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hauh_2c_food_market [2026/02/07 06:51] – [5 | Triggers, Actions & Consequences] adminhauh_2c_food_market [2026/04/02 05:14] (current) – [5 | Triggers, Actions & Consequences] admin
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   * **Tone:** Bright · Bustling · Slightly chaotic   * **Tone:** Bright · Bustling · Slightly chaotic
  
-**Atmosphere & Sensory Cues:**   +**Atmosphere & Sensory Cues:** Sizzling eel fat · drifting steam · shouting vendors · clatter of crates · children weaving between stalls · heavy smell of driftwood smoke and sweet, heavy fruit.
-Sizzling eel fat · drifting steam · shouting vendors · clatter of crates · children weaving between stalls+
  
 ---- ----
  
-===== 2 | Read-Aloud Description =====+===== 2 | Read-Aloud Description ====
  
 ==== Initial Read-Aloud (Scene Opening) ==== ==== Initial Read-Aloud (Scene Opening) ====
  
-You step into Phoenix Square, and the noise is instant—a wall of shouting, sizzling grease, and clattering knives. Tarp sails snap overhead, casting restless, shifting shadows across the raised decking. The air is thick with the smell of driftwood smoke, sweat, and sweet, heavy fruit.+You step into Phoenix Square, and the noise is instant — a wall of shouting, sizzling grease, and clattering knives. Tarp sails snap overhead, casting restless, shifting shadows across the raised decking. The air is thick with the smell of driftwood smoke, sweat, and sweet, heavy fruit.
  
-Through the haze, a rhythmic shout cuts through the chaos: 'Tasty Tandora! Healthy fruits! Smoothies - one K!'+Through the haze, a rhythmic shout cuts through the chaos: //"Tasty Tandora! Healthy fruits! Smoothies - one K!"//
  
 The voice belongs to a broad-shouldered man in a juice-stained apron, standing behind a stall stacked high with orange pyramids. He leans over a mechanical press, wrestling a lever to fill cups with one hand while waving in customers with the other. The voice belongs to a broad-shouldered man in a juice-stained apron, standing behind a stall stacked high with orange pyramids. He leans over a mechanical press, wrestling a lever to fill cups with one hand while waving in customers with the other.
  
-Around him, the market is a dense, shifting maze. Steaming Zelor rolls, racks of drying Mirel Leaf, and rows of curing Hoo and Odo meat crowd the aisles.+Around him, the market is a dense, shifting maze. Steaming Zelor rolls, racks of drying Mirel Leaf, and rows of curing Hoo and Odo meat crowd the aisles. 
  
-The crowd is thick here — a sea of ​​shoulders and elbows. It's a good place to disappear, but it's also a place with a thousand eyes. In a crush like this, you wouldn't see a threat coming until it was standing right next to you. +The crowd is thick here — a sea of shoulders and elbows. It's a good place to disappear, but it's also a place with a thousand eyes. In a crush like this, you wouldn't see a threat coming until it was standing right next to you. 
  
 {{ :readaloud_hauh_scene_02c_new_kourou_food_market_b.mp3 |}} {{ :readaloud_hauh_scene_02c_new_kourou_food_market_b.mp3 |}}
----- 
- 
-==== Staged Read-Alouds (Progressive Descriptions) ==== 
- 
-| **Trigger / Timing** | **Read-Aloud or Narrative Insert** | 
-| **PCs move deeper into the market** | Stalls tighten around you as the crowd swells. A [[courier_drones|Courier Drone]] descends with a hum, clipping the edge of a tarp before shooting skyward again. | 
-| **PCs examine Sola’s stall** | Sola brightens. “Settlers! You look hungry. Smoothie? Fruit? Special discount if I know your faces…” He squints, trying to recall past visits. | 
-| **PCs scan other stalls** | A wave of smells rolls in: hot Zelor rolls, honey-glazed Bilax wedges, briny [[skyweaver_eels|Skyweaver]] smoke. Children dart past chasing a [[cleaning_bots|Cleaning Bot]], laughing. | 
  
 ---- ----
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 | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | **Scene Type** | **Player Intents** | **DM Function / Story Link** |
-| Supplies · Social · Light Risk | Buy food · meet vendors · discover rumors · avoid being robbed | Provide provisions · world texture · pickpocket tension |+| **Supplies · Social · Light Risk** | Buy food · meet vendors · discover rumors · avoid being robbed | Provide provisions required for travel · add world texture · introduce pickpocket tension · enforce the Ticking Clock if Wanted PCs drop their guard. |
  
