hauh_2d_buying_mortician_cart
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| hauh_2d_buying_mortician_cart [2026/04/02 05:19] – admin | hauh_2d_buying_mortician_cart [2026/09/07 11:31] (current) – [DM Tutorial: How to Approach the Scene] admin | ||
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| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| - | * **Location: | ||
| - | * **Type:** Social · Negotiation · Acquisition | ||
| - | * **Era:** [[beta_age|Beta Age]] | ||
| - | * **Tone:** Quiet · Respectful · Slightly eerie | ||
| - | **Atmosphere & Sensory Cues:** Faint incense | + | |
| + | * **Type:** Social | ||
| + | * **Era:** [[beta_age|Beta Age]] | ||
| + | * **Tone:** Eerie · cynical · oppressive · pragmatic | ||
| - | ---- | + | **Atmosphere & Sensory Cues:** The acrid stench of a slaughterhouse and battlefield · polished ironwood furniture · the wet snap of heavy rubber gloves · steel container ceilings · narrow chapel-like windows overlooking the intersection · muted activity outside |
| - | ===== 2 | Read-Aloud Description ==== | + | **The Vehicle:** The **Mortician’s Cart** is an enclosed Hoo-drawn hearse built from dark wood and oxidized copper plates. After this introduction, |
| - | ==== Initial | + | ===== 2 | Read-Aloud |
| - | The parlor feels like a different world — silent, cool, and aggressively orderly. The walls are built from dark starship plating, salvaged from the [[last_frontier|Last Frontier]], but they are polished to a solemn, burnished sheen. The air doesn' | + | ==== Initial Read-Aloud |
| - | Soft lantern light reflects off the dark alloy panels. Somewhere in the back, the rhythmic shhh-shhh | + | Schmitz Funeral Home is built from two repurposed cargo containers stacked atop one another, salvaged from the belly of the Last Frontier. |
| - | The sound stops. Heavy, deliberate footsteps approach from the workshop. | + | Polished wood covers the interior walls in an attempt to create an air of dignity, but the illusion is shattered by the smell. The acrid stench assaults your nostrils like a mixture of slaughterhouse, |
| - | A man steps through | + | The flat echo of your footsteps bounces from the cold steel ceiling. There are no bells, no music and no immediate answer |
| - | //" | + | Then a heavy velvet curtain at the back of the room slides aside. |
| - | {{ : | + | Ernest Schmitz steps through. He is tall and painfully thin, wearing a bloodstained rubber apron and thick black gloves that glisten with moisture. His expression carries the distant calm of someone who has seen every way a human body can break. |
| - | ---- | + | Slowly, he removes the gloves. The rubber snaps against his skin with a wet, clinical sound. |
| + | |||
| + | //" | ||
| + | |||
| + | {{ : | ||
| ===== 3 | Scene Intent ===== | ===== 3 | Scene Intent ===== | ||
| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Negotiation | + | | **Negotiation |
| + | | **Conditional Exposure** | Preserve disguises | ||
| + | | **Preparation** | Acquire transport · understand the rear latch · obtain provisions for Jop | Establishes resources that may affect the journey to Morningstar, | ||
| - | ---- | + | ===== 4 | Key (N)PCs and Dynamic Cues ===== |
| - | ===== 4 | Key (N)PCs + Dynamic Cues ===== | + | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | |
| + | | **Ernest Schmitz** | Mortician · owner of Schmitz Funeral Home | Wants 500 Kourou for the Mortician’s Cart and has no urgent need to reduce the price. He is cynical, difficult to impress and eager to return to his work. Money and practical arguments influence him more reliably than charm. | [[schmitz_funeral_home|Schmitz Funeral Home]] | | ||
| + | | **Guarding Trooper Patrol — conditional** | Identify wanted fugitives · investigate reports · make arrests | A nearby patrol responds when the Micro Clock expires. The Troopers dislike remaining inside the funeral home and avoid disturbing closed coffins unless they have a concrete reason to search them. | [[guarding_troopers|Guarding Troopers]] | | ||
| + | | **Jop** | Older draft Hoo · included with the Mortician’s Cart | Slow, gentle and dependable. Jop cooperates readily when treated well and supplied with Bilax Roots. | [[hoos|Hoos]] | | ||
