hauh_2_travel_preparations
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| hauh_2_travel_preparations [2026/02/27 07:45] – [6 | DM Notes] 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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| //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|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: | + | | 🐾 **PCs head toward Mandala’s Mounts** |They hear hooves and arguments. Veyras are fast but expensive and highly visible. |__Unlocks: |
| - | | 🏛️ **PCs head toward the Courier Station** | They see cargo ramps and departure yards. Caravans are slow but offer anonymity in a crowd. | __Unlocks: | + | | 🏛️ **PCs head toward the Courier Station** | They see cargo ramps and departure yards. Caravans are slow but offer anonymity in a crowd. |__Unlocks: |
| - | | 🥫 **PCs head toward the Food Market** | They hear Sola Enu shouting. Necessary for trail rations if traveling on foot or by cart. | __Unlocks: | + | | 🥫 **PCs head toward the Food Market** | They hear Sola Enu shouting. Necessary for trail rations if traveling on foot or by cart. |__Unlocks: |
| - | | 🛒 **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: | + | | 🛒 **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: |
| - | | 🚶 **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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| ==== The Ticking Clock Tutorial: ==== | ==== The Ticking Clock Tutorial: ==== | ||
| - | * If the PCs are High Exposure and walk out without disguises, explicitly tell the players: | + | |
| * **Disguise Penalties: | * **Disguise Penalties: | ||
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| * **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 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 Audio-Tutorial: | ||
| - | {{ : | ||
| ==== 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.1772178352.txt.gz · Last modified: 2026/02/27 07:45 by admin