hauh_2_travel_preparations
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| hauh_2_travel_preparations [2026/02/07 06:23] – [DM Tutorial: How to approach the scene] admin | hauh_2_travel_preparations [2026/04/02 04:49] (current) – [4 | Key (N)PCs + Dynamic Cues] admin | ||
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| 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. | 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|Morningstar]] is a long haul to the north. | + | [[Morningstar|Morningstar]] is a long haul to the north. |
| {{ : | {{ : | ||
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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 | + | //This phase applies only if the PCs have a High Exposure status from Scene 01 AND ignored Ezrah' |
| - | | 🚨 **If PCs are wanted** | + | // |
| - | | 🧍 **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 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/ | ||
| --- | --- | ||
| - | === B. Travel Option: Mandala’s Mounts === | ||
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | + | === Phase 1b — Operating Under Cover (High Exposure |
| - | | 🐾 **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 | + | |
| - | --- | + | //This phase applies if the PCs are High Exposure but used Ezrah' |
| - | + | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | |
| - | === C. Travel Option: New Kourou Courier Service === | + | | 🎭 **PCs navigate |
| - | + | | ⚠️ | |
| - | | **Trigger / Cue** | **Immediate Reaction | + | |
| - | | 🏛️ | + | |
| - | | 📣 **PCs listen to the ambient sounds** | A distant horn echoes, followed by muffled loudspeaker chatter | + | |
| --- | --- | ||
| - | === D. Travel | + | === Phase 2 — Logistics & Travel |
| - | | **Trigger | + | //PCs may choose their destination |
| - | | 🥫 **PCs head toward the Food Market** | The smell of sweet Tandora fruit and fried root mix drifts | + | |
| - | | 🍉 **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 | |
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future | + | | 🏛️ **PCs head toward |
| - | | 🛒 **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, | + | | 🥫 **PCs head toward the Food Market** | They hear Sola Enu shouting. Necessary for trail rations if traveling on foot or by cart. |__Unlocks: |
| - | | 🏚️ **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 | + | | 🛒 **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. |
| - | | 🚫 **PCs attempt to buy or negotiate here** | | + | | 🚶 **PCs decide to leave on foot** | Slow but silent. |
| - | + | ||
| - | --- | + | |
| - | + | ||
| - | === F. Travel Option: On Foot === | + | |
| - | + | ||
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | + | |
| - | | 🚶 **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, | + | ==== 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. | + | |
| - | * **Trooper Alert Level: | + | * **If the PCs are High Exposure and walk out without |
| - | | + | * **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). |
| - | * If not: standard free navigation. | + | |
| - | * **Travel Option Clarity:** | + | ==== Travel Option Clarity: |
| - | * **Veyras** → fastest, flexible. | + | |
| - | * **Courier Service** → comfortable, | + | |
| - | * **Mortician’s Cart** → cheap, odd, tactically versatile. | + | |
| - | * **Walking** → slowest, but stealthy and free. | + | |
| - | * **No Cross-Scene Resolutions:** | + | Make sure the players understand the trade-offs: |
| - | * PCs can decide to go to the Courier Station, Mandala’s Mounts, Food Market, or Funeral Home. | + | |
| - | * Actual interaction happens in Scene 2a–2d. | + | |
| - | | + | |
| - | * Lexa gravitates toward mounts. | + | * **Courier Service:** Comfortable, |
| - | * Rogan resists fast mounts. | + | * **Mortician’s Cart:** Cheap, odd, great for smuggling/ |
| - | * Use as flavor, | + | * **Walking: |
| + | * **Character Dynamics:** Lexa will push for mounts; Rogan will push for the cart or walking. | ||
| - | * **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 ==== | ||
| - | {{ :dm_briefing_scene_2.mp3 |}} | + | {{ :dm_briefing_hauh_travel_preparations_2.mp3 |}} |
| ----- | ----- | ||
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| * ☞ **Resolution: | * ☞ **Resolution: | ||
| * ← **Previous Scene:** [[hauh_1_the_briefing|Scene 1 – The Briefing]] | * ← **Previous Scene:** [[hauh_1_the_briefing|Scene 1 – The Briefing]] | ||
| - | * → **Next Scene** | + | * → **Next Scene** |
| ==== New Kourou Hub Overview (Travel Options) ==== | ==== New Kourou Hub Overview (Travel Options) ==== | ||
hauh_2_travel_preparations.1770445419.txt.gz · Last modified: 2026/02/07 06:23 by admin