User Tools

Site Tools


hauh_2a_courier_station

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
hauh_2a_courier_station [2026/02/27 08:15] – adminhauh_2a_courier_station [2026/04/02 05:06] (current) – [5 | Triggers, Options & Consequences] admin
Line 3: Line 3:
 ====== 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 =====
Line 31: Line 32:
  
 ---- ----
- 
-==== 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. | 
- 
----- 
- 
 ===== 3 | Scene Intent ===== ===== 3 | Scene Intent =====
  
Line 58: Line 50:
  
 ---- ----
 +
 +===== 5 | Triggers, Options & Consequences =====
  
 === Phase 1a — The Ticking Clock (Wanted & Compromised) === === Phase 1a — The Ticking Clock (Wanted & Compromised) ===
- +// This phase applies only if the PCs have a High Exposure status AND they blow their cover inside the station.//
-*(This phase applies only if the PCs have a High Exposure status AND they blow their cover inside the station).*+
  
 | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** |
-| 🚨 **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," he murmurs. | **The Clock Starts:** The disguise is blown by bureaucracy. The PCs have exactly **1d4 minutes** to snatch their Kourou back, silence the clerk, or flee the station before a Guarding Trooper patrol locks down the building. | +| 🚨 **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," he murmurs. |__The Clock Starts:__ The disguise is blown by bureaucracy. The PCs have exactly 1d4 rounds (a few precious seconds) to snatch their Kourou back, silence the clerk, or flee the station before a Guarding Trooper patrol locks down the building. | 
-| ⏳ **The Ticking Clock Expires (The Arrest)** | If the PCs linger, or if the Courier Station is their **+1 Location** visited after triggering the Macro Clock on the streets, time runs out. | The iron-mesh security gates drop over the exits. Guarding Troopers storm the passenger hall with stun batons drawn. "Step away from the counter. Hands where we can see them." | +| ⏳ **The Ticking Clock Expires (The Arrest)** | If the PCs linger, or if the Courier Station is their +1 Location visited after triggering the Clock on the streets, time runs out. | The iron-mesh security gates drop over the exits. Guarding Troopers storm the passenger hall with stun batons drawn. "Step away from the counter. Hands where we can see them." | 
-| 💥 **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/flee:** A violent breakout sequence begins in the heart of the capital. |+| 💥 **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/flee:__ A violent breakout sequence begins in the heart of the capital. |
  
 --- ---
Line 72: Line 65:
 === Phase 1b — Tickets & Logistics (Standard Interaction) === === Phase 1b — Tickets & Logistics (Standard Interaction) ===
  
-*(This phase applies if the PCs are Low Exposure, or if they successfully use fake names/disguises while buying tickets).*+// This phase applies if the PCs are Low Exposure, or if they successfully use fake names/disguises while buying tickets. //
  
 | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** |
Line 87: Line 80:
   * **Tone:** Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for the players.   * **Tone:** Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for the players.
   * **The Manifest Trap:** The passenger manifest is a brilliant trap for Wanted players. Even if their physical disguises are perfect, giving their real names to Tamas will instantly trigger the Ticking Clock.    * **The Manifest Trap:** The passenger manifest is a brilliant trap for Wanted players. Even if their physical disguises are perfect, giving their real names to Tamas will instantly trigger the Ticking Clock. 
-  * **The Ticking Clock Rules:** If the Ticking Clock expires here, the iron security gates drop. If they choose to fight their way out, improvise a high-stakes escape through the muddy staging yards of New Kourou. +  * **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 the muddy staging yards of New Kourou. 
   * **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.
   * **Agency:** This scene confirms that caravan travel is safe and structured — but slow. Let the players debate if they are willing to wait, or if they'd rather risk the open road today.   * **Agency:** This scene confirms that caravan travel is safe and structured — but slow. Let the players debate if they are willing to wait, or if they'd rather risk the open road today.
Line 95: Line 88:
 ==== 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 |}}
 ---- ----
  
hauh_2a_courier_station.1772180109.txt.gz · Last modified: 2026/02/27 08:15 by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki