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Campaigns

Act II — The Crossing

The middle five sessions, and the heart of the campaign. The crew is in the Throat now — the beacon-poor corridor between sectors — carrying the relay, hunted, with the Net climbing a step every jump-week (Chapter 34). Act II is the escalation: two stops they cannot skip, a truth that turns the whole journey on its head, and a hard exit that throws them at the threshold with NULL almost on top of them. This is the densest part of Dead Air; pace it on the stop-and-jump pulse and let the corridor's two great set-pieces — a wake-station where something is wrong, and a dead ark that is not as dead as it looks — carry the weight. Every roll cites its owning chapter.

The act in a paragraph. Out in the dead air the crew has to stop, and the only stops are bad ones. At Halflight Station they learn what a cryo-trust does to the people whose estates it wants — and leave carrying proof, or a deal, or a body. At the Pale Mercy, a smaller ark adrift in a dead hex, they get their first real look at what an ark is — thousands of frozen souls, a memory core that answers their relay — and NULL closes on them in its corridors. Somewhere in the middle, the decryption cracks a layer deeper and the whole journey turns over: the man who offered to buy the relay is not a buyer at all, but an owner, holding a claim older than the law — and the thing they're carrying is the one thing that could undo it. By the act's end NULL springs the trap it has been setting the whole corridor, and the crew breaks for the far mouth with the Net near full.


Index§


The shape of the act§

Act II has two great set-pieces (Halflight and the Pale Mercy), one smaller intrigue gate (the Sill), one fixed reversal that should land near the middle, and one fixed ending (the hard exit). The crew chooses the order of the two great stops, how they get through each, and what they do with what they find; they do not get to skip the stops, because the corridor gives them no fuel, no repair, and no decode any other way (the law of distance is the cage, Chapter 27). The reversal can fall at whichever stop the crew decodes far enough — design it to feel earned, not scheduled. The act ends, however the middle runs, with NULL springing its corridor-long trap and the crew running for Saltgate.

Five sessions, roughly — a meter, not a schedule:

SessionThe beatPillar in front
6Arrival at Halflight; the stop they need; the first wrongnessSocial / intrigue, hazard
7Halflight's secret, and the way out (proof, deal, or blood)Intrigue, the contained-dread beat
8The Pale Mercy: boarding the small ark; what it holdsExploration & salvage
9The reversal lands; NULL closes aboard the arkCombat; the turn
10The Sill, and the hard exit into the run for SaltgateIntrigue, the chase

Run the two great stops in either order. A crew chasing the decryption may make for the Pale Mercy first (its memory core is a decode resource); a crew nursing a wound or dry tanks makes for Halflight first (the only medbay and fuel for a jump in any direction). Both are required before the corridor lets them out; the Sill is the gate on the way to the threshold.

Halflight Station — the wake that wasn't§

Halflight is a cryo-revival way-station at the midpoint of the Throat (Chapter 37) — a Lumen Sleeper Trust facility (Chapter 34, roster 52) where ballistic-ark sleepers are thawed, processed, and sent on, and where, not by accident, the only fuel depot and the only medbay in the corridor happen to sit. The crew comes here because they have to: dry tanks, a hull that needs a dock, a Maimed node that needs a real surgeon (Chapter 10), or a decryption that's stalled and a Lumen specialist who could push it. Whatever the need, Halflight is the price of the crossing, and Lumen knows it.

What's wrong. The station runs a triage: who thaws now, who waits, who waits forever. Officially it is about medical readiness and revival risk. Actually it is about estates — Lumen wakes the sleepers whose affairs are settled and quietly keeps under the ones whose fortunes, claims, or votes the Trust would rather administer than hand back (the practice that damns Lumen wherever it operates; file 04). The horror is not a monster; it is a ward of long-term pods where people who were meant to wake years ago never have, and a thaw-line where the ones who do wake come up disoriented, dying, or revived for reasons that were never theirs. Run the dread the contained way (the Alien-cinematic lesson): close corridors, a cold that is always one system-fault from killing (Chapter 13), a staff that is too smooth, and a slow understanding of what the smoothness is hiding. If the table wants a physical threat, a botched revival in violent revival-psychosis (Chapter 30) gives one — but the real monster is the apparatus.

