hauh_2d_buying_mortician_cart
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| hauh_2d_buying_mortician_cart [2026/05/27 05:26] – [Initial Read-Aloud (Scene Opening)] 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 — 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 |
| - | 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 player characters are not in disguise or are behaving in a way that reveals | + | //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: | + | | 🚨 **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) | + | | ⚰️ **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) | ||
| + | | ⏳ **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, | ||
| + | | 💥 **Guarding Troopers attempt to arrest | ||
| - | === Phase 1b — Inspecting the Carriage & Animals | + | === Phase 1b — Inspecting the Mortician’s Cart and Jop === |
| - | | **Trigger / Cue** | **Immediate Reaction | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| - | | 💬 **PCs ask why he is selling the carriage** | He points through | + | | **The PCs ask why Ernest |
| - | | 🔧 **PCs inspect the Hearse Carriage** | Enclosed structure of dark wood and oxidized copper | + | | **The PCs inspect the Mortician’s Cart** | Dark wood encloses a frame plated with oxidized copper. |
| - | | 🐂 **PCs inspect the beasts | + | | **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: |
| - | + | | **The PCs inspect the animals | |
| - | --- | + | | **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 PCs ask how to care for Jop** | Ernest recommends | ||
| === Phase 2 — The Cold Transaction === | === Phase 2 — The Cold Transaction === | ||
| - | | **Trigger / Cue** | **Immediate Reaction | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| - | | 💰 **PCs ask for the price** | Ernest states his terms flatly. "Five hundred Kourou. | + | | **The PCs ask for the price** | Ernest states his terms without hesitation. //"Five hundred Kourou. I won’t negotiate. |
| - | | 🗣️ | + | | **The PCs attempt to haggle** | Ernest |
| - | | ✔️ | + | | **The PCs pay 500 Kourou** | Ernest takes the notes, |
| - | | ❌ **PCs refuse the price** | Ernest drops his black rubber | + | | **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. | | ||
| - | ---- | + | ==== Acquisition Record ==== |
| - | ===== 6 | DM Notes ===== | + | If the PCs complete the purchase, record: |
| - | * **Tone:** Gritty, transactional, | + | * **Mortician’s Cart:** Acquired |
| - | * **The Latch Mechanic:** Remind players of Ernest' | + | * **Jop:** With the Mortician’s Cart |
| - | * **No Haggling Rule:** Emphasize Ernest' | + | * **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 | + | * **Bilax Root Supply:** Starter Supply |
| + | * **Purchase Cost:** 500 Kourou | ||
| + | * **Current Location:** Schmitz Funeral Home until the PCs depart | ||
| - | ==== DM Tutorial: How to approach | + | Carry these resources into Scene 3 and preserve their location whenever |
| - | {{ : | + | ===== 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” |
| + | * **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: | ||
| - | * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] | + | ==== DM Tutorial: How to Approach |
| - | * ★ **Overview: | + | |
| - | * ☞ **Resolution: | + | |
| - | * ← **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) | + | {{ : |
| + | ===== Related Pages and Further Information ===== | ||
| - | | **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]] | | + | * ★ **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: |
| - | | **[[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 | + | * ← **Previous Scene:** [[hauh_2_travel_preparations|Scene |
| - | | **[[schmitz_funeral_home|Schmitz Funeral Home]]** | Vehicle Purchase | Inspect & buy hearse carriage | Quiet · Gritty · Fixed price | → [[hauh_2d_buying_mortician_cart|Scene | + | * → **Next Scene:** If the PCs finish their preparations, |
| + | ==== 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/ | ||
| + | | **[[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.1779859569.txt.gz · Last modified: 2026/05/27 05:26 by admin