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hauh_follow_the_errand_runner [2026/09/07 05:25] – adminhauh_follow_the_errand_runner [2026/09/07 05:53] (current) – [DM Tutorial: How to Approach the Scene] admin
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 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-Alouds — Progressive Descriptions ====
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 | **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. |
-| **The PCs notice Blue trappers beside the route** | Two pale figures crouch beside a trap line half-concealed beneath wet foliage. Their clothing consists of patched work gear rather than the reinforced harnesses worn by J.W.’s Hands. Large pupils turn toward you, widening in the filtered light. Neither figure reaches for a weapon. One slowly rises while the other looks toward the route ahead, as though deciding whether to retreat or warn someone. |+| **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 and reinforced with scavenged metal plates and wire. It stands nearly three metres high, cutting cleanly across the forest floor. A heavy timber gate breaks the palisade. Above it, a rough wooden frame supports a massive steel pressure vessel scavenged from the Last Frontier, its weathered surface stained by rust and tropical rain. The vessel hangs like an improvised bell over the entrance. Off to one side, a weathered post bears a faded warning: NO TRESPASSING — PRIVATE PROPERTY. Above the sign hangs the yellowed skull of a [[moar|Moar]]. Whatever rules applied behind you no longer reach this place. You are no longer following someone. You have arrived. | | **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 and reinforced with scavenged metal plates and wire. It stands nearly three metres high, cutting cleanly across the forest floor. A heavy timber gate breaks the palisade. Above it, a rough wooden frame supports a massive steel pressure vessel scavenged from the Last Frontier, its weathered surface stained by rust and tropical rain. The vessel hangs like an improvised bell over the entrance. Off to one side, a weathered post bears a faded warning: NO TRESPASSING — PRIVATE PROPERTY. Above the sign hangs the yellowed skull of a [[moar|Moar]]. Whatever rules applied behind you no longer reach this place. You are no longer following someone. You have arrived. |
  
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 | **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 “Mu” Metzger** | Errand Runner · Hunter’s Hand | Maintains a steady pace. His yellow raincoat remains visible at a distance. If he notices pursuit, he does not flee—he reports the intruders and leads them toward prepared ground. | [[mustafa_metzger|Mustafa Metzger]] | | **Mustafa “Mu” Metzger** | Errand Runner · Hunter’s Hand | Maintains a steady pace. His yellow raincoat remains visible at a distance. If he notices pursuit, he does not flee—he reports the intruders and leads them toward prepared ground. | [[mustafa_metzger|Mustafa Metzger]] |
-| **Blue Trappers and Workers — conditional** | Maintain trap lines · collect game · survive within J.W.’s system | Pale, cautious and accustomed to avoiding direct confrontation. They carry tools and trapping equipment rather than functioning as a patrol. Their response to the PCs depends upon the Blues Disposition. | [[the_blues|The Blues]] | +| **Blue Trappers and Workers — conditional** | Maintain trap lines · collect game · survive within J.W.’s system | Pale, cautious and accustomed to being watched. They carry tools and trapping equipment rather than serving as an armed patrol. Outside the compound, they are always accompanied by at least one of J.W.’s Hands and cannot speak or act freely. | [[the_blues|The Blues]] | 
-| **J.W.’s Hands — conditional** | Armed interception · intimidation · capture | Equipped with reinforced harnesses, firearms, melee weapons and restraints. They operate as J.W.’s disciplined security force. Some may be Blues, but their role and loyalty must not be used to define the wider Blue population. | — | +| **J.W.’s Hands — conditional** | Supervision · armed interception · intimidation · capture | One Hand accompanies every Blue work group outside the compound. Larger interception teams consist of approximately five Hands. They wear reinforced harnesses, carry firearms and restraints and report directly to J.W. Some Hands may themselves be Blues, but their security role must not be used to define the wider Blue population. | — |
-| **Manla** | Grazing · flight response | Herds scatter noisily when startled, crashing through undergrowth and mud. Their panic may conceal movement or announce the PCs’ presence farther ahead. | [[manla|Manla]] |+
 | **Moar** | Apex predator · dominance | Investigates prolonged noise, injury, blood or immobilized prey. It does not rush. If a Moar is close, the forest becomes unnaturally quiet first. | [[moar|Moar]] | | **Moar** | Apex predator · dominance | Investigates prolonged noise, injury, blood or immobilized prey. It does not rush. If a Moar is close, the forest becomes unnaturally quiet first. | [[moar|Moar]] |
  
