hauh_follow_the_errand_runner
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| hauh_follow_the_errand_runner [2026/07/12 19:26] – [5 | Triggers, Clues & Consequences] admin | hauh_follow_the_errand_runner [2026/09/07 05:53] (current) – [DM Tutorial: How to Approach the Scene] admin | ||
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| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| + | |||
| * **Location: | * **Location: | ||
| * **Distance: | * **Distance: | ||
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| * **Tone:** Fading civilization · tightening wilderness · unseen danger · hunter’s ground | * **Tone:** Fading civilization · tightening wilderness · unseen danger · hunter’s ground | ||
| - | **Atmosphere & Sensory Cues:** | + | **Entry Condition:** Use this scene if the PCs follow Mustafa “Mu” Metzger or attempt to find J.W.’s compound by following the temporary route markers. If Sagan guides them along the Roman Way, use [[scene_4a_2_the_roman_way|Scene 4a+2 — The Roman Way]] instead. |
| - | Persistent mist · humid tropical air · soft rainfall · mud sucking at boots and wheels · chainsaw noise fading into forest silence · bioluminescent vines faintly glowing under canopy · distant animal calls · the sense of being watched | + | |
| - | ---- | + | **Atmosphere & Sensory Cues:** Persistent mist · humid tropical air · soft rainfall · mud sucking at boots and wheels · chainsaw noise fading into forest silence · bioluminescent vines faintly glowing beneath the canopy · distant animal calls · the sense of being watched |
| ===== 2 | Read-Aloud Descriptions ===== | ===== 2 | Read-Aloud Descriptions ===== | ||
| - | ==== Initial Read-Aloud | + | ==== Initial Read-Aloud |
| - | Beyond Morningstar’s | + | Beyond Morningstar’s |
| - | At first, the road is still paved beneath you, dark stone slick with moisture, cutting straight north between walls of forest. Barkroot trees crowd close on either side, their thick roots pushing | + | At first, the road is still paved beneath you, dark stone slick with moisture, cutting straight north between walls of forest. Barkroot trees crowd close on either side, their thick roots pushing through the soil like knotted fingers, but the settlement |
| Behind you, the Fogwood Sawmill is still audible. Chainsaws whine and bite, metal teeth screaming against timber. The sound is distant, muted by mist, but steady. | Behind you, the Fogwood Sawmill is still audible. Chainsaws whine and bite, metal teeth screaming against timber. The sound is distant, muted by mist, but steady. | ||
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| Then, step by step, it fades. | Then, step by step, it fades. | ||
| - | The paving breaks apart into packed earth and mud. The forest closes ranks. Humid air clings to skin and fabric, warm and heavy, carrying the smell of wet leaves, resin, and slow-moving water. Mist drifts between trunks and low branches, softening distance and swallowing detail. | + | The paving breaks apart into packed earth and mud. The forest closes ranks. Humid air clings to skin and fabric, warm and heavy, carrying the smell of wet leaves, resin and slow-moving water. Mist drifts between trunks and low branches, softening distance and swallowing detail. |
| + | |||
| + | This is not a new frontier. | ||
| - | This is not a new frontier. | ||
| This is what lies beyond it. | This is what lies beyond it. | ||
| - | {{ :read_aloud_hauh_follow_the_errand_runner.mp3 |}} | + | {{ :initialreadaloud_scene5_new.mp3 |}} |
| - | ---- | + | ==== Staged Read-Alouds — Progressive Descriptions |
| - | + | ||
| - | ==== Staged Read-Aloud (Scene Threshold) | + | |
| | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| | **The PCs notice the hidden route markers** | At first, the signs appear unrelated. A vine tied around a low branch. Three stones stacked beside an exposed root. A shallow cut in the bark of a Barkroot tree. Farther ahead, the Errand Runner slows only briefly before changing direction. The markers do not form a visible path. Each one merely points toward the next. | | | **The PCs notice the hidden route markers** | At first, the signs appear unrelated. A vine tied around a low branch. Three stones stacked beside an exposed root. A shallow cut in the bark of a Barkroot tree. Farther ahead, the Errand Runner slows only briefly before changing direction. The markers do not form a visible path. Each one merely points toward the next. | | ||
