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hauh_follow_the_errand_runner [2026/09/07 05:45] – [6 | DM Notes] adminhauh_follow_the_errand_runner [2026/09/07 05:53] (current) – [DM Tutorial: How to Approach the Scene] admin
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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 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 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 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 lowers his Shortwave Device and orders the prisoners 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 — Prisoner in the Realm of the Hunter]]. |+| **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]]. |
  
  
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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 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 ===== ===== 6 | DM Notes =====
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   * **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.   * **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.
   * **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.   * **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.
-  * **Keep the Blues Encounter Lean:** One short encounter is sufficient. Its purpose is to show the conditions under which the Blues live and to establish or adjust their disposition before the PCs reach the compound. 
   * **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.   * **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.
   * **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.   * **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.
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 ==== 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.1788759942.txt.gz · Last modified: 2026/09/07 05:45 by admin

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