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 | **State** | **Possible Results** | **Application** | | **State** | **Possible Results** | **Application** |
-| **Approach State** | **Quiet** · **Alerted** | Determines whether Scene 6a begins **Undetected** or under an **Active Search**. Scene 5 can never begin the **Full Alarm**, which requires the compound’s pneumatic alarm system. |+| **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. | | **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. | | **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. |
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 | **The PCs lose sight of Mu without discovering the markers** | The forest offers no obvious road or continuous trail. | Recovering the pursuit requires a WIS (Survival) probe (DC 14). Failure increases the likelihood of entering Phase IIa. | | **The PCs lose sight of Mu without discovering the markers** | The forest offers no obvious road or continuous trail. | Recovering the pursuit requires a WIS (Survival) probe (DC 14). Failure increases the likelihood of entering Phase IIa. |
 | **The PCs remove, damage or rearrange a marker** | The hidden route becomes harder to retrace. Mu or the Hands may later recognize the interference. | Future route-finding probes suffer Disadvantage unless the PCs record or restore the marker. Discovery of the tampering changes the **Approach State** to **Alerted**. | | **The PCs remove, damage or rearrange a marker** | The hidden route becomes harder to retrace. Mu or the Hands may later recognize the interference. | Future route-finding probes suffer Disadvantage unless the PCs record or restore the marker. Discovery of the tampering changes the **Approach State** to **Alerted**. |
-|  **— THE BLUE TRAPPERS —**  ||| +|  **— SUPERVISED BLUE TRAPPERS —**  ||| 
-| **The PCs notice Blue trappers near the route** | The workers freeze, watch the PCs and prepare to withdraw rather than attack. | Read **“The PCs notice Blue trappers beside the route.”** The PCs may avoid them or attempt an interaction. | +| **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 avoid the Blue trappers** | The Blues allow distance to grow and disappear into the vegetation. | The Blues Disposition remains **Uncertain**. The encounter does not change the Approach State. | +| **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 that the Hand is supervising them rather than protecting or assisting them. The Blues Disposition remains **Uncertain**. | 
-| **The PCs approach calmly or offer assistance** | The Blues remain cautious but listen. They continually glance toward the route and the direction of the compound. | A CHA (Persuasion) or suitable empathetic probe (DC 12) shifts the Blues Disposition to **Sympathetic**. Failure leaves it **Uncertain** without triggering an alarm. | +| **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 ask about Mu, the Hands or the compound** | The Blues avoid naming J.W. directly. If Sympathetic, they indicate that armed Hands are waiting farther ahead or warn the PCs away from the route. | A WIS (Insight) probe (DC 12) confirms that these Blues fear J.W.’s security more than they fear the PCs. | +| **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 or prevent the warning, the Hand reports the encounter. Set the Approach State to **Alerted** and continue toward Phase IIb. | 
-| **The PCs threaten, restrain or attack the Blue trappers** | The Blues attempt to flee, defend themselves only long enough to escape and alert the Hands if possible. | Set the Blues Disposition to **Alienated**. If one escapes or transmits a warning, set the Approach State to **Alerted** and continue toward Phase IIb. | +| **The PCs address the Blues peacefully** | The Hand interrupts or orders the Blues to remain silent. Their response is limited to glances, hesitation or small gestures. | A CHA (Persuasion) or WIS (Insight) probe (DC 12) may shift the Blues Disposition to **Sympathetic**, but they will not openly defy the Hand while he controls the encounter. | 
-|  **— ENVIRONMENTAL PRESSURE —**  ||| +| **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, an offer of freedom or visible restraint shifts the Blues Disposition to **Sympathetic**. If the Hand transmitted a warning first, the Approach State remains **Alerted**. Otherwise, it may remain **Quiet**. | 
-| **The PCs linger, stop for a prolonged period or tend serious injuries** | Ambient animal sounds fade until the forest becomes unnaturally silent. | A [[moar|Moar]] is moving closer. Continue toward Phase IIa or stage an encounter appropriate to the group’s condition. |+| **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 IIa — The Capture Trap ==== ==== Phase IIa — The Capture Trap ====
  