| - | | **PCs reach the edge of J.W.’s property** | The forest changes without warning. Ahead, half-swallowed by mist and foliage, a wooden wall rises between the trees — rough timbers sunk deep into the ground, reinforced with scavenged metal plates and wire. It stands nearly three meters | + | | **The PCs notice supervised Blue trappers beside the route** | Two pale figures crouch beside a trap line half-concealed beneath wet foliage. Their patched work clothes carry tools, cord and trapping equipment. A third figure stands several steps behind them in a reinforced harness, one hand resting close to a firearm. He does not help with the work. His attention moves constantly between the forest and the two trappers. When one of the pale figures pauses, a small gesture from the armed Hand sends them immediately back to the trap. | |
| - | + | | **The PCs reach the edge of J.W.’s property** | The forest changes without warning. Ahead, half-swallowed by mist and foliage, a wooden wall rises between the trees—rough timbers sunk deep into the ground | |
| - | //This Read Aloud marks the ending of this scene. If the PCs arrive freely and unrestrained, | + | |
| - | ---- | + | //This final Read-Aloud ends the scene. If the PCs arrive freely, proceed to [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]]. If they arrive captured, bound or escorted under force, proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]].// |
| ===== 3 | Scene Intent ===== | ===== 3 | Scene Intent ===== | ||
| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Pursuit | + | | **Pursuit |
| + | | **First Blues Encounter — conditional** | Observe · communicate · avoid · threaten or assist | Establishes the initial Blues Disposition without treating every Blue as one of J.W.’s armed enforcers. | | ||
| + | | **Transition** | Reach the compound freely or in captivity | Leads to Scene 6a or Scene 6b and carries forward | ||
| - | ---- | + | ===== 4 | Key (N)PCs |
| - | + | ||
| - | ===== 4 | Key (N)PCs | + | |
| | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | ||
| - | | **Mustafa | + | | **Mustafa |
| - | | **Hunter’s | + | | **Blue Trappers |
| - | | **Hunter’s Hands (×5)** | Armed interception · intimidation · enforcement | + | | **J.W.’s Hands — conditional** | Supervision · armed interception · intimidation · capture |
| - | | **Manla** | Grazing · flight response | Herds scatter noisily when startled, crashing through undergrowth and mud. Their panic can mask other movement — or announce | + | | **Moar** | Apex predator · dominance | Investigates prolonged noise, injury, blood or immobilized prey. It does not rush. If a Moar is close, the forest |
| - | | **Moar** | Apex predator · dominance | Investigates prolonged noise, injury, blood, or immobilized prey. Does not rush. If a Moar is near, the forest | + | |
| + | ===== 5 | Triggers, Clues and Consequences ===== | ||
| - | ---- | + | ==== Scene States — Record Before Continuing ==== |
| - | ===== 5 | Triggers, Clues & Consequences ===== | + | | **State** | **Possible Results** | **Application** | |
| + | | **Approach State** | **Quiet** · **Alerted** | Determines whether Scene 6a begins **Undetected** or under an **Active Search**. Scene 5 cannot trigger the **Full Alarm**. | ||
| + | | **Blues Disposition** | **Uncertain** · **Sympathetic** · **Alienated** | If no earlier event established the disposition, begin at **Uncertain**. Change it only through meaningful interaction with the Blue trappers and carry it into Scenes 6a or 6b. | | ||
| + | | **Transport Location** | **With the PCs** · **Hidden along the route** · **Left near Morningstar** · **Lost** | Record where the Mortician’s Cart, mounts or other transport remain so they can be recovered or referenced during the return journey. | | ||
| - | === Phase 1 — The Hunt Path === | + | ==== Phase I — The Hunt Path ==== |
| | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | **Follow | + | | **— FOLLOWING MU —** ||| |
