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hauh_2a_courier_station [2026/02/27 08:19] – [Staged Read-Alouds (Progressive Descriptions)] adminhauh_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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 ===== 3 | Scene Intent ===== ===== 3 | Scene Intent =====
  
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 | **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. |
  
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 === 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** |
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   * **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.
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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.1772180377.txt.gz · Last modified: 2026/02/27 08:19 by admin

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