hauh_2a_courier_station
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| hauh_2a_courier_station [2026/02/27 08:13] – [4 | Key (N)PCs + Dynamic Cues] admin | hauh_2a_courier_station [2026/04/02 05:06] (current) – [5 | Triggers, Options & Consequences] admin | ||
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| ====== SCENE 2a — NEW KOUROU COURIER STATION ====== | ====== SCENE 2a — NEW KOUROU COURIER STATION ====== | ||
| - | {{:local_community_center_courier_station_guarding_troopers_morningstar_scenic2d.png?400|}} | + | {{:trade_guild_courierstation_newkourou_scenic2d.png?direct&400|}} |
| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
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| - | |||
| - | ==== Staged Read-Alouds (Progressive Descriptions) ==== | ||
| - | |||
| - | | **Trigger / Timing** | **Read-Aloud or Narrative Insert** | | ||
| - | | **PCs ask about travel time** | “One and a half days,” the clerk replies. “We stop for a 4 hours break at the [[hope_region_courier_station|Courier Station of Hope]]. Food’s decent. Don’t expect privacy.” | | ||
| - | | **PCs ask about accommodation in New Kourou etc.** | The clerk nods: We run an [[asari_inn_new_kourou|Asari Inn]] in town. Pretty simple, but reliable. | | ||
| - | |||
| - | ---- | ||
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| ===== 3 | Scene Intent ===== | ===== 3 | Scene Intent ===== | ||
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| ===== 5 | Triggers, Options & Consequences ===== | ===== 5 | Triggers, Options & Consequences ===== | ||
| - | === A. Schedules | + | === Phase 1a — The Ticking Clock (Wanted |
| + | // This phase applies only if the PCs have a High Exposure status AND they blow their cover inside the station.// | ||
| - | | **Trigger / Cue** | **Immediate Reaction | + | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | |
| - | | ⏰ **PCs ask about Morningstar caravan** | Clerk informs them that today’s caravan left hours ago; next departure is tomorrow morning, about 11 o' clock. | Enforces long waiting time if they choose caravan. | | + | | 🚨 **PCs give their REAL names for the manifest (The Micro Clock Starts)** | Tamas writes the first name, pauses, and looks at a wanted ledger pinned to his desk. He does not look up. He slowly shifts his hand toward a silent alarm buzzer under the counter. "Just a moment," |
| - | | 🧭 **Ask about travel time** | “About a day and a half. We rest at the [[hope_region_courier_station|Hope | + | | ⏳ **The Ticking Clock Expires (The Arrest)** | If the PCs linger, or if the Courier Station |
| - | | 💰 **PCs buy tickets** | Fare quoted: 20 [[kourou|Kourou]] per person from New Kourou to Morningstar. Names added to manifest. | Locks in caravan as chosen route; | + | | 💥 **Guarding Troopers attempt to arrest the PCs** | The PCs must make an immediate choice. | __If PCs submit:__ Arrest and detention at the local Guarding Troopers Station. __If PCs resist/ |
| --- | --- | ||
| - | === B. If PCs Are Wanted | + | === Phase 1b — Tickets & Logistics |
| - | + | ||
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | + | |
| - | | 🚨 **PCs are known fugitives / wanted** | Trooper patrol lingers near manifest desk; clerk double-checks names; asks more questions. | PCs may need disguises, false names, or to abandon caravan idea. | | + | |
| - | | 🧾 **PCs give real names despite being wanted** | Troopers exchange looks; one steps closer, pretending to check notice board. | You can either escalate into a confrontation or let them feel “watched” and rethink their plan. | | + | |
| - | | 🎭 **PCs use cover identities** | Clerk notes down the names with a shrug. | Caravan remains possible but risky; tension carries into departure scene. | | + | |
| - | + | ||
| - | --- | + | |
| - | + | ||
| - | === C. Information & Rumors === | + | |
| - | + | ||
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | + | |
| - | | 🗺️ **Ask porter/ | + | |
| - | | 🏚️ **Ask about Hope Courier Station ** | “Hot stew, stiff beds, noisy snorers. You’ll live.” | Sets expectations for mid-journey rest scene. | | + | |
| - | + | ||
| - | + | ||
| - | --- | + | |
| - | === D. Overnight Stay in New Kourou === | + | // This phase applies if the PCs are Low Exposure, or if they successfully use fake names/ |
| | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | ||
| - | | 🛏️ **PCs ask where they can sleep** | The clerk rubs his eyes and nods toward the street. “Plenty of options, depending on your purse. | + | | ⏰ **PCs ask about Morningstar caravan** | Clerk informs them that today’s caravan left hours ago; the next departure is tomorrow morning at 11:00 AM. | Enforces a long waiting time if they choose the caravan. | |
| - | | 🧍 **Lexa or Hana present** | They can offer limited, | + | | 💰 **PCs buy tickets** | Fare quoted: 20 [[kourou|Kourou]] per person. Tamas asks for their names for the official manifest. | If they provide aliases, Tamas writes them down without looking twice. The caravan is locked in as their chosen route. | |
| - | | ↩️ **PCs decide not to wait** | They can leave the station and head back to Scene 2 Hub. | Opens up alternative travel routes: mounts, mortician’s cart, or on foot. | | + | | 🧭 **PCs ask about the route/ |
| + | | 🛏️ **PCs ask where they can sleep tonight** | Tamas rubs his eyes. “Cheap bunks at the [[asari_inn_new_kourou|Asari Inn]], cleaner rooms at the [[new_world_hotel|New World Hotel]]… | ||
| + | | ↩️ **PCs decide not to wait until tomorrow** | They can leave the station and head back to the hub streets. | Opens up alternative travel routes | ||
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| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| - | * **Tone:** Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for them. | + | * **Tone:** Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for the players. |
| - | * **Agency:** This scene confirms that caravan travel | + | * **The Manifest Trap:** The passenger manifest |
| - | * **Clerk Personality:** Tamas is not an obstacle; he’s a tired functionary. Let patience and politeness pay off in the form of small bits of route info or rumors, not discounts. | + | * **The Ticking Clock Rules:** If the [[ticking_clock|Ticking Clock]] expires here, the iron security gates drop. If they choose to fight their way out, improvise a high-stakes escape through |
| * **Overnight Pressure:** Emphasize the overnight gap without making it feel like a punishment. Staying in New Kourou can create nice character scenes with Lexa, Hana, or OfSO staff — or strain the party’s budget in a cheap hostel. | * **Overnight Pressure:** Emphasize the overnight gap without making it feel like a punishment. Staying in New Kourou can create nice character scenes with Lexa, Hana, or OfSO staff — or strain the party’s budget in a cheap hostel. | ||
| - | * **If PCs Are Wanted:** Use Troopers and manifests as soft pressure. You don’t have to start a fight here; it’s enough if players feel that caravan travel | + | * **Agency:** This scene confirms |
| - | * **Continuity: | + | |
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| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_new_kourou_courier_station_b.mp3 |}} | + | {{ :dm_briefing_hauh_newkourou_courierstation_2.mp3 |}} |
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hauh_2a_courier_station.1772180011.txt.gz · Last modified: 2026/02/27 08:13 by admin