hauh_follow_the_errand_runner
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| hauh_follow_the_errand_runner [2026/09/07 05:25] – admin | hauh_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 | + | | **The PCs notice |
| | **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 | + | | **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 |
| - | | **J.W.’s Hands — conditional** | Armed interception · intimidation · capture | Equipped with reinforced harnesses, firearms, melee weapons | + | | **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, |
| - | | **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 |
| | **Blues Disposition** | **Uncertain** · **Sympathetic** · **Alienated** | If no earlier event established the disposition, | | **Blues Disposition** | **Uncertain** · **Sympathetic** · **Alienated** | If no earlier event established the disposition, | ||
| | **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 |
| - | | **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 |
| - | | **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 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 |
| - | | **The PCs approach calmly | + | | **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** |
| - | | **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 |
| - | | **The PCs threaten, restrain or attack | + | | **The PCs address |
| - | | **— ENVIRONMENTAL PRESSURE —** ||| | + | | **The PCs neutralize |
| - | | **The PCs linger, stop for a prolonged period | + | | **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. |
| + | | **The PCs threaten, restrain | ||
| ==== Phase IIa — The Capture Trap ==== | ==== Phase IIa — The Capture Trap ==== | ||
| - | | **Trigger / Cue** | **Immediate | + | | **Trigger / Cue** | **Reaction** | **Clue / Consequence** | |
| - | | **The PCs step into a concealed | + | | **A PC steps into the concealed |
| - | | **The PCs attempt | + | | **The trapped PC attempts |
| - | | **The PCs remain trapped** | After approximately two hours, two Blue trappers arrive expecting captured game. They stop when they recognize | + | | **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 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 escape produces substantial or prolonged noise** | Something heavy begins moving through |
| - | | **The Blues Disposition is Uncertain** | The trappers | + | | **The PCs remain trapped for approximately two hours** | Two pale trappers |
| - | | **The Blues Disposition is Alienated** | The trappers immediately signal | + | | **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]] |
| - | | **The PCs free themselves while making substantial noise** | The struggle echoes through the undergrowth | + | | **The Blues Disposition is Sympathetic** | One of the workers avoids the Hand’s gaze and quietly leaves |
| - | | **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 |
| - | | **The PCs are captured by the Hands** | The Hands use stun weapons or overwhelming force, remove | + | | **The Blues Disposition |
| - | | **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 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 | ||
| ==== 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, | + | | **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, |
| ==== 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 | + | * **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 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 | + | |
| - | * **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. | + | |
| - | * **Preserve the Blues Disposition: | + | * **Preserve the Blues Disposition: |
| - | * **Traps Are Infrastructure: | + | * **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: |
| - | * **Only the Hands Capture the PCs: | + | * **The Trap Report |
| - | * **Record Abandoned Transport: | + | * **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: | + | * **Only the Hands Capture the PCs: |
| + | * **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: | ||
| + | * **The Wall Is the Threshold: | ||
| ==== 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