotiation check that session. Operational Patience: if Oll does not attack on his first turn, he gains 1 Boon Die to all his checks on his second turn.
Equipment: Directorate service pistol (Damage 6, Ranged Short/Medium, Crit 4), encrypted comms unit, restraint kit.
GM Note: Oll prefers de-escalation. He will not fire first if there is any conversation happening. Once the first shot is fired, he becomes a straightforward threat.
The Tall One — Irnan Directorate Field Agent (Elite)
Might 3 / Agility 3 / Intellect 2 / Savvy 3 / Willpower 3 / Charisma 2
Resistance 4 · Wound Points 14 · Melee Defense 1 · Ranged Defense 0
Skills: Melee 3, Ranged 2, Athletics 3, Intimidation 2
Abilities: Cover and Advance: when moving to a new position using a Maneuver, add 1 to Ranged Defense until the start of the next turn. Bodyblock: once per encounter, if an ally within Engaged range would be hit by a ranged attack, the Tall One may redirect the hit to himself before the roll is resolved.
Equipment: Combat baton (Damage 4, Melee Engaged, Stun quality), Directorate service pistol (Damage 6, Ranged Short/Medium, Crit 4), light tactical vest (contributes to Resistance).
GM Note: The Tall One protects Oll and will escalate faster than Oll if the crew uses violence. He is not sadistic; he is practical about damage control.
Using the Environment
The storage level has features worth using:
Cargo modules. Stacked cargo containers provide heavy cover (+2 Ranged Defense) for anyone behind them. A Maneuver moves a character from open floor to cover behind a module.
Low lighting. The level is below the concourse with industrial lighting. Characters in the interior of the suite add 1 Bane Die to ranged attacks beyond Short range unless they are carrying a light source or have appropriate vision enhancement.
The exit. The main corridor outside the suite connects to a service lift and a maintenance stairway. The service lift takes one full round to cycle. The maintenance stairway is always accessible. Both lead to the main concourse, which has port authority presence.
The Ship Combat Threat
While the crew is on the station, the Ember Run is in dock. The Irnan patrol cutter from Thrennal Port arrived at Calder's World during the session, and it is now in the dock two berths over from the Ember Run. Its crew is small: a pilot, a navigator, and two additional personnel. It is not a military warship; it is a converted patrol hull operating under commercial charter markings.
If the situation on the station escalates, or if the crew tries to leave the station with both Doss and the container, the cutter's crew will move to intercept the Ember Run. This is not an immediate threat during the ground action scene; it is a consequence that the crew will face if they try to depart.
The GM should signal this threat before it becomes active: a crew member left aboard the Ember Run can relay that the Irnan cutter has been moving personnel back to their ship. This is a player-facing signal that departure will not be clean.
If the crew is forced into a ship combat situation:
The Irnan cutter is a patrol-class hull with better weapons than the Ember Run and lower cargo capacity. In a direct confrontation, the cutter has a meaningful advantage in firepower. The Ember Run's advantages are its older, less-standardized engine configuration (which may make it harder to predict) and the crew's familiarity with its quirks.
Full ship combat procedures are in the Vehicles Manual and in Chapter Thirteen of this book. For the walkthrough's purposes: this is the moment the session escalates from a station conflict to a departure complication, and the crew's goal shifts from “resolve the Doss situation” to “get clear of the system.”
The cutter's captain, Sennira Daras, is not interested in destroying the Ember Run. She is interested in the container. Her first action is to hail the ship and demand the container be transferred before departure. Her second action, if the hail is refused, is to use the docking authority of her charter status to request that the port authority hold the Ember Run at dock.
Port authority has neither the authority nor the inclination to get between a Directorate charter vessel and a Funtari-registered cargo dispute. They will ask the Ember Run to stand by while the parties resolve the matter.
The crew has to decide whether to stand by or to leave.
Making Consequences Matter
The action scene asks what the crew values and what they will do to protect it.
By this point in the session, the crew has several competing pulls: the delivery fee they need (Doss is right here, the container is right here), the information Doss has about what is in the container, the Directorate agents who want the container, the patrol cutter that is moving to intercept, and a port authority that is trying to remain neutral.
Let those tensions exist simultaneously. Do not resolve them neatly. The crew will make a choice and the session will follow that choice to its conclusion.
If the crew delivers the container to Doss and gets out: They complete the job. They have the Directorate's attention in a way they did not before. Oll files a report. The cutter logs their departure. Something in the universe shifts as a result.
If the crew takes the container and runs without resolving the Doss situation: The container is still in their hold. Doss is still in the safe house. Hault does not get his confirmed delivery. The Directorate's interest in the container follows the ship.
If the crew extracts Doss without completing the delivery: Doss is out. The container is still in the hold. Doss gives them the data chip and tells them what is in the container (see the TODO note below). The session ends with the crew knowing something they were not supposed to know.
TODO: Container Contents
The specific contents of the container have not been defined in current canon. GM decision: the container holds something that makes the Directorate's interest make sense without making the job obviously illegal from the crew's perspective. Suggested options: Shoiyan continuity stack technology with Funtari clan ownership documentation that the Directorate disputes; a data archive containing commercial intelligence about Directorate border patrol patterns; a person in suspended transit who is politically inconvenient. Define this before running the session and record the decision. Once defined, it becomes permanent canon for this campaign.
Part Seven: Resolution and Consequence
The action scene resolves. The crew is clear, or they are not quite clear yet. Either way, the session is moving toward its close.
What Changes
After every Void Drifters session, something in the universe is different. State it clearly to yourself before the session ends, and signal it clearly to the players.
Faction state. The Irnan Directorate now has a record of the Ember Run in connection with a Veth Carra Imports container that it did not get to examine. That record exists in Orryn Castellan's duty log and in Marek Oll's field report. The Directorate is not going to let this go quietly; how much they pursue it depends on what the container actually contained.
Cargo disposition. Decide what happened to the container. If it was delivered to Doss, she has it. If the crew kept it, they have it. If Oll got it, the Directorate has it. All three outcomes have different downstream consequences.
Yeva Doss. She is either out and owes the crew something, still in the safe house, or dead (only if the session went very badly). If she is out, she is a new contact with a reason to help the crew and knowledge of Hault's network that may be useful or dangerous depending on what she does with it.
Sorven Hault. He is going to hear about this. He may hear from Doss, from Oll's network, or from the port authority's incident log. His reaction depends on how the container situation resolved. If the delivery was completed, he is satisfied and slightly worried about the attention. If the delivery was not completed, he is going to want to know why, and the crew owes him an explanation.
The crew's registry. The Ember Run now has Directorate interest logged against its registry. This is not a warrant; it is a flag. At the next Directorate checkpoint the ship passes through, the inspection will not be routine.
The Next Hook
Every session should end with at least one thread pointing toward the next session. The hook should come from what just happened, not from a new situation imported from outside.
Natural hooks from this session:
Doss, if extracted, has information she was supposed to receive via the container and did not. She has a next step in mind. She needs the crew to help with it, or she needs them to stay out of it, both of which are hooks.
Oll did not get the container. He filed a report. The next time the crew encounters Directorate authority anywhere in the Verge, that report will be part of the context. A hook can be as simple as: the crew has a flag on their registry now, and they need to do something about it before their next Directorate checkpoint.
Hault knows something he did not tell the crew about why this job went sideways. A relay message from him arrives after departure asking for a specific report on what happened at Calder's World. His interest is too specific to be casual.
Choose one hook. State it to the players as part of the closing scene, not as a GM announcement but as a piece of fiction: the relay message, the Doss conversation on the way out of the system, the detail that Oll's face appears briefly on a public news relay tagged as a regional Directorate administrator.
Part Eight: Closing the Session
The session close has three parts: the in-fiction ending, the XP award, and the table debrief.
The In-Fiction Ending
Give the session an actual ending scene. Not a cliffhanger unless that is genuinely what the situation produced; a landing point. The Ember Run is in Slipspace on its way somewhere. The crew has a moment of downtime before the next thing arrives. Let that moment exist in the fiction.
The ending scene does not need to resolve anything. It needs to feel like the session is done. The canteen on the ship. Someone fixing a component that got damaged in the Calder's World situation. A crew conversation about what just happened. A relay message being composed or received. These are small beats, and they matter.
XP Award
At the end of each session, award experience based on what happened. The Exodus NDS Core Rules govern XP amounts; the following reflects what this session produced:
Participation: All crew members earn standard session XP for showing up and engaging with the situation.
Objective completion: If the container was delivered to Doss, award XP for job completion. If the delivery was not completed, do not award job completion XP, but do not penalize for the situation that prevented completion; that is a consequence, not a punishment.
Complications engaged: The crew encountered a Directorate officer, uncovered the missing contact situation, and engaged with the safe house scene. Each of these is a complication that required active engagement, and XP should reflect that the crew did something with the pressure rather than avoiding it.
Exceptional moments: If a player did something that stood out, something creative, risky, or character-defining, award bonus XP and say specifically why.
Tell the players what they earned and why. Transparency in XP creates buy-in for the consequence system: if players understand that XP comes from engagement rather than success, they are more willing to take risks and accept costs.
The Table Debrief
After XP, take five minutes for the debrief. These are the three questions:
What worked? Ask the table what felt right about the session. Let players name the moments that landed. This builds the shared vocabulary for what the game feels like when it is working.
What did we learn? Ask the table what new information the crew has. This is not a recap; it is a check on what the players took from the session and whether the signals the GM intended to send came through clearly. If a player says “I don't know what Oll actually wanted,” that is important information: the GM's signals about Oll's goal did not land, and that is worth fixing.
What's next? Ask what the crew is thinking about doing between now and next session, not as a commitment but as a temperature check. This tells the GM which of the session's hooks took hold and which ones to develop further.
The debrief is not mandatory and not every table wants to do it explicitly. At minimum, give players a few minutes to ask questions about things that were unclear. A GM who is available for questions after the session catches misunderstandings before they become assumptions that carry across sessions.
Between Sessions
Before the next session, do the following:
Advance faction clocks. Based on the time that has elapsed in-fiction between sessions and the actions the crew took, decide which faction clocks advanced and by how many steps. Record the advances.
Update reputation tracks. The crew's reputation with the Directorate has changed. Hault's relationship with the crew has changed depending on what happened. Doss is a new entry in the contact list with a specific disposition.
Identify the next session's pressures. What are the two or three pressure sources that will be active next session? At least one should come from the consequences of this session. At least one should be a developing situation that existed before this session and has now advanced.
Decide one thing about the universe. Something small but specific that is true now because of what the crew did in this session: the Directorate flag on the Ember Run's registry, the fact that Oll is now personally interested in this crew, the status of Yeva Doss's dock business. Record it. Use it.
The GM's Ten-Minute Rule
The most useful thing a GM can do between sessions is spend ten minutes writing down what changed and what is coming. Not a full session plan, not a novel. Ten minutes. What changed. What is coming. That is enough to walk into the next session with a pressure system that feels alive.