hauh_escape_empty_handed
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| hauh_escape_empty_handed [2026/03/17 05:45] – [SCENE 6d — ESCAPE EMPTY-HANDED] admin | hauh_escape_empty_handed [2026/09/04 03:59] (current) – [DM Tutorial: How to approach the scene] admin | ||
|---|---|---|---|
| Line 3: | Line 3: | ||
| ====== SCENE 6d — ESCAPE EMPTY-HANDED ====== | ====== SCENE 6d — ESCAPE EMPTY-HANDED ====== | ||
| + | {{: | ||
| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| - | | + | |
| - | * **Type: | + | |
| + | * **Type: | ||
| * **Era:** [[beta_age|Beta Age]] | * **Era:** [[beta_age|Beta Age]] | ||
| - | * **Tone: | + | * **Tone: |
| - | **Atmosphere & Sensory Cues: | + | **Atmosphere & Sensory Cues: |
| ---- | ---- | ||
| - | ===== 2 | Read-Aloud Descriptions ==== | + | ===== 2 | Read-Aloud Descriptions |
| - | ==== Initial Read-Aloud (The Alarm Sounds) ==== | ||
| - | The silence shatters. An acoustic alarm tears through | + | ==== Initial Read-Aloud — Survival Becomes |
| - | The property instantly wakes up. | + | J.W. is not with you. |
| - | You can't see them, but you hear it—heavy boots hitting | + | Perhaps |
| - | You know you have only two ways out. The three-meter-high timber wall surrounds the entire property like a cage — slick with moisture and never far away, no matter which direction you run. The only other option is to find the heavy main gate somewhere in the fog. | + | That does not mean you have achieved nothing. You may still carry evidence, weapons or discoveries recovered during the infiltration. Or you may have nothing except |
| - | You are completely exposed, and the net is closing fast. You have seconds before they find you in the fog. What do you do? | + | Warm mist drifts between the timber stacks, workshops |
| - | {{ :read_aloud_hauh_escape_empty_handed.mp3 |}} | + | The mission has narrowed to a single immediate objective. |
| + | |||
| + | Carry whatever you still possess. Reach the forest. Survive. | ||
| + | |||
| + | What do you do? | ||
| + | |||
| + | {{ :initial_readaloud_6d_new.mp3 |}} | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Staged Read-Alouds ==== | ||
| + | |||
| + | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| + | | **The Pressure Countdown reaches zero** | The ticking inside the Main House stops. A heavy metallic CLACK travels through the pipes. A moment later, compressed air erupts from an outlet beneath the roof, releasing a deep mechanical howl across the compound. Armed voices answer from within the mist as the Hands abandon their search pattern and move toward the gate and known escape routes. | | ||
| + | | **The PCs reach an available freight wagon** | Two massive Manual Labor Bots stand in their harnesses, connected by heavy chains to an armored freight wagon. Rain-darkened canvas covers its cargo compartment. The unfamiliar control levers wait above the driver' | ||
| + | | **The PCs reach the main gate** | The reinforced timber gate rises through the mist. Three heavy iron latches secure it from the inside. Beyond it lies the forest—but the exposed ground, wall-walk and nearby timber stacks offer the Hands several positions from which to defend the only visible entrance. | | ||
| + | | **The PCs reach the palisade** | Moisture runs down the massive squared logs. The upper edge is protected by coils of wire, and the wall-walk disappears into mist on either side. Beyond the timber lies the rainforest. Reaching it means climbing quickly and leaving nothing behind that you cannot carry. | | ||
| + | | **Open resistance begins among the Blues** | Wooden latches lift along the row of huts. Pale workers emerge carrying knives, hatchets, logging hooks and splitting mauls. Their anger is directed toward the armed Hands who have controlled them. Whether they also recognize you as allies depends on everything that happened before this moment. | | ||
| + | | **The PCs clear the compound** | The palisade disappears behind drifting mist and wet foliage. The shouts, rifle reports and mechanical howl become muffled beneath the rainforest canopy. J.W. is not with you—but whatever evidence, injuries and consequences remain have escaped with you. | | ||
| ---- | ---- | ||
| Line 35: | Line 53: | ||
| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Active Chase & Consequence** | Execute a desperate | + | | **Survival Escape |
| ---- | ---- | ||
| Line 41: | Line 59: | ||
| ===== 4 | Key (N)PCs ===== | ===== 4 | Key (N)PCs ===== | ||
| - | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Link** | | + | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | |
| - | | **Gate Guards (x2)** | Choke-point lockdown | They rush the main gate. They will shoot to kill, firing Windstrike Rifles into the mist to suppress | + | | **Black-Coated Hand — Field Leader** | Contain |
| - | | **Wall Guard (x1)** | High-ground oversight | + | | **J.W.'s Armed Hands** | Security · pursuit · gate control · recovery of evidence |
| - | | **Hunter' | + | | **Pale Workers / Blues** | Survival · freedom from coercion · protection of their own | The Blues are coerced workers rather than guards. They do not pursue or capture |
| ---- | ---- | ||
| Line 50: | Line 68: | ||
| ===== 5 | Triggers, Clues & Consequences ===== | ===== 5 | Triggers, Clues & Consequences ===== | ||
| - | === Phase I — The Chase (The "One Action Ahead" Rule) === | + | === Entry Conditions & Carried State === |
| - | //**The Rule:** The PCs start with a brief head start—they are "One Action Ahead." This means they can afford exactly ONE failed check. If a PC fails their initial escape roll, the pursuers close the gap. The PC must immediately declare a reactionary action (e.g., diving for cover, throwing a smoke bomb, fighting back) and roll again. If they fail this second consecutive roll, they are caught.// | + | //Begin at the exact location and moment at which the PCs lost, abandoned or killed J.W. Do not return them to the Main House or reset an obstacle that was already in progress.// |
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | |
| - | | **PCs attempt to scale the Timber Wall** | As they approach | + | |
| - | | **PCs attempt to breach the Main Gate** | As they reach the gate, two guards emerge from the mist and open fire. | __Mechanic:__ Bypassing the guards requires an opposed Combat roll, a creative Tinkerer distraction, or a DEX (Sleight of Hand) probe (DC 16) to force the gate lock while dodging fire. __Success: | + | * **Escalation State:** Retain **Undetected**, |
| - | | **Reaction: Hiding in the mist/ | + | * **Pressure Countdown:** If the Full Alarm has not sounded, retain |
| - | | **Reaction: Returning fire / Distraction** | Firing blindly or throwing an explosive to buy time. | __Mechanic: | + | * **Wagon State:** Retain **Departed**, **Departure Interrupted**, |
| - | | **Result: Captured (Two consecutive failures)** | The "One Action Ahead" buffer is gone. The swarm hits them. | __Consequence: | + | * **Blues |
| + | * **Blues Resistance:** Record whether | ||
| + | * **Carried Resources:** Preserve injuries, ammunition, missing equipment | ||
| - | --- | + | //__The Pressure Countdown: |
| - | === Phase II — The Crossroads (The Final Choice) === | + | //__The One-Setback Rule: |
| - | //If the PCs successfully breach | + | ---- |
| + | |||
| + | === Phase I — Break for the Perimeter === | ||
| + | |||
| + | //Without J.W. to transport, | ||
| + | |||
| + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** | | ||
| + | ^ MOVEMENT BY ESCALATION STATE ^^^ | ||
| + | | **The PCs move while the compound remains Undetected** | Routine work and patrols continue, while drifting mist conceals the paths between structures. | __Mechanic: | ||
| + | | **The PCs move during an Active Search** | Armed Hands challenge movement, inspect hiding places and secure | ||
| + | | **The PCs move during | ||
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | ^ COMPLICATIONS & RESOURCES |
| - | | **PCs reach the deep forest | + | | **Armed Hands block the chosen route** | The Hands spread between cover rather than charging directly into the PCs. | __Consequence: |
| - | | **PCs decide | + | | **The PCs use workshops, machinery or timber stacks as cover** | The indirect path provides concealment but requires additional time. | __Consequence: |
| - | | **PCs decide to regroup | + | | **The PCs abandon heavy equipment or evidence to move faster** | Packs, weapons or collected objects disappear into the mud and mist behind them. | __Consequence: |
| + | | **The group becomes separated** | Mist and gunfire divide the PCs into smaller groups moving toward different sections of the perimeter. | __Consequence: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | === Phase II — Escape Routes === | ||
| + | |||
| + | //The PCs may use the gate, scale the palisade, exploit an available freight wagon or create another credible route. Consult only the rows relevant to their plan.// | ||
| + | |||
| + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence | ||
| + | ^ THE MAIN GATE ^^^ | ||
| + | | **The PCs reach an undefended gate** | Three heavy iron latches secure | ||
| + | | **The Hands defend the gate** | Riflemen use the wall, gateposts and nearby timber stacks as cover while another Hand protects the latches. | __Mechanic: | ||
| + | | **A gate latch is jammed** | Wet grit and corrosion hold the iron mechanism inside its housing. | __Mechanic:__ A STR (Athletics) or INT (Engineering/Tinkering) probe (DC 14) releases it. Suitable tools or assistance grants Advantage. | | ||
| + | |||
| + | ^ THE PALISADE | ||
| + | | **The PCs attempt to climb the palisade** | The three-meter timber wall is slick with moisture, and coils of wire protect its upper edge. | __Mechanic: | ||
| + | | **The wall-walk guard notices | ||
| + | |||
| + | ^ THE FREIGHT WAGON ^^^ | ||
| + | | **The Wagon State is Departure Interrupted or Returned Under PC Control** | The freight wagon and its two Manual Labor Bots remain inside the compound. Its exact position is determined by the preceding scene. | __Consequence: | ||
| + | | **The PCs attempt to start unfamiliar Labor Bots** | Heavy control levers and faded symbols cover the driver' | ||
| + | | **The PCs drive toward the gate** | The Bots pull the armored wagon through the mud while riflemen target the exposed driver and controls. | __Mechanic: | ||
| + | | **The Hands raise a logging chain** | A heavy chain tightens across the track between two reinforced timber posts. | __Mechanic: | ||
| + | | **The wagon is disabled** | The Bots stop or the vehicle loses momentum while the Hands approach. | __Consequence: | ||
| + | | **The Wagon State is Captured Outside** | The wagon remains beyond the palisade, provided the Hands have not recovered it. | __Consequence: | ||
| + | | **The Wagon State is Departed** | The wagon has continued into the forest and is no longer near the compound. | __Consequence: | ||
| + | |||
| + | ^ PLAYER-CREATED ROUTES | ||
| + | | **The PCs propose another credible escape plan** | The compound contains tools, ropes, timber, workshops and salvaged machinery that may be exploited. | __Consequence: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | === Phase III — The Hands and the Blues === | ||
| + | |||
| + | //The Hands provide the armed opposition. The Blues are coerced workers whose response depends on their disposition and the current level of resistance.// | ||
| + | |||
| + | | **Situation** | **Reaction** | **Effect on the Escape** | | ||
| + | | **The Armed Hands control the perimeter** | Small groups defend the gate and patrol the wall-walk while others pursue the PCs through the mist. | Use only the Hands needed | ||
| + | | **Blues Resistance is already Open Defiance** | Workers engage the Hands near the huts, workshops or gate with tools and improvised weapons. | The Hands must divide their attention. Once during the escape, grant the PCs Advantage on a movement, gate, wall or wagon action. | | ||
| + | | **The Blues are Sympathetic but resistance has not begun** | A worker may conceal movement, point toward an unguarded route or misdirect one Hand. | Once during the scene, the PCs may gain Advantage on an appropriate escape probe. The worker does not escort them or fight openly without a further trigger. | | ||
| + | | **The Blues are Uncertain** | The workers withdraw from the paths and avoid becoming involved. | They neither help the PCs nor automatically report them. They may still resist the Hands if confronted with visible brutality. | | ||
| + | | **The Blues are Alienated** | The workers avoid the PCs and protect themselves. | They provide no direct assistance. Any later resistance remains directed toward the Hands rather than performed for the PCs' benefit. | | ||
| + | | **A Hand publicly brutalizes or shoots a defiant worker** | The violence may push the surrounding Blues into open resistance. | The DM may set Blues Resistance to **Open Defiance**. This resistance originates from the workers' | ||
| + | | **The PCs threaten or attack the Blues** | Workers scatter, defend themselves or call attention to the danger. | Set Blues Disposition to **Alienated**. The PCs receive no direct assistance during the escape. | | ||
| + | |||
| + | ---- | ||
| + | |||
| + | === Scene Outcome & Transition === | ||
| + | |||
| + | | **Outcome** | **Immediate Consequence** | **Transition** | | ||
