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hauh_2_travel_preparations [2026/02/06 09:19] – [Initial Read-Aloud (Scene Opening)] adminhauh_2_travel_preparations [2026/04/02 04:49] (current) – [4 | Key (N)PCs + Dynamic Cues] admin
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 ==== Initial Read-Aloud (Scene Opening) ==== ==== Initial Read-Aloud (Scene Opening) ====
  
-You step out of Ezrah’s office and into the muted twilight of New Kourou’s Public Services Ring. +The door of the OfSO clicks shut, sealing the quiet — and the smell of bleach—behind you.
-The street is alive with movement: courier carts rumble toward the station gates, hungry settlers gather around the Food Market stalls, and the silhouettes of Veyras flicker across the muddy, unpaved road.+
  
-Across the street, a weathered cart stands alone — dark wood, copper-bound, its wheels sunk slightly into the dirt. A faded sign hangs crookedly from the side:+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.
  
-  * FOR SALE — 400 KOUROU   +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.
-  * HOO INCLUDED   +
-  * ASK AT SCHMITZ FUNERAL HOME+
  
-The windows of the covered rear compartment are shuttered, each shaped like a narrow chapel-slit. Brass rings dangle from the corners where funeral veils once hung, and a few dried flower petals cling stubbornly to the spokes.+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.
  
-Your next step is clear: decide how you want to travel to Morningstar.+[[Morningstar|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.
  
-As the largest [[the_humans|ExoHuman]] settlement on this planet, New Kourou offers more options than anywhere else on the planet — fast, slow, cheap, discreet, or dangerous. But given all the events of the last few days… not every option is equally safe. And not every option is wise. +{{ :readaloud_hauh_scene_02_travelpreparations_b.mp3 |}}
- +
-{{ :read_aloud_scene_2_travel_preparations.mp3 |}}+
 ==== Staged Read-Alouds (Progressive Descriptions) ==== ==== Staged Read-Alouds (Progressive Descriptions) ====
  
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 | **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 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|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 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|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|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 "4" in “400 Kourou” until it looks more like a faded "00", as if the cart were nearly free for the taking. The flutterwing flutters away, utterly pleased with itself. |+| **When players take too long debating** | A [[flutterwing|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. |
  
 ---- ----
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 | **Sola Enu (voice only)** | Vendor at [[new_kourou_food_market|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: [[hauh_2c_food_market|Scene 2c – Food Market]] | [[new_kourou_food_market|New Kourou Food Market]] | | **Sola Enu (voice only)** | Vendor at [[new_kourou_food_market|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: [[hauh_2c_food_market|Scene 2c – Food Market]] | [[new_kourou_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. | — | | **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_troopers_headquarters|Guarding Trooper Station of New Kourou]] | Maintain order, verify manifests | Move in pairs.| [[guarding_troopers|Guarding Troopers]] |
  
 ==== Special Character Notes (only applies if PCs are in the party): ==== ==== Special Character Notes (only applies if PCs are in the party): ====
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 ===== 5 | Triggers, Options & Consequences ===== ===== 5 | Triggers, Options & Consequences =====
  
-=== A. Trooper Alert Level ===+=== Phase 1a — The Ticking Clock (High Exposure & Undisguised) ===
  
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +//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. 
-| 🚨 **If PCs are wanted** (from previous adventure outcome) | Trooper patrols are active; PCs must use disguises or stealth routes. | Courier Station becomes risky; Veyra rental safer; walking or buying the mortician’s cart becomes appealing. | +// 
-| 🧍 **If PCs are not wanted** | Normal street traffic; no additional risk. | All travel options freely available. |+| **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. |
  
 --- ---
-=== B. Travel Option: Mandala’s Mounts === 
  
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +=== Phase 1b — Operating Under Cover (High Exposure & Disguised) ===
-| 🐾 **PCs head toward Mandala’s Mounts** | Hoofbeats, raised voices, and the smell of feed drift from the stable lane. A brief glimpse shows Rajid Mandala arguing with a customer, who leaves Rajid behind.with a green-dyed Veyra | Unlocks next scene: [[hauh_2b_mandalas_mounts|Scene 2b — Mandala’s Mounts.]] | +
-| 🕵️ **Wanted PCs approach the stable road** | A stablehand looks up briefly, brow furrowing — but says nothing yet. | Signals potential risks if PCs are recognized or questioned. | +
-| 🐎 **Rogan present & discussing options** | Rogan dismisses mounts as “unreliable show-offs.” | Builds character tension; applies roleplay flavor before entering Scene 2a. |+
  
---- +//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** | 
-=== C. Travel Option: New Kourou Courier Service === +| 🎭 **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|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. |
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +
-| 🏛️ **PCs head toward the Courier Station** | They see the station building at the far end of the Public Services Ring: steel pillars, cargo ramps, hanging lanterns, a half-emptied departure yard. | Unlocks the next scene: [[hauh_2a_courier_station|2a – New Kourou Courier Station]].| +
-| 📣 **PCs listen to the ambient sounds** | A distant horn echoes, followed by muffled loudspeaker chatter  | Implies caravans are active, nudging PCs to check schedules in the next scene. |+
  
 --- ---
  
-=== D. Travel Option: Food Market Stop ===+=== Phase 2 — Logistics & Travel Decisions ===
  