 ---- ----
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 | **Name** | **Role / Affiliation** | **Motivation / Goal** | **Dynamic Cues — How They React** | **Wiki Link** | | **Name** | **Role / Affiliation** | **Motivation / Goal** | **Dynamic Cues — How They React** | **Wiki Link** |
-| **Sola Enu** | Tandora vendor | Sell smoothies & fruit · friendly banter | Warm, chatty, happy to recognize returning PCs; automatic discount if met before | [[new_kourou_food_market|Food Market]] | +| **Sola Enu** | Tandora vendor | Sell smoothies & fruit · friendly banter | Warm, chatty. Squints to recognize returning PCs; automatic discount if met before. | [[new_kourou_food_market|Food Market]] | 
-| **Ira Venn (background)** | Second-hand garments | Sell jackets & pants | May recognize PCs from previous adventure and offer a discount | [[new_kourou_food_market|Food Market]] | +| **Ira Venn** | Second-hand garments | Sell jackets & pants | May recognize PCs from previous adventure and offer a discount. | [[new_kourou_food_market|Food Market]] | 
-| **Finlay Hyden (optional)** | Pickpocket | Lift purses · avoid trouble | Strikes only if PCs weren’t robbed before or didn’t catch him previously | — | +| **Finlay Hyden** | Pickpocket | Lift purses · avoid trouble | Strikes only if PCs weren’t robbed before or didn’t catch him previously. Freezes if spotted. | — | 
-| **Guarding Trooper Patrol (optional)** | [[guarding_troopers_headquarters|Guarding Trooper Station of New Kourou]] | Maintain order, watch manifests | Only important if PCs got robbed OR are wanted; otherwise background presence. | [[guarding_troopers|Guarding Troopers]] |+| **Guarding Trooper Patrol** | [[guarding_troopers_headquarters|Guarding Troopers]] | Maintain order, watch manifests | Move through the crowd. The noise makes them hard to track. | [[guarding_troopers|Guarding Troopers]] |
  
 ---- ----
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 ===== 5 | Triggers, Actions & Consequences ===== ===== 5 | Triggers, Actions & Consequences =====
  
-=== A. Supplies & Preparation ===+=== Phase 1a — The Ticking Clock (Wanted & Compromised) ===
  
-| **Trigger / Cue** | **Immediate Reaction** | **Future Hook / Consequence** | +//This phase applies only if the PCs have a High Exposure status and they blow their cover by drawing weapons, using magic/tech loudly, or failing a disguise check.// 
-| 🍞 **PCs buy provisions** | Vendors describe rations; discounts apply if recognized | PCs obtain food for travel; avoids exhaustion penalties later | + 
-| 💬 **Ask about Morningstar** | Vendors snort: “Trees, fog, lumberjacks, and bar brawls. Hope you like splinters.” | Foreshadows Morningstar’s rough vibe |+| **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | 
 +| 🚨 **PCs blow their cover in the crowd (The Micro Clock Starts)** | A vendor shouts in alarm, or a Guarding Trooper spots a recognized face across the aisle. The Trooper raises a whistle to their lips. A sharp, piercing trill cuts through the noise of the market. | __The Clock Starts:__ The PCs have exactly 1d4 rounds (a few tense seconds) to break line of sight and lose themselves in the maze of stalls before the market exits are sealed. | 
 +| ⏳ **The Ticking Clock Expires (The Arrest)** | If the PCs fail to hide, or if the Market is their +1 Location visited after triggering the Macro Clock on the streets, time runs out. | Guarding Troopers push through the crowd from three sides, batons drawn, pinning the PCs against a meat stall. "Don't make this messy. Hands up." | 
 +| 💥 **Guarding Troopers attempt to arrest the PCs** | The PCs must make an immediate choice. | __If PCs submit:__ Arrest and detention. __If PCs resist/flee:__ A violent, chaotic escape sequence begins, tearing down stalls and causing panic. |
  
 --- ---
  
-=== B. Pickpocket Event (Finlay Hyden) ===+=== Phase 1b — Supplies & Interaction (Standard) ===
  
-Finlay attempts theft only if: PCs were not robbed previously and did not catch him last time OR PCs have passive Perception < 13  OR group splits or gets distracted+//This phase applies if the PCs are Low Exposure or successfully maintain their disguises.//
  