| + | | **The PCs clear the compound without J.W.** | They reach the rainforest with whatever evidence, equipment and injuries remain. Their ultimate success | ||
| + | | **Some PCs escape while others are captured** | The group is separated. Escaped characters continue into the forest, while captured characters are disarmed and confined. | Escaped PCs proceed to Scene 8a. Captured PCs proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | ||
| + | | **The entire group is captured or surrenders** | The Hands disarm and restrain them. The existing Active Search or Full Alarm remains in effect. | Proceed to Scene 6b. | | ||
| + | | **The PCs unexpectedly regain control of a living J.W.** | The objective changes from survival alone to extracting the captive. | Proceed immediately to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]], preserving the current position, escalation and any setback. | | ||
| + | | **The PCs abandon the escape before the Full Alarm and resume the mission** | The compound remains aware of whatever disturbances have already occurred. | Return to [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]] with the current Active Search, Wagon State and Blues Disposition. Once the Full Alarm is active, this return should no longer | ||
| + | |||
| + | //Before leaving the scene, record:// | ||
| + | |||
| + | * **Target Outcome:** Alive Inside the Compound · Escaped · Dead · Unknown | ||
| + | * **Escape Method:** Freight Wagon · On Foot · Other | ||
| + | * **Escalation at Exit:** Undetected · Active Search · Full Alarm | ||
| + | * **Blues Disposition: | ||
| + | * **Blues Resistance: | ||
| + | * **Wagon Outcome:** Escaped With PCs · Available Outside · Left Behind/ | ||
| + | * **Carried Resources: | ||
| ---- | ---- | ||
| Line 76: | Line 171: | ||
| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| - | * **Pacing | + | * **Keep the Scene Short:** The PCs no longer need to transport J.W. Resolve their movement to the perimeter, their chosen escape route and any final opposition. |
| - | * **Failure is an Option:** Beta Age is a gritty setting. Sometimes, surviving a bad situation is the best a crew can hope for. If they reach Phase II and choose to walk away, let them. The world continues, and they have to live with the consequences of leaving J.W. in power. | + | * **Empty-Handed Does Not Mean No Evidence:** The PCs may still possess notebooks, correspondence, |
| - | * **The Weight of the Return:** If they do decide to go back, make sure they understand | + | * **Do Not Judge the Mission Here:** Reaching |
| + | * **Preserve the Starting Position:** If the PCs entered from Scene 6c during | ||
| + | * **Hands Guard; Blues Work:** Armed Hands pursue, shoot, capture and defend | ||
| + | * **Active Search Is Not Full Alarm:** Gunfire, discovery and shouted warnings begin an Active Search. Only the Pressure Countdown reaching zero activates the pneumatic howl. | ||
| + | * **The Gate Opens From Inside:** The PCs do not need to pick an external lock. If they reach the gate uncontested, they can release its three internal latches. | ||
| + | * **Respect the Wagon State: | ||
| + | * **Use the One-Setback Rule:** The first failure changes the situation. Give the PCs an opportunity to respond with a new idea before capture becomes unavoidable. | ||
| + | * **Resistance Belongs to the Blues:** Any uprising grows from the workers' | ||
| + | * **End at the Perimeter: | ||
| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_hauh_escape_empty_handed.mp3 |}} | + | {{ :dmbriefing_6d_new.mp3 |}} |
| ---- | ---- | ||
| ===== 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: |
| - | * ← **Previous | + | * ← **Possible |
| - | * → **Next Scene (If Caught):** [[hauh_prisoner_in_realm_of_hunter|Scene | + | |
| - | * → **Next Scene (If Returning):** [[hauh_in_the_realm_of_the_hunter|Scene | + | * [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]] |
| - | * → **Next Scene (If Retreating):** [[hauh_case_resolution|Case Resolution]] | + | * [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]] |
| + | * → **The outcome determines the next scene:** | ||
| + | * **If the PCs escape without J.W.:** Proceed to [[hauh_return_to_new_kourou|Scene | ||
| + | * **If the PCs are captured:** Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene | ||
| + | * **If the PCs regain control of a living J.W.:** Proceed to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]]. | ||
hauh_escape_empty_handed.1773726346.txt.gz · Last modified: 2026/03/17 05:45 by admin