User Tools

Site Tools


hauh_follow_the_errand_runner

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
hauh_follow_the_errand_runner [2026/09/07 05:29] – [Phase IIa — The Capture Trap] adminhauh_follow_the_errand_runner [2026/09/07 05:53] (current) – [DM Tutorial: How to Approach the Scene] admin
Line 35: Line 35:
 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 ====
Line 66: Line 66:
  
 | **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. |
Line 95: Line 95:
 | **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 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. | | **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 to inspect the trap. One armed Hand accompanies them and remains several steps behind while they approach the mechanism. | The Hand recognizes the PCs as intruders and takes control of the encounter. The Blues cannot act freely while he watches them. | +| **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 supervising Hand discovers the trapped PCs** | He draws his weapon, orders the Blues away from the prisoners and reports the discovery. | Set the Approach State to **Alerted**. The PCs have 1d4 rounds to escape or act before an interception team arrives. | +| **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 Sympathetic** | When the Hand’s attention shifts, one trapper subtly loosens a line or leaves a cutting tool within reach. | The PCs gain Advantage on their next escape attempt. The Blue does not openly attack or confront the Hand. | +| **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 Uncertain** | The trappers obey the Hand and remain beyond the PCs’ reach, watching without intervening. | No modifier applies. The PCs must escape, negotiate or confront the Hand before reinforcements arrive. | +| **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 Blues Disposition is Alienated** | The trappers warn the Hand whenever a prisoner moves and pull loose tools away from the trap. | The PCs suffer Disadvantage on their next escape attempt. | +| **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 neutralize the supervising Hand before he reports them** | The Blues stop working and withdraw from the body, uncertain what the PCs will do next. | If the PCs treat them calmly, shift the Blues Disposition to **Sympathetic**. The Approach State may remain **Quiet** if no warning was transmitted. | +| **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 supervising Hand completes his report** | Additional Hands move toward the trap from the direction of the compound. | Continue toward Phase IIb. Even if the PCs escape before the Hands arrive, the Approach State remains **Alerted**. |+| **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 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 ====
Line 116: Line 120:
 | **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 ====
Line 124: Line 128:
 | **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.1788758945.txt.gz · Last modified: 2026/09/07 05:29 by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki