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hauh_2d_buying_mortician_cart [2026/05/27 05:14] – [5 | Triggers, Actions & Consequences] adminhauh_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:** [[schmitz_funeral_home|Schmitz Funeral Home]], Public Services Ring, [[new_kourou|New Kourou]]   
-  * **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 · ironwood furniture · the heavy wet snap of rubber gloves · steel container ceilings · chapel-slit windows looking out to the intersection.+  * **Location:** [[schmitz_funeral_home|Schmitz Funeral Home]], Public Services Ring, New Kourou 
 +  * **Type:** Social · Negotiation · Acquisition · Conditional Exposure 
 +  * **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, use **Mortician’s Cart** as its standard name. It is one vehicle, not a cart and a separate hearse.
  
-==== Initial Read-Aloud (Scene Opening) ====+===== 2 | Read-Aloud Description =====
  
-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 — Scene Opening ====
  
-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 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, battlefield and failing refrigeration.
  
-Slowly, he peels off his gloves, the rubber snapping against his skin with a wet, clinical sound. +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.
  
-//"Pardon the bouquet,"// he says, his voice as dry as old wood. //"I’ve been on a waiting list for a proper Quantum Fusion Battery for six months now, but the Syndicate thinks the living need the energy more than the dead need to stay cool. I’ve got twenty-five dead penal laborers from a tunnel collapse out at the rail-head waiting out back."//+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. 
 + 
 + //"Pardon the bouquet,"// he says, his voice as dry as old wood. //"I’ve been waiting six months for a proper Quantum Fusion Battery, but the Syndicate thinks the living need the energy more than the dead need to stay cool. I have twenty-five penal laborers from a tunnel collapse waiting out back."// 
 + 
 +{{ :hauh_scene_02d_buyingamorticianscar_revised.mp3 |}}
  
 ===== 3 | Scene Intent ===== ===== 3 | Scene Intent =====
  
 | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | **Scene Type** | **Player Intents** | **DM Function / Story Link** |
-| **Negotiation · Acquisition** | Inspect the hearse · cover their tracks · secure transport for Elias | Provide a unique, highly tactical enclosed travel option. Force players to balance their budget against a stubborn merchant who knows his market is booming. |+| **Negotiation and Acquisition** | Inspect the Mortician’s Cart · assess Jop · secure enclosed transport · decide whether the price is justified | Provides a versatile transport option for passengers, equipment, injured companions, a prisoner or a recovered body. | 
 +| **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, the approach to the compound, the extraction and the return to New Kourou. |
  
-----+===== 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 and Consequences =====
-| **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's death. Responds only to cold cash. | [[schmitz_funeral_home|Schmitz Funeral Home]] | +
-| **Guarding Trooper Patrol** | [[guarding_troopers_headquarters|Guarding Troopers]] | Sweep for fugitives | Methodical and deeply superstitious; they dislike being inside the funeral home and avoid the cooling racks entirely. | [[guarding_troopers|Guarding Troopers]] | +
-| **Jop the Hoo** | Older draft-mount | Eat Bilax Roots · pull carriages · nap | Slow movements; gentle temperament; incredibly loyal if fed properly. | [[hoos|Hoo]] |+
  
-----+==== 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 player characters are not in disguise or are behaving in a way that reveals their true identity. +//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 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: "I just need to fetch the ledger." A PC with a Passive Perception of 12+ hears him quietly keying a shortwave radio to alert the street patrol. | __The Clock Starts:__ The PCs have exactly 1d4 rounds (a few precious seconds) to initiate countermeasures — silence him, flee out the back gate, or aggressively negotiate—before Troopers surround the building. | +| 🚨 **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 and tightens his grip upon the rubber gloves. //"I just need to fetch the ledger,"// he says. A WIS (Perception) probe (DC 12) detects him reaching for a compact [[short_wave_communications_device|Shortwave Device]]. | __The Clock Starts:__ The PCs have exactly 1d4 rounds to prevent the report, secure Ernest’s cooperation, conceal themselves or flee before a Guarding Trooper patrol locks down the funeral home. | 
-| ⏳ **The +1 Location Trap / Time Expires** | A heavy knock rattles the front door: "Guarding Troopers. Open up, Schmitz. Routine sweep." If the PCs have not fled, they must immediately find a hiding spot. | __Countermeasure (Hide):__ The PCs can attempt to hide inside empty coffins. Requires a DC 14 CHA (Intimidation or Persuasion) probe or a heavy bribe to convince Ernest not to give them up. | +| 💬 **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. | A credible CHA (Persuasion) probe (DC 15) or an immediate bribe of at least 50 Kourou secures his silence and stops the Micro Clock. Threatening or attacking him may interrupt the report, but Ernest becomes hostile and may identify the PCs later. | 
-| 💥 **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 brawl breaks out. | +| ⚰️ **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 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 have a specific reason to open it. If Ernest has not agreed to help and knows where the PCs are hiding, he reveals their location. | 
 +| 🚪 **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 them to leave without being identified by the approaching patrol. Failure begins a pursuit through New Kourou. | 
 +| ⏳ **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 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 Carriage & Animals ===+=== Phase 1b — Inspecting the Mortician’s Cart and Jop ===
  
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | +| **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | 
-| 💬 **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. "Everyone wants the glass now. It’s not mourning anymore; it’s a parade. That old unit outside... it offers privacy. And privacy is out of fashion." | The players realize the hearse is functionally perfect for hiding people or cargo, as nobody looks inside enclosed mourning carriages anymore. | +| **The PCs ask why Ernest is selling the Mortician’s Cart** | He points through a chapel-like window toward the oxidized copper vehicle outside. His brother has built a new funeral cart with a roof of salvaged starship glass. //"Everyone wants the glass now,"// Ernest says. //"It isn’t mourning anymore. It’s a parade. That old unit offers privacy, and privacy is out of fashion."// | The enclosed structure is well suited to concealing passengers, equipment or cargo from casual observation. | 
-| 🔧 **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. | +| **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. | 
-| 🐂 **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." | The players learn the vehicle includes Jop. Jop requires Bilax Roots to perform at his best. | +| **The PCs inspect the rear loading doors** | The copper key turns reluctantly, and the latch catches unless the door is lifted at the same time. | Record Ernest’s instruction: **Lift while turning the key.** Forgetting this under pressure may require a DEX or STR probe (DC 11) to open the doors quickly. | 
- +| **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. //"Keep him fed and he’ll drag you to the end of the universe and beyond."// | Record the **Starter Supply of Bilax Roots**. Depletion, loss or replacement may matter during later travel. |
  
 === Phase 2 — The Cold Transaction === === Phase 2 — The Cold Transaction ===
  
-| **Trigger / Cue** | **Immediate Reaction / What Happens** | **Outcome Options** | +| **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | 
-| 💰 **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." | The price is fixed at 500 Kourou (five Oppenheimers). | +| **The PCs ask for the price** | Ernest states his terms without hesitation. //"Five hundred Kourou. I won’t negotiate. The Free State produces more dead bodies than it has morticians. I can afford to wait for someone who accepts a fair price."// | The price is fixed at **500 Kourou**, equivalent to five Oppenheimer notes. | 
-| 🗣️ **PCs attempt to haggle or complain** | Ernest shuts them down instantly, noting that their "legless friend" will find a cozy floor to lay down on inside the carriage whether they like the price or not. | __Haggle Failure:__ There is no roll permitted to lower the cost. The players must pay the full 500 Kourou or find another method of transportation. | +| **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. | 
-| ✔️ **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 ("He'll drag you to the end of the universe and beyond"). | +| **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. | 
-| ❌ **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's Mounts or the Courier Station. |+| **The PCs refuse the price** | Ernest drops his gloves onto the paperwork like two dead hands. //"Safe travels, then."// | The PCs leave without the Mortician’s Cart and may seek transport at Mandala’s Mounts or the Courier Station. | 
 +| **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. |
  
-----+==== Acquisition Record ====
  
-===== 6 | DM Notes =====+If the PCs complete the purchase, record:
  