| - | | **Name** | **Role / Affiliation** | **Motivation / Goal** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | + | ===== 5 | Triggers, Actions |
| - | | **Ernest Schmitz** | Owner & Mortician | Sell old cart; defend reputation against rival brother | Calm, honorable, slightly weary. Proud of his craftsmanship. Dislikes violence. | [[schmitz_funeral_home|Schmitz Funeral Home]] | | + | |
| - | | **Guarding Trooper Patrol** | [[guarding_troopers_headquarters|Guarding Troopers]] | Sweep for fugitives | Methodical | + | |
| - | | **Jop the Hoo** | Older draft-mount | Eat pellets · pull carts · nap | Slow movements; gentle temperament; | + | |
| - | ---- | + | ==== Resource States — Record Before Continuing ==== |
| - | ===== 5 | Triggers, Actions & Consequences ===== | + | | **State** | **Possible Results** | **Application** | |
| + | | **Mortician’s Cart** | **Not Acquired** · **Acquired** | Record whether the PCs leave with the vehicle. | | ||
| + | | **Jop** | **With the Mortician’s Cart** · **Separated** | Jop is included in the purchase unless later events separate him from the vehicle. | | ||
| + | | **Rear-Door Key** | **Not Acquired** · **Acquired** · **Lost** | The copper key operates the rear loading doors. The temperamental latch must be lifted while the key is turned. | | ||
| + | | **Bilax Root Supply** | **None** · **Starter Supply** · **Depleted** | Ernest includes a starter sack sufficient to support Jop during the initial journey toward Morningstar. | | ||
| === 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 | + | //This phase applies only if the PCs have a High Exposure status |
| - | // | + | |
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🚨 **Ernest recognizes the PCs (The Micro Clock Starts)** | Ernest pauses while inspecting the PCs. He recognizes their faces from the bounty wire. He steps back toward his workshop, his voice tight: | + | | 🚨 **Ernest recognizes the PCs — The Micro Clock Starts** | Ernest pauses while inspecting the group. His eyes settle on a recognizable face from the bounty wire. He steps back toward his workshop |
| - | | ⏳ **The +1 Location Trap / Time Expires** | A heavy knock rattles | + | | 💬 **The PCs attempt to prevent Ernest from completing the report** | Ernest keeps the Shortwave Device beyond their immediate reach and demands a reason not to alert the authorities. |
| - | | 💥 **Guarding Troopers attempt to arrest the PCs** | If the PCs fail to convince Ernest, fail a DEX (Stealth) check while hiding, or simply run out of time, the Troopers push inside. | __If PCs submit:__ Arrest and detention at the local Guarding Troopers Station. __If PCs resist/flee:__ A violent | + | | ⚰️ **The PCs ask Ernest to conceal them** | Ernest glances toward the entrance, calculates the danger and names the price of his cooperation. | A bribe of at least 50 Kourou or a credible CHA (Persuasion) probe (DC 15) convinces Ernest not to reveal their location. This secures his cooperation but does not automatically hide the PCs. | |
| + | | 👁️ **The PCs hide inside | ||
| + | | 🚪 **The PCs flee before the Micro Clock expires** | The PCs may escape through the rear yard, leave through the main entrance or use another plausible route. | A successful group DEX (Stealth) or CHA (Deception) probe (DC 13) allows | ||
| + | | ⏳ **The Ticking Clock Expires — The Location Trap** | If the PCs linger, or if Schmitz Funeral Home is their +1 Location after triggering the Clock on the streets, time runs out. Heavy fists strike the front door while additional Troopers enter the rear yard. //"Guarding Troopers. Open the door and step away from the exits."// | The funeral home is locked down. The PCs must remain concealed, attempt a final deception, surrender or force their way out. | | ||
| + | | 💥 **Guarding Troopers attempt to arrest the PCs** | The Troopers enter with stun batons and restraints ready. They order everyone | ||
| - | --- | + | === Phase 1b — Inspecting the Mortician’s Cart and Jop === |
| - | === Phase 1b — Inspecting | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **The PCs ask why Ernest is selling | ||
