hauh_2c_food_market
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| hauh_2c_food_market [2026/02/27 18:07] β [5 | Triggers, Actions & Consequences] admin | hauh_2c_food_market [2026/04/02 05:14] (current) β [5 | Triggers, Actions & Consequences] admin | ||
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| ==== Initial Read-Aloud (Scene Opening) ==== | ==== Initial Read-Aloud (Scene Opening) ==== | ||
| - | You step into Phoenix Square, and the noise is instantβa 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 β 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: |
| 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. | ||
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| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | π¨ **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 to break line of sight and lose themselves in the maze of stalls before the market exits are sealed. | | + | | π¨ **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 |
| | β³ **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. " | | β³ **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. " | ||
| | π₯ **Guarding Troopers attempt to arrest the PCs** | The PCs must make an immediate choice. | __If PCs submit:__ Arrest and detention. __If PCs resist/ | | π₯ **Guarding Troopers attempt to arrest the PCs** | The PCs must make an immediate choice. | __If PCs submit:__ Arrest and detention. __If PCs resist/ | ||
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| | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | ||
| - | | π° **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 20β50 Kourou (2d10 Γ 2). They only realize it later. | | + | | π° **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 40β100 Kourou (2d10 Γ 2). They only realize it later. | |
| | π **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/ | | π **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/ | ||
| | π **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. | | | π **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. | | ||
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| * **Tone:** Bright, bustling, chaotic in a friendly-but-overwhelming way. Nothing here is lethal β 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 β but everything is distracting. The market should feel like a living organism with constant motion, noise, and temptation. | ||
| - | * **The 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. | + | * **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. |
| * **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' | * **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' | ||
| * **Continuity & Recognition: | * **Continuity & Recognition: | ||
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| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_new_kourou_food_market.mp3 |}} | + | {{ :dm_briefing_hauh_foodmarketmorningstar_2.mp3 |}} |
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hauh_2c_food_market.1772215627.txt.gz Β· Last modified: 2026/02/27 18:07 by admin