-| **Trigger / Cue** | **Immediate Reaction** | **Future Hook / Consequence** | +| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | 
-| 💰 **Finlay attempts to steal** | Sleight of Hand +4 vs Passive Perception | PC loses 20–50 K (2d10×2) | +| 🍞 **PCs buy provisions** | Vendors describe trail rations (dried meat, hard bread, water skins). Costs roughly 5 Kourou per day of travel. | PCs obtain food for travel; avoids exhaustion penalties later if they choose to walk or take the cart. | 
-| 👀 **PC notices theft** | Finlay freezes, then bolts | 3-step chase (DC 12 Athletics/Acrobatics) | +| 👋 **Vendor Recognition (From previous adventure)** | If PCs purchased from a stall during *The Man Without A Name*, Sola or Ira smiles broadly: "Hey! I know you!" | The vendor gives a 1 Kourou discount or a free sample. *(Note: If the PCs are in disguise, this interaction threatens their cover!)* | 
-| 🏃 **If PCs give chase** | Market erupts in chaos as crates topple and vendors shout | If caught: returns money + offers a rumor | +| 💬 **Ask about Morningstar** | Vendors snort: “Trees, fog, lumberjacks, and bar brawls. Hope you like splinters.” | Foreshadows Morningstar’s rough, unforgiving vibe. |
-| ❌ **If PCs fail to catch him** | Finlay disappears into the service alley | Loss of funds impacts later travel choices |+
  
 --- ---
  
-=== C. Vendor Recognition Bonuses (Optional) ===+=== Phase 2 — The Pickpocket Event (Finlay Hyden) ===
  
-**If PCs purchased from a stall during [[the_man_without_a_name|The Man Without A Name]]:   +//Finlay attempts theft only if: The PCs were not robbed by him previously, and the PCs have a Passive Perception < 13, OR the group splits up / gets distracted.//
-That vendor recognizes them and gives a 1 K discount or a free sample**. +
- +
---- +
- +
-=== D. If PCs Are Wanted (Optional Tension) ===+
  
 | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** |
-| 🚨 **PCs are known fugitives / wanted** | Trooper patrol lingers near market stands, will get closer - probably control them | PCs may need disguises, false names|+| 💰 **Finlay attempts to steal** | The DM rolls a Sleight of Hand check (+4) against the target PC's Passive Perception. | On a success, the PC loses 40–100 Kourou (2d10 × 2). They only realize it later. | 
 +| 👀 **PC actively notices the theft** | Finlay freezes, eyes wide with panic, drops the coin purse, and bolts into the crowd. | Triggers a 3-step chase (DC 12 Athletics/Acrobatics) weaving through the dense stalls. | 
 +| 🏃 **If PCs give chase** | The market erupts in chaos as crates topple and vendors shout. A [[courier_drones|Courier Drone]] might clip a tarp overhead in the confusion. | __If caught:__ Finlay returns the money, begs for mercy, and offers a rumor about the Trade Route. | 
 +| ❌ **If PCs fail to catch him** | Finlay disappears into the service alley, laughing. | Loss of funds directly impacts their ability to afford mounts or caravan tickets later. |
  
 +----
  
 ===== 6 | DM Notes ===== ===== 6 | DM Notes =====
  
   * **Tone:** Bright, bustling, chaotic in a friendly-but-overwhelming way. Nothing here is lethal — but everything is distracting. The market should feel like a living organism with constant motion, noise, and temptation.   * **Tone:** Bright, bustling, chaotic in a friendly-but-overwhelming way. Nothing here is lethal — but everything is distracting. The market should feel like a living organism with constant motion, noise, and temptation.
- +  * **The [[ticking_clock|Ticking Clock]] in a Crowd:** If Wanted PCs are spotted here, do not use a standard combat encounter immediately. Turn it into a tense game of hide-and-seek. The 1d4 round Micro-Clock represents how long it takes the Troopers to push through the dense sea of shoppers to reach the PCs. 
-  * **Pacing:** Keep things brisk. Use overlapping vendor calls, sizzling pans, courier drones zipping overhead, and shifting crowds to maintain momentum. The players should feel pulled in several directions at once. +  * **Focus the Stakes:** Food and water are crucial for the journey to Morningstar. Losing money to Finlay here may force the PCs to change their travel plans (e.g., they can no longer afford Veyras and must buy the Mortician's Cart instead).  
- +  * **Continuity & Recognition:** Use the vendor recognition (Phase 1b) to make the world feel alive. However, if the PCs are wearing the *Covenant of the New Dawn* capes, having Sola Enu suddenly yell, *"Hey, I remember you!"* is a brilliant way to accidentally threaten their disguise!
-  * **No Resolutions Here:**   +
-    * This scene is strictly about supplies, flavor, and small social beats.   +
-    * Travel choices resolve in Scene 2a (Courier Station) or Scene 2b (Mandala’s Mounts) or Scene 2d (Cart Purchase).   +
-    * If the pickpocket chase triggers, it should begin and end *inside Phoenix Square*. +
- +
-  * **Focus the Stakes:**   +
-    * Food and water are crucial for the journey to Morningstar and beyond.   +
-    * Losing money here may meaningfully affect later decisions (mount rental, caravan tickets).   +
-    * The pickpocket introduces tension without derailing the adventure — a short spike of adrenaline. +
- +
-  * **Continuity & Returning Player Recognition:**   +
-    * Vendors should recognize PCs who bought from them during the previous adventure and reward them with small discounts or friendly banter.   +
-    * If Finlay Hyden robbed or was caught by the PCs previously, he does not strike again.   +
- +
-  * **Optional Trooper Tension:**   +
-    * If the PCs are wanted or suspicious, Troopers use the dense crowd to quietly observe them.   +
-    * This should create pressure, not combat. +
- +
-  * **Scene Flow:**   +
-    * Guide players toward choices — not outcomes.   +
-    * The market gives information, supplies, rumors, and a single optional threat.   +
-    * Once players have what they need, funnel them gently back to the travel decision.+
  
 ==== DM Tutorial: How to approach the scene ==== ==== DM Tutorial: How to approach the scene ====
  
-**Short version:**   +{{ :dm_briefing_hauh_foodmarketmorningstar_2.mp3 |}}
- +
-{{ :dm_briefing_new_kourou_food_market.mp3 |}}+
  
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   * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]]   * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]]
   * ← **Previous Scene:** [[hauh_2_travel_preparations|Scene 2 – Travel Preparations]]   * ← **Previous Scene:** [[hauh_2_travel_preparations|Scene 2 – Travel Preparations]]
 +  * → **Next Scene:** Return to the New Kourou Hub Overview below to choose your final travel option, or proceed directly to [[hauh_traveling_to_morningstar|Scene 3 - Traveling to Morningstar]] if preparations are complete.
  
 ==== New Kourou Hub Overview (Travel Options) ==== ==== New Kourou Hub Overview (Travel Options) ====
  
 | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** |
-| **[[new_kourou_courier_station|New Kourou Courier Station]]** | Travel · Ticket Purchase | Buy caravan tickets · Check departures · Assess risk if wanted | Bureaucratic · Busy | → [[hauh_2a_courier_station|Scene 2a – Courier Station]] | +| **[[new_kourou_courier_station|New Kourou Courier Station]]** | Travel · Ticket Purchase | Buy caravan tickets · Check departures | Bureaucratic · Busy | → [[hauh_2a_courier_station|Scene 2a – Courier Station]] | 
-| **[[mandala_s_mounts|Mandala’s Mounts]]** | Travel · Mount Rental | Rent Veyras · Speak with Mandala · Handle “dead/lost Veyra” conversation | Loud · Mildly tense | → [[hauh_2b_mandalas_mounts|Scene 2b – Mandala’s Mounts]] |+| **[[mandala_s_mounts|Mandala’s Mounts]]** | Travel · Mount Rental | Rent Veyras · Speak with Mandala | Loud · Mildly tense | → [[hauh_2b_mandalas_mounts|Scene 2b – Mandala’s Mounts]] |
 | **[[new_kourou_food_market|New Kourou Food Market]]** | Supplies · Provisions | Buy trail food & water · Spot Sola Enu’s Tandora stall | Crowded · Friendly | → [[hauh_2c_food_market|Scene 2c – Food Market]] | | **[[new_kourou_food_market|New Kourou Food Market]]** | Supplies · Provisions | Buy trail food & water · Spot Sola Enu’s Tandora stall | Crowded · Friendly | → [[hauh_2c_food_market|Scene 2c – Food Market]] |
-| **[[schmitz_funeral_home|Schmitz Funeral Home]]** | Vehicle Purchase | Inspect & buy mortician’s cart · Meet undertaker apprentice | Quiet · Slightly eerie · Low pressure | → [[hauh_2d_buying_mortician_cart|Scene 2d – Buying a Mortician’s Cart]] |+| **[[schmitz_funeral_home|Schmitz Funeral Home]]** | Vehicle Purchase | Inspect & buy mortician’s cart | Quiet · Slightly eerie · Low pressure | → [[hauh_2d_buying_mortician_cart|Scene 2d – Buying a Mortician’s Cart]] |
hauh_2c_food_market.1770447118.txt.gz · Last modified: 2026/02/07 06:51 by admin

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