-| **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | +| **Trigger / Cue** | **Reaction** | **Clue / Consequence** | 
-| **The PCs step into a concealed capture trap** | A hidden pit-and-net mechanism collapses beneath the leading PCs. A weighted net snaps shut around them. | **Mechanic:** Affected PCs suffer 1d6 piercing damage from barbed hooks and become **Immobilized**. | +| **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 from another PC. | 
-| **The PCs attempt to free themselves** | The trap tightens and the barbs catch against clothing and flesh. | Coordinated STR or DEX probes (DC 15). Each failed attempt causes 1d4 damage and creates additional noise. | +| **The trapped PC attempts to force their way free** | The wire cuts deeper and the supporting branches creak beneath the strain. | **Mechanic:** A failed escape probe inflicts 1d4 damage and produces additional noise. Creative use of tools, leverage or coordinated assistance may lower the DC at the DM’s discretion. | 
-| **The PCs remain trapped** | After approximately two hours, two Blue trappers arrive expecting captured game. They stop when they recognize the prisoners as people. | Their response depends upon the current **Blues Disposition**. | +| **The PCs free themselves before anyone arrives** | The released line lashes back through the vegetation. Beyond it, the forest remains still—for now. | The PCs may return to Phase I and continue toward the compound. Preserve the current **Approach State** unless their escape produced substantial noise. | 
-| **The Blues Disposition is Sympathetic** | The trappers silently loosen or cut part of the mechanism and indicate a direction away from the route. | The PCs gain Advantage on their next attempt to escape the trap. The Blues do not automatically accompany them or openly confront the Hands. | +| **The escape produces substantial or prolonged noise** | Something heavy begins moving through the mist beyond the surrounding trunks. Branches bend, then snap. | The disturbance may attract the [[moar|Moar]]. This does not automatically alert the compound, but gunfire or a prolonged confrontation sets the Approach State to **Alerted**. | 
-| **The Blues Disposition is Uncertain** | The trappers remain beyond reach and signal for someone else to deal with the prisoners. | The PCs have 1d4 rounds to escape before armed Hands arrive. They may still attempt a calm appeal using CHA (Persuasion) DC 13 to shift the disposition to **Sympathetic**. | +| **The PCs remain trapped for approximately two hours** | Two pale trappers approach through the mist with hooked poles and cutting tools. An armed Hand follows several paces behind them, watching the prisoners rather than the trap. | The Blues have come to inspect the trap line, but they are not free to decide what happens to the PCs. The supervising Hand controls the encounter. | 
-| **The Blues Disposition is Alienated** | The trappers immediately signal the Hands and interfere with escape attempts from a safe distance. | The PCs suffer Disadvantage on their next escape attempt. Armed Hands arrive after 1d4 rounds. | +| **The supervising Hand discovers the trapped PCs** | He steps beyond their immediate reach, draws his weapon and uses a compact [[short_wave_communications_device|Shortwave Device]] to report the trap-line designation and nearest route marker. He then remains at a safe distance while ordering the Blues to stay away from the prisoners. | Set the Approach State to **Alerted** and begin the **Hand Response Clock**. Reinforcements arrive after 1d4 Forest Turns. One Forest Turn represents approximately ten minutes. The transmission cannot be interrupted before it is sent. | 
-| **The PCs free themselves while making substantial noise** | The struggle echoes through the undergrowth and something large begins moving toward it. | A [[moar|Moar]] is drawn to the disturbance and attacks whichever visible creature appears weakest or most injured. | +| **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 PCs fight the Moar** | The noise of the confrontation carries through the forest. | Set the **Approach State** to **Alerted**. After 1d4 rounds, armed Hands arrive to investigate and attempt to capture any surviving PCs. | +| **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 minor covert assistance. Failure does not worsen the disposition unless the PCs threaten them. | 
-| **The PCs are captured by the Hands** | The Hands use stun weapons or overwhelming force, remove the PCs’ weapons and secure their restraints. | Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. Preserve the Blues Disposition. | +| **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 defeat or evade the Hands** | Tracks, equipment and the temporary markers reveal the direction from which the Hands approached. | The PCs may continue toward the compound. Proceed to Scene 6a with the compound already under an **Active Search**. |+| **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 or overcome the supervising Hand. The Approach State remains **Alerted**, because the report has already been transmitted. | 
 +| **The Hand Response Clock expires while the PCs remain trapped or nearby** | Armed figures appear between the trees and spread out around the trap site. The supervising Hand signals toward the prisoners and orders them not to move. | Continue with **Phase IIb — Interception by the Hands**. If the PCs surrender or are subdued, proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | 
  
 ==== Phase IIb — Interception by the Hands ==== ==== Phase IIb — Interception by the Hands ====
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 | **The PCs fight** | Mu and the Hands use their prepared positions, superior numbers and knowledge of the terrain. | Firearms, stun weapons and melee weapons are used without hesitation. Defeated PCs are restrained and taken to Scene 6b under visibly worse conditions. | | **The PCs fight** | Mu and the Hands use their prepared positions, superior numbers and knowledge of the terrain. | Firearms, stun weapons and melee weapons are used without hesitation. Defeated PCs are restrained and taken to Scene 6b under visibly worse conditions. |
 | **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 markers or the retreating Hands. Proceed to Scene 6a under an **Active Search**. | | **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 markers or the retreating Hands. Proceed to Scene 6a under an **Active Search**. |
-| **The PCs defeat the Hands** | Any surviving Hand refuses to reveal J.W.’s location willingly, but their tracks and equipment expose the route ahead. | A successful interrogation, tracking or investigation probe (DC 13) locates the next marker. Proceed to Scene 6a under an **Active Search** unless the PCs prevented every warning from reaching the compound. |+| **The PCs defeat the Hands** | Any surviving Hand refuses to reveal J.W.’s location willingly, but their tracks and equipment expose the route ahead. | A successful interrogation, tracking or investigation probe (DC 13) locates the next marker. Proceed to Scene 6a under an **Active Search**. |
  
