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hauh_2_travel_preparations [2026/02/27 07:53] – [5 | Triggers, Options & Consequences] adminhauh_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.  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.+[[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.
  
 {{ :readaloud_hauh_scene_02_travelpreparations_b.mp3 |}} {{ :readaloud_hauh_scene_02_travelpreparations_b.mp3 |}}
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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's Archive or bespoke covers from Scene 01. // //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** | | **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 "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. | | ⚠️ **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. |
  
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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]]|
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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: *"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.+  * **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).    * **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). 
  
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 ==== 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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hauh_2_travel_preparations.1772178831.txt.gz · Last modified: 2026/02/27 07:53 by admin

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