| - | | **Follow using the Mortician’s Cart** | Terrain betrays them. The heavy cart struggles | + | | **The PCs follow |
| - | | **Follow on mounts ([[veyra|Veyras]])** | Pace is easily matched, keeping | + | | **The PCs follow on mounts** | The PCs can match Mu’s pace, but vegetation and soft ground make concealment difficult. | **Mechanic: |
| - | | **Errand Runner | + | | **The PCs take the Hoo-drawn |
| - | | **PCs watch how the Errand Runner | + | | **The PCs hide or leave the Mortician’s Cart before the terrain becomes impassable** | The cart can be concealed beneath vegetation or behind suitable terrain while the PCs continue on foot. | Record its location. A WIS (Survival) or INT (Investigation) probe (DC 12) conceals its tracks. On failure, the cart may later be discovered by Hands or other travellers. | |
| - | | **PCs examine | + | | **Mu becomes aware of pursuit** | His behaviour |
| - | | **PCs identify several markers in succession** | The hidden | + | | **— THE HIDDEN ROUTE —** ||| |
| - | | **PCs lose sight of Mu after discovering the marker system** | The yellow raincoat disappears, but the last confirmed marker still indicates a direction. | The PCs may continue without seeing Mu. A WIS (Survival), INT (Investigation), or group tracking probe (DC 13) locates the next marker. | + | | **The PCs watch how Mu chooses his route** | Mu briefly checks branches, roots, tree trunks or disturbed |
| - | | **PCs lose sight of Mu without discovering the marker system** | The forest offers no obvious road and no continuous trail. | Recovering the pursuit requires WIS (Survival) DC 14. Success reveals disturbed mud, snapped vegetation, or another secondary trace. Failure | + | | **The PCs examine |
| - | | **PCs remove, damage, or rearrange a marker** | The hidden route becomes harder to retrace. Mu or J.W.’s | + | | **The PCs identify several markers in succession** | The sequence becomes easier to recognize. | Future probes to follow |
| - | | **PCs linger, stop, or tend injuries** | The forest falls unnaturally | + | | **The PCs lose sight of Mu after discovering the markers** | The yellow raincoat disappears, but the last confirmed marker still indicates a direction. | A WIS (Survival), INT (Investigation) or group tracking probe (DC 13) locates the next marker. |
| - | --- | + | | **The PCs lose sight of Mu without discovering the markers** | The forest offers no obvious road or continuous trail. | Recovering the pursuit requires |
| + | | **The PCs remove, damage or rearrange a marker** | The hidden route becomes harder to retrace. Mu or the Hands may later recognize | ||
| + | | **— SUPERVISED BLUE TRAPPERS —** ||| | ||
| + | | **The PCs notice Blue trappers near the route** | Two Blues maintain a trap line while one armed Hand watches them and the surrounding forest. | Read **“The PCs notice supervised Blue trappers beside the route.”** The encounter does not require the PCs to reveal themselves. | | ||
| + | | **The PCs observe the group from concealment** | The Hand gives short instructions but performs none of the physical work. The Blues become visibly tense whenever he moves closer. | A WIS (Insight) or WIS (Perception) probe (DC 12) confirms | ||
| + | | **The PCs avoid the work group** | The Blues and their supervisor continue along the trap line without noticing the group. | The Blues Disposition remains **Uncertain** and the Approach State remains **Quiet**. | | ||
| + | | **The PCs reveal themselves or approach openly** | The supervising Hand moves between the PCs and the Blues, draws his weapon and orders the group to stop. The Blues withdraw behind him without speaking. | Unless the PCs immediately surrender, retreat | ||
| + | | **The PCs address the Blues peacefully** | The Hand interrupts or orders the Blues to remain | ||
| + | | **The PCs neutralize the supervising Hand without harming the Blues** | The Blues retreat several steps but do not automatically flee or attack. They wait to understand what the PCs intend. | A calm explanation, | ||
| + | | **The PCs demand that the Blues accompany them** | The Blues hesitate and look toward the compound. Fear for other workers, relatives or the consequences of escape prevents an automatic agreement. | Sympathetic Blues may provide a warning or point toward the route, but they do not automatically abandon the compound. | | ||