| + | | **The PCs inspect the Mortician’s Cart** | Dark wood encloses a frame plated with oxidized copper. Heavy rear loading doors seal the interior from view. | Characters or cargo inside receive visual concealment while the doors remain closed. This does not prevent a determined physical search. | | ||
| + | | **The PCs inspect the rear loading doors** | The copper key turns reluctantly, | ||
| + | | **The PCs inspect the animals in the yard** | A black-coated Hoo waits near two young, slender white Veyras. Ernest identifies the Hoo as Jop and explains that the Veyras belong to his new funeral cart. | Jop is included with the Mortician’s Cart. The Veyras are not part of the transaction. | | ||
| + | | **The PCs approach Jop calmly** | Jop sniffs their hands and equipment before settling again. | A WIS (Animal Handling) probe (DC 10) establishes that Jop is old, gentle and accustomed to pulling the vehicle. | | ||
| + | | **The PCs ask how to care for Jop** | Ernest recommends Bilax Roots and retrieves a starter sack from the stable. //" | ||
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | + | === Phase 2 — The Cold Transaction === |
| - | | 💬 **PCs ask why he is selling the cart** | He points next door to [[new_horizon_funeral_services|New Horizon Funeral Services]]. "My brother Joe built a hearse with a roof made of salvaged starship glass. Everyone wants the glass. It’s not mourning anymore; it’s a parade. That old cart outside… it offers privacy. And apparently, privacy is out of fashion." | + | |
| - | | 🔧 **PCs inspect the Cart (accompanied by Ernest)** | Constructed from dark wood and copper. | + | |
| - | | 🐂 **PCs inspect the beasts in the yard** | A black-coated Hoo snorts and paws the straw. Ernest pats its flank. “This is Jop. Old, but loyal.” Two young, slender Veyras stand nearby. Ernest smiles: "They are a better fit for the new glass cart." | PCs learn the purchase includes Jop the Hoo. Jop is strong but slow, and will require regular feeding. | | + | |
| - | --- | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **The PCs ask for the price** | Ernest states his terms without hesitation. //" | ||
| + | | **The PCs attempt to haggle** | Ernest listens without visible interest and repeats the price. | No probe lowers the purchase price. The PCs must pay 500 Kourou or choose another transport option. | | ||
| + | | **The PCs pay 500 Kourou** | Ernest takes the notes, places them inside his apron and slides a heavy copper key across the counter. | The PCs acquire the **Mortician’s Cart**, **Jop**, the **Rear-Door Key** and a **Starter Supply of Bilax Roots**. Record all four resources separately. | | ||
| + | | **The PCs refuse the price** | Ernest drops his gloves onto the paperwork like two dead hands. //" | ||
| + | | **The PCs attempt to steal the Mortician’s Cart or its key** | Ernest attempts to protect himself while reporting the theft to the Guarding Troopers. | If the theft succeeds, record which resources the PCs obtained. Increase their exposure as appropriate and begin the **Micro Clock** if Ernest completes his report. | | ||
| - | === Phase 2 — Negotiation with Ernest | + | ==== Acquisition Record ==== |
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Outcome Options** | | + | If the PCs complete |
| - | | 💰 **PCs ask for the price** | Ernest smirks softly. "The fixed price is 400 Kourou. That includes the cart, the tack, and the beast." | + | |
| - | | 🗣️ **PCs attempt to haggle on price** | Ernest folds his arms. "I am a mortician, not a Hoo-trader. I do not haggle." | + | |
| - | | ✔️ **PCs buy the cart** | Ernest hands over the reins, a spare brass key for the back doors, and feeding instructions for Jop. | PCs acquire the Mortician' | + | |
| - | | ❌ **PCs refuse to buy the cart** | Ernest nods politely. “Then may the road still carry you safely.” | PCs must choose another travel option from the Hub. | | + | |
| - | ---- | + | * **Mortician’s Cart:** Acquired |
| + | * **Jop:** With the Mortician’s Cart | ||
| + | * **Rear-Door Key:** Acquired | ||
| + | * **Bilax Root Supply:** Starter Supply | ||
| + | * **Purchase Cost:** 500 Kourou | ||
| + | * **Current Location:** Schmitz Funeral Home until the PCs depart | ||
