hauh_2d_buying_mortician_cart
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| hauh_2d_buying_mortician_cart [2026/05/26 17:24] – 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:** Eerie · Cynical · Oppressive · Pragmatic | ||
| - | **Atmosphere & Sensory Cues:** The acrid stench of a slaughterhouse and a battlefield | + | |
| + | * **Type:** Social | ||
| + | * **Era:** [[beta_age|Beta Age]] | ||
| + | * **Tone:** Eerie · cynical | ||
| - | ---- | + | **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 |
| - | Schmitz Funeral Home is built from two repurposed cargo containers stacked atop one another, salvaged from the belly of the Last Frontier. While the interior walls are lined with polished wood to lend a dignified appearance, the impression is instantly shattered by an acrid stench that assaults your nostrils—smelling like a cross between a slaughterhouse and a battlefield. | + | ==== Initial Read-Aloud |
| - | The flat echo of your footsteps bounces off a cold steel ceiling. There are no bells, no music, and no immediate answer to your call. | + | Schmitz Funeral Home is built from two repurposed cargo containers stacked atop one another, salvaged from the belly of the Last Frontier. |
| - | Suddenly, a heavy velvet curtain at the back of the room hisses open. Ernest Schmitz steps through. He looks like a pale pole with skin stretched over it, wearing a heavy, blood-stained rubber apron and thick black gloves that glisten with moisture. He stares at you with the flat, taxidermied gaze of a man who has seen every way a human body can break. | + | Polished wood covers |
| - | Slowly, he peels off his gloves, | + | The flat echo of your footsteps bounces from the cold steel ceiling. There are no bells, no music and no immediate answer to your call. |
| - | //" | + | Then a heavy velvet curtain |
| - | ---- | + | 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 · recognize suspicion · avoid or survive the Ticking Clock | Applies the established New Kourou exposure mechanic if PCs with a High Exposure status blow their cover. | | ||
| + | | **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 hearse; secure fair price; get back to his work | Cynical, grim, and completely unbothered by threats or silver tongues. Bitter about the Covenant due to his sister' | + | |
| - | | **Guarding Trooper Patrol** | [[guarding_troopers_headquarters|Guarding Troopers]] | Sweep for fugitives | Methodical and deeply superstitious; | + | |
| - | | **Jop the Hoo** | Older draft-mount | Eat Bilax Roots · pull carriages · 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 trigger | + | //This phase applies only if the PCs have a High Exposure status AND blow their cover inside the funeral home. It also applies if Schmitz Funeral Home is the +1 Location visited after the Ticking Clock was triggered elsewhere on the streets of New Kourou.// |
| - | // | + | |
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🚨 **Ernest | + | | 🚨 **Ernest |
| - | | ⏳ **The Trooper Sweep Occurs** | Heavy knocks rattle | + | | 💬 **The PCs attempt to prevent Ernest from completing the report** | Ernest keeps the Shortwave Device beyond their immediate reach and demands |
| + | | ⚰️ | ||
| + | | 👁️ **The PCs hide inside the funeral home** | Empty coffins, the enclosed Mortician’s Cart and the rear preparation rooms provide possible hiding places. | Resolve concealment separately with a group DEX (Stealth) probe (DC 13). Hiding inside an empty coffin grants Advantage unless the Troopers | ||
| + | | 🚪 **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 attempt to arrest the PCs** | The Troopers enter with stun batons and restraints ready. They order everyone to keep their hands visible and move away from the exits. | __If the PCs submit:__ Arrest and detention at the local Guarding Troopers Station. __If the PCs resist or flee:__ A violent breakout or pursuit begins in the Public Services Ring. | | ||
| - | --- | + | === 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 carriage** | He points through the chapel-slit window at the oxidized copper cart outside. He explains his brother built a new hearse with a roof made of salvaged starship glass. " | + | |
| - | | 🔧 **PCs inspect the Hearse Carriage** | Enclosed structure of dark wood and oxidized copper plates. The rear loading doors are heavy, providing excellent cover. | The carriage provides full concealment for passengers or wounded characters like Elias during travel. | | + | |
| - | | 🐂 **PCs inspect the beasts in the yard** | A black-coated Hoo stands in the stable near two young, slender white Veyras. Ernest explains the Veyras are for his new glass cart. "The Hoo's name is Jop. Old, but loyal." | + | |
| - | --- | + | | **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 — The Cold Transaction | + | ==== Acquisition Record ==== |
| - | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Outcome Options** | | + | If the PCs complete |
| - | | 💰 **PCs ask for the price** | Ernest states his terms flatly. "Five hundred Kourou. And I won’t negotiate on this. As the Free State produces more dead bodies than we have morticians, I earn enough to wait for the one who will accept my fair price." | + | |
| - | | 🗣️ **PCs attempt to haggle or complain** | Ernest shuts them down instantly, noting that their " | + | |
| - | | ✔️ **PCs pay the 500 Kourou** | Ernest takes the notes, stuffs them into his trousers, and slides a heavy copper key across the counter. "The key for the rear loading doors. The latch is temperamental. You have to lift while you turn." | The PCs acquire the Hearse Carriage and the Key. They receive instructions to feed Jop **Bilax Roots** (" | + | |
| - | | ❌ **PCs refuse the price** | Ernest drops his black rubber gloves onto his paperwork like two dead hands. "Safe travels, then." | The PCs are forced to leave and look for alternative transport at Mandala' | + | |
| - | ---- | + | * **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 | ||
| + | |||
| + | Carry these resources into Scene 3 and preserve their location whenever the PCs leave the vehicle behind. | ||
| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| - | * **Tone:** Gritty, transactional, | + | * **One Vehicle, One Name:** The Mortician’s Cart is the enclosed funeral vehicle described in this scene. Do not treat “cart” |
| - | * **The Latch Mechanic:** Remind players of Ernest' | + | * **Use the Established Ticking Clock: |
| - | * **No Haggling Rule:** Emphasize | + | * **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 |
| - | * **Jop's Fuel:** Make sure players note down **Bilax Roots**. | + | * **Separate Cooperation from Concealment:** Convincing or bribing Ernest prevents him from revealing the PCs’ location. The PCs must still hide successfully from the patrol. |
| + | | ||
| + | * **The Price Is Fixed:** Ernest knows that the vehicle | ||
| + | * **The Cart Provides Concealment, | ||
| + | * **Remember the Rear Latch:** “Lift while turning the key” can create | ||
| + | * **Track Jop Separately:** Jop normally remains with the Mortician’s Cart, but later events may separate the animal from the vehicle. | ||
| + | | ||
| + | * **Preserve the Resources: | ||
| - | ==== DM Tutorial: How to approach | + | ==== DM Tutorial: How to Approach |
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| - | {{ : | + | |
| - | ---- | + | |
| + | {{ : | ||
| ===== 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 carriage, continue with [[hauh_traveling_to_morningstar|Scene 3 – Traveling to Morningstar]]. | + | * → **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]] | | + | | **[[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]]** | 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]] | | + | | **[[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 hearse carriage | + | | **[[schmitz_funeral_home|Schmitz Funeral Home]]** | Vehicle Purchase | Inspect & buy mortician’s cart| Quiet · Slightly eerie · Low pressure |
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hauh_2d_buying_mortician_cart.1779816276.txt.gz · Last modified: 2026/05/26 17:24 by admin