 ==== Phase III — Reaching the Compound ==== ==== Phase III — Reaching the Compound ====
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 | **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 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**. | | **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 Scene Is About Pressure, Not Speed:** Let the forest create tension through mud, mist, humidity, fading sounds and uncertain movement.+  * **This Scene Is About Pressure, Not Speed:** Let the forest create tension through mud, mist, humidity, fading sounds and uncertain movement. The PCs should feel that they are entering territory shaped and controlled by someone else.
   * **Mu Is Bait:** He never runs in panic. If he notices pursuit, he reports the PCs and continues toward terrain chosen for an interception.   * **Mu Is Bait:** He never runs in panic. If he notices pursuit, he reports the PCs and continues toward terrain chosen for an interception.
-  * **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 never activates the compound’s Full Alarm.+  * **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 compound’s **Full Alarm**.
   * **The Roman Way Is Discovered but Not Named:** The PCs may understand the temporary marker system here, but its name and old-Earth explanation belong to Sagan in [[scene_4a_2_the_roman_way|Scene 4a+2 — The Roman Way]].   * **The Roman Way Is Discovered but Not Named:** The PCs may understand the temporary marker system here, but its name and old-Earth explanation belong to Sagan in [[scene_4a_2_the_roman_way|Scene 4a+2 — The Roman Way]].
-  * **Do Not Merge the Blues and the Hands:** The Blue trappers are workers maintaining trap lines. The Hands are armed enforcers. Individual Hands may be Blues, but they do not represent the whole population. +  * **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. The Blues are not free to abandon their work, warn the PCs openly or decide what happens to captured intruders. 
-  * **Keep the Blues Encounter Lean:** One short encounter is sufficient. Its main purpose is to establish or adjust the Blues Disposition before the PCs reach the compound. +  * **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, interception and capture. Individual Hands may themselves be Blues, but their role does not define the wider Blue population. 
-  * **Preserve the Blues Disposition:** Carry **Sympathetic**, **Uncertain** or **Alienated** into Scene 6a or Scene 6b. It describes how the workers regard the PCs, not whether they support J.W. +  * **Preserve the Blues Disposition:** Carry **Sympathetic**, **Uncertain** or **Alienated** into Scene 6a or Scene 6b. The disposition describes how the workers regard the PCs, not whether they openly support J.W. or resist his Hands. 
-  * **Traps Are Infrastructure:** Falling into a trap is a consequence of entering a controlled hunting area, not punishment imposed by the DM. +  * **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 Moar Is an Environmental Threat:** It is attracted by noise, blood and immobilized prey. It does not serve J.W. and does not distinguish between factions. +  * **Traps Are Infrastructure:** Falling into a trap is a consequence of entering a controlled hunting area, not a punishment imposed by the DM. Give the players meaningful opportunities to notice, avoid or escape the mechanism. 
-  * **Only the Hands Capture the PCs:** Ordinary Blues may report, hesitate or help, but they do not automatically become an armed capture squad. +  * **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 an opportunity to interrupt or imitate the transmission before it is sent. 
-  * **Record Abandoned Transport:** If the PCs leave the Mortician’s Cart or mounts behind, preserve their location for Scene 8a. +  * **Use Forest Turns for the Response:** After the Hand reports the prisoners, reinforcements arrive in 1d4 Forest Turns. One Forest Turn represents approximately ten minutes. This gives the PCs time to escape, negotiate, prepare an ambush or exploit covert help from the Blues. 
-  * **The Wall Is the Threshold:** The palisade, closed gate, warning sign, Moar skull and suspended pressure vessel announce that the PCs have reached controlled territory. Gate interaction belongs to Scene 6a.+  * **Only the Hands Capture the PCs:** The supervising Hand and the arriving reinforcement team control the arrest. The Blues may obey orders, remain passive or offer covert assistance according to their disposition, but they do not automatically become an armed capture squad. 
 +  * **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:** The palisade, closed gate, warning sign, Moar skull and suspended pressure vessel announce that the PCs have reached J.W.’s controlled territory. Gate interaction and entry into the compound belong to Scene 6a.
  
 ==== DM Tutorial: How to Approach the Scene ==== ==== DM Tutorial: How to Approach the Scene ====
  
-{{ :hauh_dmbriefing_scene5_followtheerrandrunner_2.mp3 |}}+{{ :dmbriefing_scene5_new.mp3 |}}
  
 ===== Related Pages and Further Information ===== ===== Related Pages and Further Information =====
hauh_follow_the_errand_runner.1788758746.txt.gz · Last modified: 2026/09/07 05:25 by admin

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