| - | ===== 6 | DM Notes ===== | + | Carry these resources into Scene 3 and preserve their location whenever the PCs leave the vehicle behind. |
| - | * **Tone:** Respectful, calm, subdued — but not depressing. Ernest is a craftsman first, mortician second. | + | ===== 6 | DM Notes ===== |
| - | * **The Coffin Hide-and-Seek ([[ticking_clock|Ticking Clock]]):** Troopers are superstitious; | + | |
| - | * **Negotiation Boundaries: | + | |
| - | * **Rivalry Flavor:** Ernest’s tension with his brother Joe should feel human — a small glimpse into Beta Age funeral culture and vanity. | + | |
| - | * **Vehicle Purpose:** Encourage PCs to consider the cart not only as transport but as a mobile cover, smuggling space, and tactical shelter once they reach [[morningstar|Morningstar]]. | + | |
| - | * **Jop’s Role:** A lovable liability. Jop is slow but sturdy, perfect for character moments and the occasional travel complication. | + | |
| - | ==== DM Tutorial: How to approach the scene ==== | + | * **One Vehicle, One Name:** The Mortician’s Cart is the enclosed funeral vehicle described in this scene. Do not treat “cart” and “hearse” as separate resources. |
| + | * **Use the Established Ticking Clock:** The Micro Clock follows the same rules as the other New Kourou scenes. Once PCs with a High Exposure status blow their cover, roll 1d4 rounds. The countdown represents the brief dramatic window before the Location Trap closes, not the literal travel time of a patrol starting from a distant station. | ||
| + | * **Remember the +1 Location Rule:** If the Ticking Clock was already triggered on the streets, Schmitz Funeral Home may become the next Location Trap. In that case, the Guarding Troopers arrive when the PCs linger, even if Ernest does not independently recognize them. | ||
| + | * **Separate Cooperation from Concealment: | ||
| + | * **Ernest Values Practical Leverage:** Money and credible self-interest influence him more effectively than flattery. Threats may force immediate compliance but make him hostile and create future legal consequences. | ||
| + | * **The Price Is Fixed:** Ernest knows that the vehicle is useful and that demand for his services is steady. Do not call for a haggling probe to reduce the 500-Kourou price. | ||
| + | * **The Cart Provides Concealment, | ||
| + | * **Remember the Rear Latch:** “Lift while turning the key” can create a brief moment of tension when the loading doors must be opened quickly. | ||
| + | * **Track Jop Separately: | ||
| + | * **Track the Bilax Roots:** The starter supply supports the initial journey. Prolonged travel, loss of provisions or demanding terrain may deplete it. | ||
| + | * **Preserve the Resources: | ||
| - | {{ :dm_briefing_hauh_schmitzfuneralhome_2.mp3 |}} | + | ==== DM Tutorial: How to Approach the Scene ==== |
| - | ---- | + | |
| + | {{ : | ||
| ===== Related Pages and Further Information ===== | ===== Related Pages and Further Information ===== | ||
| - | * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] | + | * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] |
| - | * ★ **Overview: | + | * ★ **Overview: |
| - | * ☞ **Resolution: | + | * ☞ **Resolution: |
| - | * ← **Previous Scene:** [[hauh_2_travel_preparations|Scene 2 – Travel Preparations]] | + | * ← **Previous Scene:** [[hauh_2_travel_preparations|Scene 2 — Travel Preparations]] |
| - | * → **Next Scene:** If the PCs buy the cart, continue with [[hauh_traveling_to_morningstar|Scene 3 – Traveling to Morningstar]]. If they decline, return to the Hub below to choose another travel option. | + | * → **Next Scene:** If the PCs finish their preparations, continue with [[hauh_traveling_to_morningstar|Scene 3 — Traveling to Morningstar]]. |
| - | ==== New Kourou Hub Overview (Other 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 | 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 |
| - | | **[[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]] | | + | | **[[mandala_s_mounts|Mandala’s Mounts]]** | Travel · Mount Rental | Rent Veyras · Speak with Mandala |
| | **[[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 | 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_2d_buying_mortician_cart.1775107153.txt.gz · Last modified: 2026/04/02 05:19 by admin