-  * **Tone:** Gritty, transactional, and grim. The setting should feel raw—emphasize the contrast between the polished interior wood and the underlying reality of the stacking bodies. +  * **Mortician’s Cart:** Acquired 
-  * **The Latch Mechanic:** Remind players of Ernest's advice when using the carriage doors under pressure: "Lift while you turn." This can serve as a minor skill check or narrative tension point during a hasty escape. +  * **Jop:** With the Mortician’s Cart 
-  * **No Haggling Rule:** Emphasize Ernest's absolute economic leverage. He doesn't care if the Covenant thinks it's a "costly conveyance", he knows the frontier is deadly enough to ensure he always makes a profit. +  * **Rear-Door Key:** Acquired 
-  * **Jop's Fuel:** Make sure players note down Bilax Roots. Feeding Jop these roots ensures he can handle the steep, muddy climbs toward the Atrana Mountains without exhaustion.+  * **Bilax Root Supply:** Starter Supply 
 +  * **Purchase Cost:** 500 Kourou 
 +  * **Current Location:** Schmitz Funeral Home until the PCs depart
  
-==== DM Tutorial: How to approach the scene ====+Carry these resources into Scene 3 and preserve their location whenever the PCs leave the vehicle behind.
  
-{{ :dm_briefing_hauh_schmitzfuneralhome_2.mp3 |}} +===== 6 | DM Notes =====
-----+
  
-===== Related Pages and Further Information =====+  * **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:** Convincing or bribing Ernest prevents him from revealing the PCs’ location. The PCs must still hide successfully from the patrol. 
 +  * **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, Not Immunity:** Closed doors hide passengers and cargo from casual observation, but determined Troopers, Hands or other searchers can still open and inspect it. 
 +  * **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:** Jop normally remains with the Mortician’s Cart, but later events may separate the animal from the vehicle. 
 +  * **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:** The Mortician’s Cart, Jop, the key and the Bilax Roots may affect the approach to the compound, the escape and the return to New Kourou. Record where each remains.
  
-  * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]]   +==== DM Tutorial: How to Approach the Scene ====
-  * ★ **Overview:** [[All Scenes of Hunting An Unknown Hunter|All Scenes of Hunting An Unknown Hunter]]   +
-  * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]] +
-  * ← **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]].+
  
-==== New Kourou Hub Overview (Other Travel Options) ====+{{ :dmbriefing_scene2d_new2.mp3 |}} 
 +===== Related Pages and Further Information =====
  
-| **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | +  * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] 
-| **[[new_kourou_courier_station|New Kourou Courier Station]]** | Travel · Ticket Purchase | Buy caravan tickets · Check departures | Bureaucratic · Busy | → [[hauh_2a_courier_station|Scene 2a]] | +  * ★ **Overview:** [[all_scenes_of_hunting_an_unknown_hunter|All Scenes of Hunting An Unknown Hunter]] 
-| **[[mandala_s_mounts|Mandala’s Mounts]]** | Travel · Mount Rental | Rent Veyras · Speak with Mandala | Loud · Mildly tense | → [[hauh_2b_mandalas_mounts|Scene 2b]] | +  * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and Discoverable Backstory]] 
-| **[[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]] | +  * ← **Previous Scene:** [[hauh_2_travel_preparations|Scene 2 — Travel Preparations]] 
-| **[[schmitz_funeral_home|Schmitz Funeral Home]]** | Vehicle Purchase | Inspect & buy hearse carriage | Quiet · Gritty · Fixed price | → [[hauh_2d_buying_mortician_cart|Scene 2d]] |+  * → **Next Scene:** If the PCs finish their preparations, continue with [[hauh_traveling_to_morningstar|Scene 3 — Traveling to Morningstar]].
  
 +==== New Kourou Hub Overview (Travel Options) ====
  
 +| **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]] |
 +| **[[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]] |
 +| **[[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]] |
hauh_2d_buying_mortician_cart.1779858868.txt.gz · Last modified: 2026/05/27 05:14 by admin

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