| + | | **The PCs threaten, restrain or attack the Blues** | The supervising Hand engages while the Blues attempt to escape or defend themselves long enough to withdraw. | Set the Blues Disposition to **Alienated** and the Approach State to **Alerted**. Continue toward Phase IIb if the Hand or a Blue transmits a warning. | | ||
| - | === Phase 2 — Potential Escalation === | ||
| - | **Escalation 2a: PCs are caught in a Capture Trap ** | + | ==== Phase IIa — The Capture Trap ==== |
| - | | **Trigger / Cue** | **Immediate | + | | **Trigger / Cue** | **Reaction** | **Clue / Consequence** | |
| - | | **PCs step into a trap (Lost Trail)** | A concealed pit-and-net trap collapses beneath | + | | **A PC steps into the concealed loop** | The buried line snaps tight and hauls the affected character against a trunk or into the undergrowth. | **Mechanic:** The trapped PC is **Restrained**. Escaping requires a STR (Athletics) probe (DC 15), a DEX (Acrobatics) probe (DC 15), suitable tools or assistance |
| - | | **PCs try to free themselves** | The trap resists violently. | __Mechanic:__ Coordinated STR or DEX probes (DC 15). Each failed | + | | **The trapped PC attempts |
| - | | **PCs fail to free themselves** | After roughly two hours, two armed Trappers arrive to check the trap, expecting game. | __Consequence: | + | | **The PCs free themselves |
| - | | **PCs free themselves (Making | + | | **The escape produces substantial or prolonged |
| - | | **PCs fight the Moar** | Whether | + | | **The PCs remain trapped for approximately two hours** | Two pale trappers approach through |
| - | | **PCs defeat | + | | **The supervising Hand discovers the trapped |
| + | | **The Blues Disposition is Sympathetic** | One of the workers avoids the Hand’s gaze and quietly leaves a cutting tool within reach or loosens part of the line while pretending to inspect it. | A trapped PC gains advantage on their next escape probe. The Blues will not openly attack the Hand unless the PCs create a decisive opportunity. | | ||
| + | | **The Blues Disposition is Uncertain** | The workers keep their distance and concentrate on the trap mechanism. Their expressions reveal unease, but neither risks acting first. | A successful CHA (Persuasion) probe (DC 13) convinces one Blue to provide | ||
| + | | **The Blues Disposition is Alienated** | The workers avoid the PCs’ eyes and obey every order from the supervising Hand. | The Blues offer no assistance. They still do not lead the capture or attack unless forced to defend themselves. | | ||
| + | | **The PCs attempt to escape after the report** | The Hand keeps his weapon trained on them and orders them to remain still while the Blues withdraw from immediate reach. | The PCs may continue attempting to escape. If they succeed, they must evade, disarm | ||
| + | | **The Hand Response Clock expires while the PCs remain trapped or nearby** | Armed figures appear between | ||
| - | **Escalation 2b: PCs are noticed and intercepted ** | + | ==== Phase IIb — Interception by the Hands ==== |
| | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | **PCs are intercepted by Hunter' | + | | **The Hands intercept the PCs** | Five armed Hands emerge at a favourable |
| - | | **PCs choose to surrender** | Control is taken cleanly. | + | | **The PCs surrender** | The Hands bind and search them, confiscate visible weapons |
| - | | **PCs choose to fight** | The Hands and the errand runner have initiative, | + | | **The PCs fight** | Mu and the Hands use their prepared positions, superior numbers |
| + | | **The PCs evade the interception** | The Hands pursue briefly but avoid scattering too far from the controlled route. | The PCs may continue by tracking | ||
| + | | **The PCs defeat the Hands** | Any surviving Hand refuses | ||
| + | ==== Phase III — Reaching the Compound ==== | ||
| - | ---- | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **The PCs reach the palisade with Approach State Quiet** | No confirmed warning has reached the compound. Ordinary work and patrol activity continue beyond the wall. | Read **“The PCs reach the edge of J.W.’s property.”** Begin Scene 6a with the compound **Undetected**. | | ||
| + | | **The PCs reach the palisade with Approach State Alerted** | Movement is visible beyond the wall and the Hands are already checking routes and likely approaches. | Read **“The PCs reach the edge of J.W.’s property.”** Begin Scene 6a under an **Active Search**. Do not begin the **Full Alarm**. | | ||
| + | | **The PCs reach the compound as prisoners** | The Hands take them through the gate under restraint and remove them from view of the surrounding forest. | Proceed directly to Scene 6b. After the PCs escape the holding room, Scene 6a begins under an **Active Search**. | | ||
| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| - | * **This | + | * **This |
| - | * **The Errand Runner is Bait:** He never rushes or looks back in panic. If aware of pursuit, he radios ahead and maintains his pace, leading | + | * **Mu Is Bait:** He never runs in panic. If he notices |
| - | * **A Controlled Forest:** Make it clear through description that the land is curated and watched. Traps appear where trails fail. Silence replaces birdsong. Even the route itself is controlled: temporary signs guide authorized travellers from one marker to the next while remaining almost invisible to outsiders. | + | * **Use the Approach State:** You only need to record **Quiet** or **Alerted**. Quiet begins Scene 6a **Undetected**. Alerted begins it under an **Active Search**. Scene 5 cannot trigger |
| - | * **The "Roman Way" is discovered here, but not named:** Attentive | + | * **The Roman Way Is Discovered |
| - | * **The Blues:** The Trappers | + | * **The Blues Are Always Supervised Outside the Compound:** Every Blue work group encountered in the forest is accompanied by at least one of J.W.’s Hands. |
| - | * **Traps | + | * **Do Not Merge the Blues and the Hands:** The Blue trappers are coerced workers maintaining trap lines and collecting game. The Hands are armed enforcers responsible for surveillance, communication, |
| - | * **The Moar:** It is not there to balance | + | * **Preserve |
| - | * **Clean Transitions:** When Trappers or Hands take control | + | * **Blue Assistance Is Subtle:** Sympathetic Blues may leave a tool within reach, loosen a line, delay an order or look away at the right moment. They do not openly confront an armed Hand unless the PCs create a decisive opportunity. |
| - | * **The Wall:** Scene 5 converges at the wooden barrier. The gate, the sign, the Moar skull—these are statements. The players should understand they are no longer acting freely. | + | * **Traps |
| + | * **The Trap Report Is Automatic:** Once the supervising Hand discovers trapped PCs, he moves beyond their immediate reach and reports their location. Do not introduce | ||
| + | * **Use Forest Turns for the Response:** After the Hand reports the prisoners, reinforcements arrive | ||
| + | * **Only the Hands Capture the PCs:** The supervising Hand and the arriving reinforcement team control | ||
| + | * **The Moar Is an Environmental Threat:** It is attracted by prolonged noise, blood and immobilized prey. It does not serve J.W. and does not distinguish between the PCs, the Blues or the Hands. | ||
| + | * **Record Abandoned Transport:** If the PCs leave the Mortician’s Cart, mounts or other transport behind, preserve its location for Scene 8a. | ||
| + | * **The Wall Is the Threshold: | ||
| - | ==== DM Tutorial: How to approach | + | ==== DM Tutorial: How to Approach |
| - | {{ :dm_briefing_hauh_follow_the_errand_runner.mp3 |}} | + | {{ :dmbriefing_scene5_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: |
| - | * ☞ **Resolution: | + | * ☞ **Resolution: |
| - | * ← **Previous Scene:** [[hauh_morningstar_food_market|Scene 4c Morningstar Food Market]] | + | * ← **Previous Scene:** [[hauh_morningstar_food_market|Scene 4c — Morningstar Food Market]] |
| - | * → **Next Scene:** [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]] | + | * ↖ **Alternative Approach:** [[scene_4a_2_the_roman_way|Scene 4a+2 — The Roman Way]] |
| + | * → **Free Arrival:** [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]] | ||
| + | * → **Captured Arrival: | ||
hauh_follow_the_errand_runner.1783884388.txt.gz · Last modified: 2026/07/12 19:26 by admin