hauh_follow_the_errand_runner
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| hauh_follow_the_errand_runner [2026/09/07 05:29] – [Phase IIa — The Capture Trap] 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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| | **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 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. | | ||
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| ==== 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 | + | | **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 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 | + | | **The PCs remain trapped for approximately two hours** | Two pale trappers |
| - | | **The Blues Disposition is Uncertain** | The trappers obey the Hand and remain beyond | + | | **The supervising Hand discovers the trapped PCs** | He steps beyond their immediate reach, |
| - | | **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 PCs neutralize | + | | **The Blues Disposition is Uncertain** | The workers keep their distance |
| - | | **The supervising | + | | **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 Hand Response Clock expires while the PCs remain trapped or nearby** | Armed figures appear between the trees and spread out around | ||
| ==== 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**. | | ||
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| ===== 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.1788758945.txt.gz · Last modified: 2026/09/07 05:29 by admin