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hauh_follow_the_errand_runner [2026/09/07 05:49] – [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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 ==== 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.1788760165.txt.gz · Last modified: 2026/09/07 05:49 by admin

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