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +//PCs may choose their destination from the hub based on their needs.//
-| 🥫 **PCs head toward the Food Market** | The smell of sweet Tandora fruit and fried root mix drifts from the stalls around the corner; vendors shout prices over each other. | Unlocks the next scene: [[hauh_2c_food_market|Scene 2c – Food Market]] . | +
-| 🍉 **PCs listen for vendors** | A loud, cheerful voice rings out: “Tasty-Tandora! Healthy fruits! Smoothies for one K!” | Identifies the presence of Sola Enu, who appears in the next Food Market scene. | +
----+
  
-=== E. Travel Option: The Mortician’s Cart (New Vehicle) === +| **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:__ [[hauh_2b_mandalas_mounts|Scene 2b — Mandala’s Mounts]]| 
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +| 🏛️ **PCs head toward the Courier Station** | They see cargo ramps and departure yards. Caravans are slow but offer anonymity in a crowd. |__Unlocks:__[[hauh_2a_courier_station|Scene 2a – Courier Station]]| 
-| 🛒 **PCs inspect the cart** | A darkwood funeral cart with copper bindings. Shuttered chapel-slit windows. Brass veil-rings at the corners. Two coffin clamps still fixed inside. Dried petals caught in the spokes. | PCs understand its structure, weight, and potential tactical uses (storage, concealment, mobile cover). | +| 🥫 **PCs head toward the Food Market** | They hear Sola Enu shouting. Necessary for trail rations if traveling on foot or by cart. |__Unlocks:__ [[hauh_2c_food_market|Scene 2c – Food Market]] | 
-| 🏚️ **PCs look around for the seller** | They spot [[schmitz_funeral_home|Schmitz Funeral Home]] just around the corner: a squat structure built from charred starship bulkheads and soot-stained alloy ribs; its facade clad in burnt hull plating salvaged from the Last Frontier, polished cabin wood visible inside. | Unlocks the next optional scene: [[hauh_2d_buying_mortician_cart|2d – Buying a Mortician’s Cart]]. | +| 🛒 **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:__ [[hauh_2d_buying_mortician_cart|Scene 2d – Buying a Mortician’s Cart]]| 
-| 🚫 **PCs attempt to buy or negotiate here** |  The cart is unattended; the only instruction is “ASK AT SCHMITZ FUNERAL HOME.” | Forces PCs to physically visit the Funeral Home if they want this vehicle → leads to new Scene. | +| 🚶 **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 [[hauh_traveling_to_morningstar|Scene 3 - Traveling to Morningstar]]. |
- +
---- +
- +
-=== F. Travel Option: On Foot === +
- +
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +
-| 🚶 **PCs decide to walk** | Slow but silent; costs nothing. | 2.5-3 days travel; risk of wildlife or bandits; opens DM improvisation opportunities. |+
  
 ---- ----
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 ===== 6 | DM Notes ===== ===== 6 | DM Notes =====
  
-  * **Tone & Mood:** This scene is calm but charged with practical urgency. New Kourou is alive with motion, and the PCs stand at a crossroads. Every choice feels consequential, but nothing is forced.+==== The Ticking Clock Tutorial: ====
  
-  * **Player Agency First:** The point of this scene is choice, not direction. All travel options are valid — emphasize trade-offs, not “correct” answers.+  * **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). 
  
-  * **Trooper Alert Level:**   +==== Travel Option Clarity: ====
-    * If PCs are wanted: gentle tension, discreet movement, disguises.   +
-    * If not: standard free navigation.+
  
-  * **Travel Option Clarity:**   +Make sure the players understand the trade-offs:
-    * **Veyras** → fastest, flexible.   +
-    * **Courier Service** → comfortable, slow   +
-    * **Mortician’s Cart** → cheap, odd, tactically versatile.   +
-    * **Walking** → slowest, but stealthy and free.+
  
-  * **No Cross-Scene Resolutions:**   +    * **Veyras:** Fastest, highest cost, hard to hide. 
-    * PCs can decide to go to the Courier Station, Mandala’s Mounts, Food Market, or Funeral Home.   +    * **Courier Service:** Comfortable, slow, reliant on schedules. 
-    * Actual interaction happens in Scene 2a–2d.+    * **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.
  
-  * **Character Dynamics:**   
-    * Lexa gravitates toward mounts.   
-    * Rogan resists fast mounts.   
-    * Use as flavor, not railroading. 
  
-  * **Foreshadowing the Cart:** The mortician’s cart appears strange but useful later. Let it stand out without overselling. 
- 
-  * **Continuity Notes:**   
-    * PCs still have Martin’s biological tools.   
-    * Mention Trooper patrols only if relevant to their alert status. 
  
 ==== DM Tutorial: How to approach the scene ==== ==== DM Tutorial: How to approach the scene ====
  
-**Short version:**   +{{ :dm_briefing_hauh_travel_preparations_2.mp3 |}}
- +
-{{ :dm_briefing_scene_2.mp3 |}}+
  
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   * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]]   * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]]
   * ← **Previous Scene:** [[hauh_1_the_briefing|Scene 1 – The Briefing]]    * ← **Previous Scene:** [[hauh_1_the_briefing|Scene 1 – The Briefing]] 
-  * → **Next Scene** Choose from Hub below+  * → **Next Scene** If PC travel on foot and leave New Kourou, proceed with [[hauh_traveling_to_morningstar|Scene 3 - Traveling to Morningstar]]. If PC want to check any other travel option first, choose from Hub below
  
 ==== New Kourou Hub Overview (Travel Options) ==== ==== New Kourou Hub Overview (Travel Options) ====
hauh_2_travel_preparations.1770369561.txt.gz · Last modified: 2026/02/06 09:19 by admin

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