The signs (roll 1D6 or pick as the crew explores). Reveal the wrongness in pieces, the way a half-read ledger pulls harder than a whole one:

1D6What the crew notices
1A long-term ward where every pod reads stable — and the occupancy log stopped updating years ago
2A thaw-line where the just-woken are hurried out a side door, never the arrivals hall
3Two manifests for the same cohort: one for the station record, one marked Trust copy — not for station record
4A staffer who answers a beat too smoothly, and will not walk the crew past the long-term ward's door
5A revival gurney fitted with restraints, and a cold, sweet smell the crew can't place and won't forget
6A sleeper, half-woken and lucid for a breath, who asks why no one ever came — and is sedated before they answer

The way in — a person, not a lock. The crew's route through Halflight is its triage officer (file 04), a Lumen woman who runs the wake-lists and has stopped being able to live with them. She wants out, or at least clean hands. Played as a person (Chapter 35), she is the crew's source for what's really happening and for the proof that hangs it on Lumen — a wake-record showing the lists are rigged. Played as an enemy, she is a frightened functionary who will sell the crew to the Trust to save herself. How the crew treats her decides what Halflight gives them.

The ways through — more than one. The set-piece resolves whichever way the crew pushes it:

  • Expose it. Take the wake-record and make noise — broadcast it, carry it, threaten Lumen with it (a contest of nerve and evidence, Chapter 5). The crew leaves with a campaign-long lever against Lumen, and Lumen leaves an enemy. (Loud; Net +1, because an enraged Lumen tips NULL where the crew is headed — file 04.)
  • Slip out quiet. Get the fuel, the repair, the surgery, and go, having seen and said nothing. No lever, but no heat — Lumen stays a transactional Contact, and the Net is untouched.
  • Cut a deal. Trade Lumen its silence for what the crew needs — fuel, a decode key, a berth, a name at the far mouth. Lumen pays to keep the crew quiet (file 04), and both sides walk away holding something on the other.
  • Fight clear. Possible, costly, and the worst exit — bodies at Halflight mean Lumen and NULL on the crew's heels, and a Maimed node taken here doesn't clear until a later port (Chapter 10).

What they carry out. Win or lose, the crew should leave Halflight with the thing the corridor owes them (fuel, repair, the surgery, a decode push) and, if they reached for it, the wake-record — the proof that becomes their lever in Act III and, for a crew bound onward, a thread that runs deep into the next sector (the reveal stays here; file 04). They also leave knowing, in their bones, what kind of people are interested in sleepers — which is the setup for the ark.

The Pale Mercy — what an ark is§

In a dead hex the corridor calls Stillreach, a smaller ballistic ark drifts mostly dark: the Pale Mercy, a hull that fell short of wherever it was bound and has coasted silent for a very long time (Chapter 37). The crew comes aboard for any of several reasons, and the reason colors the dread:

  • to hide — the Pale Mercy is the one place in the open corridor that can swallow a hull and hide its signature;
  • to scavenge a decode core — the ark's memory systems are old enough to share an encoding with the relay, and may push the decryption a layer the crew can't reach alone;
  • to lose the tail — running dark into a derelict is how you break contact in dead air (a clean break; Net −1 if it works, Chapter 34); or
  • because NULL drove them here — herded off the safe lanes into a hull NULL has already reached.

The crawl. Board and crawl it as salvage (Chapter 38) through layered hazards — vacuum and a Sealed suit, the killing cold of a hull with no power to spare, a structural-collapse clock where the long drift has weakened the spine (Chapter 13). It is bigger and stranger than the Greywell wreck: not a dead ship but a dead world in miniature, decks of cryo-pods rank on rank, a reactor ticking at the lowest of its settings, thousands of frozen souls who were carried this far and no farther (Chapter 29). This is the campaign's first real look at what an ark is — and a crew bound for the next sector is looking at a small, quiet rehearsal of something far larger out there in the dark.

Aboard the Pale Mercy (key zones). Crawl it as a small rehearsal of a far larger ark — a handful of keyed zones, each a hazard and a discovery (build the rest on the Chapter 37/38 tables as the crew pushes deeper):

  • The breach — where the crew cuts in: vacuum, killing cold, and a structural-collapse clock if they open the wrong seam (Chapter 13).
  • The cryo-ranks — deck on deck of pods, most still holding, some long failed; thousands carried this far and no farther (Chapter 29). The place that makes cargo into people.
  • The reactor — ticking at the lowest of its settings, the hull's only warmth and the only power left to wake the core (Chapter 13).
  • The memory core — the ark's mind, old enough to share the relay's encoding; the decode resource, and where the reversal can land (below).
  • The stasis-hold (optional) — Companions logged as freight under the old law; the question made flesh (Chapter 31).
  • The dark decks — unmapped, unpowered, where NULL's hands are already waiting (Chapter 40).

A crew bound for the next sector should leave the Pale Mercy feeling they have seen a small, quiet draft of something much larger out in the dark — which is exactly the point.

The memory core, and the resonance. Deep in the Pale Mercy is a memory core that answers the relay (Chapter 5, the decryption pushed a layer): the ark heard a version of the same signal, or carries the encoding the relay was sealed with, and bringing the two together cracks the next seal. This is the natural place for the reversal to land (below) — the layer the core unlocks is the one that names the destination and exposes the lien. Let the core give a partial echo of the relay's lost line — …left one thing behind — at… — and then gutter out before the name, so the crew knows there is a place and does not yet know where (file 05; the name waits for the far sector).

The woken sleeper (optional). If the crew thaws one of the Pale Mercy's sleepers — a mercy, a need, or a gamble (Chapter 30) — give them an old-world voice who remembers the Shore the signal was sent from, and who can read what the crew carries better than any machine. This is the campaign's chance to make the frozen people rather than cargo, and to hand the crew an ally and a decoder for the road (the reader, file 04). A Companion in stasis here turns the moment sharper still (Chapter 31): is this salvage, or are these people? The crew's answer is theirs; the campaign only asks.

NULL closes. The Pale Mercy is where NULL springs its mid-corridor move. Whether the crew were herded here or found it themselves, NULL's hired hands are aboard or arriving — deniable muscle in the dark decks (run as adversaries, Chapter 40; the fight as Chapter 11, ship as terrain), or a hull on the ark's flank cutting off the crew's exit (Chapter 27). Throttle it to the crew's shape: this is a get out alive with the core beat, not a last stand. They can fight, hide, seal a deck behind them, lure the muscle into the cold, or run for the hull. However it goes, they leave the Pale Mercy knowing what an ark is, holding a decryption a layer deeper, and certain now that the buyer is willing to kill them in the dark to take it back.

The reversal — buyer into owner§

Somewhere in Act II, when the decryption crosses its second seal — at the Pale Mercy's core by design, or wherever the crew has pushed it far enough (Chapter 5) — the whole journey turns over. Three things land together:

  • The relay is addressed. The fragment names a destination — not a buyer, not a market, but a place, out in the sector across the Throat, where Wanderstar's last word was meant to be carried (file 05). The crew has been fleeing with it; now they know it was going somewhere, and that somewhere is ahead of them.
  • The buyer is an owner. "Mr. Ashford" represents no collector. Behind him is a holding company with a claim on the relay older than the registry that would judge it — a lien filed before the law it's filed under existed (file 04). NULL is not trying to buy the relay. It is trying to repossess it, and to bury what it carries, because the last word names something NULL has spent an age keeping silent.
  • The word is the lever. The same fragment that makes the crew prey is the one thing that could undo NULL's claim — proof, carried or spread, that the thing NULL is burying exists. That is why NULL would rather see them dead than delivered, and why getting the word read, by the right people, at the far mouth, is suddenly worth the whole crossing (the disposition of Act III).

Hold the deeper truth. The crew learns NULL is an owner with an impossible lien and a thing to bury; they do not yet learn what the destination holds, or why a company older than the Ejection cares (that runs off the end of this campaign and into the next; file 04). The reversal should chill and clarify the stakes — not explain the mystery. From here, the run for Saltgate is no longer flight for flight's sake; it is a race to get the last word somewhere NULL can't reach to kill it.

The Sill — the net made of paper§

Between the corridor's body and the far mouth lies the Sill, a garrison hex where the Throat narrows to a single watched lane (Chapter 37). Here NULL's net is not muscle but paper: a customs hold on the crew's hull, a lien suddenly filed against their salvage, an officer who has been paid to find their manifest very interesting — all of it deniable, all of it through subsidiaries, NULL never named (file 04). It is the institutional squeeze of Act I's Reach mouth, escalated: the crew is known now, and the corridor's one chokepoint is where being known costs.

The way through is nerve and wits, not guns (give them more than one key):

  • Beat the paperwork — a Bureaucracy or Deceive contest against the garrison's officer (Chapter 5), a forged clearance, a Contact called in (Chapter 35).
  • Spend the lever — if the crew took Halflight's wake-record, Lumen's exposure is a coin they can spend here, trading or threatening their way past (Chapter 35).
  • Run the blockade — slip the lane dark and accept the garrison logging them (a loud break; Net +1), or buy the fixer's route around it (a clean break; Net −1, at a price the note feels, Chapter 28).
  • Turn the officer — a bought man can be out-bought, or shown that his paymaster will bury him too once the crew is gone (Chapter 35).

