User Tools

Site Tools


hauh_2_travel_preparations

102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter

SCENE 02 — TRAVEL PREPARATIONS

1 | Scene Overview

  • Location: Streets and Public Services Ring of New Kourou
  • Type: Planning · Resource Management · Logistics
  • Era: Beta Age
  • Tone: Practical · Tactical · Slightly tense depending on Trooper alert level

Atmosphere & Sensory Cues: Courier horns drifting across the Public Services Ring · Tandora vendors calling out prices · soft clatter of Veyra hooves on compacted dirt · occasional flutterwings cutting through the twilight · Trooper patrol footsteps passing at uneven intervals.


2 | Read-Aloud Description

Initial Read-Aloud (Scene Opening)

The door of the OfSO clicks shut, sealing the quiet — and the smell of bleach—behind you.

You step out into the Public Services Ring. The air is thick with the smell of wet fur, cured leather, and the sharp tang of animal sweat. Courier wagons lumber toward the gates, their heavy iron-rimmed wheels churning the mud, while the restless snorting of mounts echoes from Mandala’s stables down the block.

But after Ezrah’s warning, the crowd feels different. The shadows of Veyras flickering against the walls look sharper. Every glance from a passerby feels weighted. You are out in the open now.

Directly across the street, sitting heavy and silent in the muck, is a dark, copper-bound carriage. It has narrow, chapel-slit windows and a grim aesthetic that stands out among the rough utility carts. A crooked sign hanging from its side reads simply: FOR SALE — ASK AT SCHMITZ.

Morningstar is a long haul to the north. You need a mount, a ride or at least a plan — and you need to get off this street before the wrong guys notice you’re leaving.

Staged Read-Alouds (Progressive Descriptions)

Trigger / Timing Read-Aloud or Narrative Insert
When players linger to buy supplies A voice cuts through the twilight from the direction of the Food Market — loud, rhythmic, and clearly intended to pull customers in. “Tasty Tandora! Healthy Tandora! Last batch before mist rolls in!”
When players discuss travel options A sudden outburst erupts from Mandala’s Mount stalls. “Green!? Why is the entire animal green!?” Mandala’s voice cracks with outrage. A breathless customer protests: “I— I told you I need it for marketing!” The Veyra in question stands miserably beside them, bright leafy-green from mane to tail, chewing hay as if none of this concerns it.
When players take too long debating A Flutterwing glides down and lands lightly on the mortician’s cart, chirping an enthusiastic mating trill. The small bird bounces on its feet, vibrating with excitement — and then, mid-song, releases a splattering drop of liquid feces. It splashes across the hanging sign, smearing the “S” in “Sale” until it looks more like a faded “ale”. The flutterwing flutters away, utterly pleased with itself.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Planning · Resource Allocation Pick a travel method · buy supplies · evaluate risk and time pressure Establish how PCs leave New Kourou · create branching path toward Morningstar · set pacing and danger level for Chapter II

4 | Key (N)PCs + Dynamic Cues

Name Role / Affiliation Motivation / Goal Dynamic Cues — How They React in Play Wiki Link
Rajid Mandala Owner, Mandala’s Mounts Rent Veyras; protect reputation of his stable Offers mid-tier animals. If PCs get closer, this leads to a new scene: Scene 2b - Mandala's Mounts Mandala’s Mounts
Sola Enu (voice only) Vendor at New Kourou Food Market Sell Tandora fruits & smoothies Heard yelling his typical sales call (“Tasty Tandora — Healthy Fruits!”). If PCs follow the voice, this leads to a new scene: Scene 2c – Food Market New Kourou Food Market
Random New Kourou Locals Settlers, workers, passers-by Go about daily business; avoid trouble Provide quick directions if approached. Some may warn PCs if Troopers have been asking about strangers. Never initiate conversation.
Guarding Trooper Patrol Guarding Trooper Station of New Kourou Maintain order, verify manifests Move in pairs. Guarding Troopers

Special Character Notes (only applies if PCs are in the party):

  • Lexa Rourke will always prefer her own Veyra Kelta if she is in the party.
  • Rogan Sokolov will always refuse fast mounts and argue for slower, safer travel.

5 | Triggers, Options & Consequences

Phase 1a — The Ticking Clock (High Exposure & Undisguised)

This phase applies only if the PCs have a High Exposure status from Scene 01 AND ignored Ezrah's advice to wear a disguise. If they are disguised or Low Exposure, skip to Phase 1b.

