hauh_2_travel_preparations
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| hauh_2_travel_preparations [2026/02/27 07:39] – [5 | Triggers, Options & Consequences] 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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| // | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **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 | + | | 🚨 **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 |
| - | | ⏳ **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." | + | | ⏳ **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." |
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| === Phase 1b — Operating Under Cover (High Exposure & Disguised) === | === Phase 1b — Operating Under Cover (High Exposure & Disguised) === | ||
| - | *(This phase applies if the PCs are High Exposure but used Ezrah' | + | //This phase applies if the PCs are High Exposure but used Ezrah' |
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **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 WCC/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 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 " | | ⚠️ **PCs act out of character** | If a " | ||
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| === Phase 2 — Logistics & Travel Decisions === | === Phase 2 — Logistics & Travel Decisions === | ||
| - | *(PCs may choose their destination from the hub based on their needs).* | + | //PCs may choose their destination from the hub based on their needs.// |
| | **Trigger / Cue (Player Decision)** | **Immediate Reaction / Consequence** | **Next Scene Hook** | | | **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]]** | | + | | 🐾 **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]]| |
| - | | 🏛️ **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 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 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 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 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 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 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 Chapter II / Journey mechanics. | + | | 🚶 **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]]. | |
| - | + | ||
| - | ---- | + | |
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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.1772177993.txt.gz · Last modified: 2026/02/27 07:39 by admin