The Sill is a short, sharp intrigue gate, not a second great set-piece — keep it tight. Its job is to put the screws on once more before the threshold and to make the crew spend something (credits, a lever, a clean conscience) to reach Saltgate.

The hard exit§

Act II ends on NULL's biggest move yet — the trap the whole corridor has been setting. However the crew has run, NULL springs it as they break past the Sill for the far mouth: a hired hull on a hard intercept where the lane is thinnest (the Chapter 25 raider, run as the Chapter 27 ship fight, no longer throttled the way Act I's was); or a contact the crew trusted, bought out from under them, who gives up their heading or their cargo; or the corridor's own infrastructure turned against them — a beacon moved, a dock sealed, a hold sprung at the worst moment. Pitch it to where the Net stands: a near-full Net means NULL is close, and the exit should feel like running a gauntlet, not slipping a leash.

The crew breaks for Saltgate wounded, carrying the relay a layer or two from fully read, with whatever allies and enemies the corridor made them — and the Net near full, set to crest at the threshold (Chapter 34). They do not escape clean; they escape committed, the last mouth of the Throat ahead and the reckoning waiting on the other side. That is the hand-off to Act III.

The choices that matter§

Carry these forward on the A4 threads list (Appendix A4); they set the terms of the reckoning:

  • What Halflight cost, and what it gave. Exposed, slipped, dealt, or fought — the choice decides whether the crew holds the Lumen lever in Act III, whether Lumen is an enemy at the threshold, and how high the Net climbed.
  • What the crew did with the frozen. Whether they woke a sleeper aboard the Pale Mercy, whether they treated a Companion in stasis as cargo or person (Chapter 31) — this seeds the ally (the reader) and the conscience the crew carries into the disposition.
  • How far they decoded. A crew that crossed the second seal understands the stakes and can aim for the right ending; a crew running blind reaches Saltgate still not knowing what they hold (and is the more easily panicked into selling it).
  • Loud or quiet, still. Every loud break tightened the Net; every clean one bought position. The Net's standing at the end of Act II is the difference between a reckoning the crew dictates and one NULL does.

The Net in Act II§

The Net climbs through the corridor on the standard rules (file 04): +1 every jump-week (the floor), +1 more for each loud break (Lumen enraged, bodies left, the Sill run openly, credits spent where NULL watches), −1 for each clean one (the Pale Mercy's dark, the fixer's route, the hold beaten without a trace). Across five sessions and several jumps it should reach the upper half of the track by the hard exit — built to crest in Act III, not here. If a careful crew has held it low, NULL's hard exit is the move that drives it up; if a loud crew has it near full already, the hard exit is the crest arriving early, and Act III opens hot. Either way the climb is automatic from here, and the threshold is where it closes.

Per-pregen hooks§

For a table using the canon five (Appendix A6):

  • Edda (Sleeper medic) — Halflight is her nightmare made institutional; she of all people knows what a botched wake looks like, and the Pale Mercy's sleepers are her own kind.
  • Jinx (Feral fixer) — the triage officer is hers to turn, and the Companion-in-stasis question on the ark cuts at her directly (Chapter 31).
  • Echo (Wanderborn engineer) — the Pale Mercy's memory core is hers to wake and wed to the relay; the reversal is the layer she cracks.
  • Bram (Seeder soldier) — the dark-deck fight aboard the ark is his to hold while the others work the core.
  • Ace (Hound pilot) — the hard exit is his gauntlet to fly, the thinnest lane in the corridor at the worst moment.

Running it solo or co-op§

Halflight and the Pale Mercy are both strong Oracle ground (Chapters 42–45; the A4 solo sheet). Use expectation-tests for the wrongness (is this ward as empty as the manifest says? is the triage officer afraid of me, or of them?), the What Intrudes table for the jumps and for the ark's dark decks, and the contained-dread beats run by asking the Oracle small, dread-shaped questions and reading the answers cold. The decryption is a clean solo through-line — an extended effort the player checks in on each jump-week (Chapter 5). The NULL fight aboard the ark is player-facing as written (the crew rolls; the world rolls only the muscle's damage, Chapters 11, 40).

Into Act III§

The crew breaks past the Sill and runs the last leg for Saltgate, the free port at the Throat's far mouth — out of the corridor, into the next sector, the Net near full and NULL right behind. They arrive knowing what they carry is addressed to a place ahead of them, that the hunter is an owner who would rather bury the word than let it speak, and that the corridor is finally behind them. What waits at Saltgate is the reckoning — and the choice of what becomes of the last light. That is Act III.