Trigger / Cue (Player Action) Immediate Reaction Clue / Consequence
🚨 PCs step onto the street Undisguised (The Macro Clock Starts) A patrol of Guarding Troopers pauses at the corner. One taps his wrist-pad, referencing a bounty wire. He points directly at the party. The Clock Starts: The PCs have been spotted. They have exactly one (1) Location Visit left to buy supplies or secure transport before New Kourou goes into lockdown. They cannot loiter.
The Ticking Clock Expires (The Arrest) If the PCs attempt to visit a second location (e.g., buying a cart and going to the market), or if they dawdle in the streets too long, the net closes. Two Guarding Trooper patrols converge on their position with stun batons drawn. “Stand down. You're coming with us.” If PCs submit: They are arrested. If PCs resist/flee: A violent escape sequence begins.

Phase 1b — Operating Under Cover (High Exposure & Disguised)

This phase applies if the PCs are High Exposure but used Ezrah's Archive or bespoke covers from Scene 01.

Trigger / Cue (Player Action) Immediate Reaction Clue / Consequence
🎭 PCs navigate the streets in disguise Guarding Troopers glance at them but do not stop them. The crowd parts slightly for the Covenant of the New Dawn capes, or ignores the Teacher covers. The Macro Clock does not start. However, the PCs suffer all mechanical penalties tied to their disguises (e.g., -1 Initiative, -4 CHA) while conducting business.
⚠️ PCs act out of character If a “Penitent” flashes a lot of Kourou, or the “Teacher” draws a heavy weapon, civilians take notice. Requires a CHA (Deception) probe to recover. Failure triggers the Macro Clock as locals alert the Troopers.

Phase 2 — Logistics & Travel Decisions

PCs may choose their destination from the hub based on their needs.

Trigger / Cue (Player Decision) Immediate Reaction / Consequence Next Scene Hook
🐾 PCs head toward Mandala’s Mounts They hear hooves and arguments. Veyras are fast but expensive and highly visible. Unlocks: Scene 2b — Mandala’s Mounts
🏛️ PCs head toward the Courier Station They see cargo ramps and departure yards. Caravans are slow but offer anonymity in a crowd. Unlocks:Scene 2a – Courier Station
🥫 PCs head toward the Food Market They hear Sola Enu shouting. Necessary for trail rations if traveling on foot or by cart. Unlocks: Scene 2c – Food Market
🛒 PCs investigate the Mortician’s Cart A darkwood funeral cart. It is cheap, highly tactically versatile (cover, smuggling space), and mostly ignored by superstitious Troopers. Unlocks: Scene 2d – Buying a Mortician’s Cart
🚶 PCs decide to leave on foot Slow but silent. Costs no Kourou, but requires heavy trail rations to survive the 2.5–3 day journey. Proceeds directly to Scene 3 - Traveling to Morningstar.

6 | DM Notes

The Ticking Clock Tutorial:

  • If the PCs are High Exposure and walk out without disguises, explicitly tell the players: “The Macro Clock has started. You have been spotted. You have time to visit exactly one location in this hub before the Troopers swarm you. Choose wisely. This trains them for the Hope and the Morningstar Hub later.
  • Disguise Penalties: Do not forget to enforce the mechanical penalties from Scene 01 (e.g., the itching pain of the Penitent capes, the CHA drop from shaving).

Travel Option Clarity:

Make sure the players understand the trade-offs:

  • Veyras: Fastest, highest cost, hard to hide.
  • Courier Service: Comfortable, slow, reliant on schedules.
  • Mortician’s Cart: Cheap, odd, great for smuggling/cover, slow.
  • Walking: Stealthy, free, highly dangerous due to exposure.
  • Character Dynamics: Lexa will push for mounts; Rogan will push for the cart or walking. Use these as roleplay flavor, but let the players make the final group consensus.

DM Tutorial: How to approach the scene

New Kourou Hub Overview (Travel Options)

Location Type / Activity Primary Opportunities Tone / Difficulty Leads To Scene
New Kourou Courier Station Travel · Ticket Purchase Buy caravan tickets · Check departures · Assess risk if wanted Bureaucratic · Busy Scene 2a – Courier Station
Mandala’s Mounts Travel · Mount Rental Rent Veyras · Speak with Mandala · Handle “dead Veyra” conversation Loud · Mildly tense Scene 2b – Mandala’s Mounts
New Kourou Food Market Supplies · Provisions Buy trail food & water · Spot Sola Enu’s Tandora stall Crowded · Friendly Scene 2c – Food Market
Schmitz Funeral Home Vehicle Purchase Inspect & buy mortician’s cart · Meet undertaker apprentice Quiet · Slightly eerie · Low pressure Scene 2d – Buying a Mortician’s Cart
hauh_2_travel_preparations.txt · Last modified: 2026/04/02 04:49 by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki