hauh_morningstar_djangos_diner
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| hauh_morningstar_djangos_diner [2026/07/11 18:00] – [Special Scene Mechanic — Forgotten Connection] admin | hauh_morningstar_djangos_diner [2026/07/11 18:08] (current) – [DM Tutorial: How to Approach the Scene] admin | ||
|---|---|---|---|
| Line 19: | Line 19: | ||
| ===== Special Scene Mechanic — Forgotten Connection ===== | ===== Special Scene Mechanic — Forgotten Connection ===== | ||
| - | Some scenes contain hidden opportunities that are only available to specific player characters because of their personal history.In this scene, the distressed lumberjack is [[sagan_belmont|Sagan Belmont]], a former coworker of [[rogan_sokolov|Rogan Sokolov]] from his years at the [[fogwood_sawmill_timber_yard|Fogwood]] logging yards. However, neither man immediately recognizes the other. Years have passed, both have changed considerably, | + | Some scenes contain hidden opportunities that are only available to specific player characters because of their personal history. In this scene, the distressed lumberjack is [[sagan_belmont|Sagan Belmont]], a former coworker of [[rogan_sokolov|Rogan Sokolov]] from his years at the [[fogwood_sawmill_timber_yard|Fogwood]] logging yards. However, neither man immediately recognizes the other. Years have passed, both have changed considerably, |
| The connection becomes available if Rogan actively studies Sagan, listens closely to him, speaks with him, or otherwise tries to place the familiar man. If this happens, the DM may call for a **Former Logger / Background / INT Probe (DC 13).** | The connection becomes available if Rogan actively studies Sagan, listens closely to him, speaks with him, or otherwise tries to place the familiar man. If this happens, the DM may call for a **Former Logger / Background / INT Probe (DC 13).** | ||
| Line 98: | Line 98: | ||
| **Important: | **Important: | ||
| - | This confrontation can be resolved in several different ways. The PCs may attempt to calm Sagan through negotiation, | + | This confrontation can be resolved in several different ways. The PCs may attempt to calm Sagan through negotiation, |
| | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| - | | **Rogan | + | | **Rogan |
| | **The PCs escort Sagan out before the Troopers arrive** | The mother gathers her daughter and hurries toward the rear exit. The loggers silently make room for them. Roxy's optical ring fades from defensive crimson to dull amber. Its manipulator opens, releasing the torn halves of the voucher onto the counter. Sagan allows the PCs to guide him toward the entrance. The spike-driver remains lowered. Behind them, the diner slowly begins to breathe again. | | | **The PCs escort Sagan out before the Troopers arrive** | The mother gathers her daughter and hurries toward the rear exit. The loggers silently make room for them. Roxy's optical ring fades from defensive crimson to dull amber. Its manipulator opens, releasing the torn halves of the voucher onto the counter. Sagan allows the PCs to guide him toward the entrance. The spike-driver remains lowered. Behind them, the diner slowly begins to breathe again. | | ||
| | **Guarding Troopers take Sagan into custody** | Boots splash outside. Two Guarding Troopers enter from the market side, rain streaming from their patrol mantles. They take in the spike-driver, | | **Guarding Troopers take Sagan into custody** | Boots splash outside. Two Guarding Troopers enter from the market side, rain streaming from their patrol mantles. They take in the spike-driver, | ||
| Line 129: | Line 129: | ||
| ===== 5 | Triggers, Clues & Consequences ===== | ===== 5 | Triggers, Clues & Consequences ===== | ||
| - | === Phase 1a — The Ticking Clock (Wanted PCs) === | + | === Phase 1 — The Ticking Clock (Wanted PCs) === |
| This phase applies only if one or more PCs are Wanted and their identities become compromised. If the PCs are clean or remain successfully disguised, skip to Phase 1b. The confrontation with Sagan does not pause the [[Ticking Clock|Ticking Clock]]. Once the PCs have been identified, they must resolve the crisis, recover anything important, and leave before the Guarding Troopers arrive. | This phase applies only if one or more PCs are Wanted and their identities become compromised. If the PCs are clean or remain successfully disguised, skip to Phase 1b. The confrontation with Sagan does not pause the [[Ticking Clock|Ticking Clock]]. Once the PCs have been identified, they must resolve the crisis, recover anything important, and leave before the Guarding Troopers arrive. | ||
| Line 148: | Line 148: | ||
| | 🚨 **The Micro Clock or Macro Clock expires while the PCs remain inside** | Two Guarding Troopers enter through the market entrance. They first secure the spike-driver and protect the mother, then begin verifying the identities of everyone involved. | Wanted PCs must choose whether to submit or resist. If they submit, proceed to [[hauh_morningstar_guarding_troopers|Scene 4f — Local Guarding Troopers Station]]. If they attack, resist, or flee, proceed to [[hauh_morningstar_manhunt|Scene 4g — Escaping Morningstar]]. | | | 🚨 **The Micro Clock or Macro Clock expires while the PCs remain inside** | Two Guarding Troopers enter through the market entrance. They first secure the spike-driver and protect the mother, then begin verifying the identities of everyone involved. | Wanted PCs must choose whether to submit or resist. If they submit, proceed to [[hauh_morningstar_guarding_troopers|Scene 4f — Local Guarding Troopers Station]]. If they attack, resist, or flee, proceed to [[hauh_morningstar_manhunt|Scene 4g — Escaping Morningstar]]. | | ||
| | 🚨 **The Clock expires after Sagan has already been calmed or removed** | The Troopers secure the diner, question Roxy, and request identification from the remaining PCs. | Resolving the hostage crisis does not erase active warrants. Wanted PCs must still submit or resist. | | | 🚨 **The Clock expires after Sagan has already been calmed or removed** | The Troopers secure the diner, question Roxy, and request identification from the remaining PCs. | Resolving the hostage crisis does not erase active warrants. Wanted PCs must still submit or resist. | | ||
| - | === Phase 1b — The Voucher Incident === | ||
| - | | **Trigger / Cue (Player Action or Event)** | **Immediate Reaction / Change** | **Ripple Effect / Consequence** | | ||
| - | | ⚠️ **The PCs observe without intervening** | Sagan continues arguing with Roxy about the rejected voucher. His frustration grows visibly. | The confrontation escalates naturally toward the hostage situation. | | ||
| - | | 🧾 **The PCs inspect the voucher** | The torn voucher bears the Hale & Hook logo and has clearly been ripped apart deliberately. | The PCs may recognize it later as an important clue connected to J.W. | | ||
| - | | 🗣️ **The PCs attempt to calm Sagan before the situation escalates further** | Requires a CHA-based probe (DC 13). Success temporarily slows the escalation but does not resolve it. Failure convinces Sagan that nobody intends to help him. | The hostage situation is delayed by a few moments, giving the PCs more time to react. | | ||
| === Phase 2 — Hostage Situation === | === Phase 2 — Hostage Situation === | ||
| Line 162: | Line 157: | ||
| | 👊 **The PCs attempt to overpower Sagan** | Resolve normally using combat or opposed probes. | Success subdues Sagan before anyone is harmed. Failure may result in injuries or an accidental discharge of the spike-driver. | | | 👊 **The PCs attempt to overpower Sagan** | Resolve normally using combat or opposed probes. | Success subdues Sagan before anyone is harmed. Failure may result in injuries or an accidental discharge of the spike-driver. | | ||
| | 👧 **The hostage is successfully rescued** | The immediate threat to the mother and daughter ends. | Sagan' | | 👧 **The hostage is successfully rescued** | The immediate threat to the mother and daughter ends. | Sagan' | ||
| + | | 🧾 **The PCs recover or inspect the torn voucher** | The two halves bear the [[hale_and_hook_outfitters|Hale & Hook]] logo and J.W.’s authorization. The handwriting contains the same distinctive stencil breaks found on the note recovered from the Hand. | The voucher becomes a central piece of evidence linking Sagan’s ruined timber business, Hale & Hook, and J.W. | | ||
| | 🚪 **The PCs escort Sagan away before the Troopers arrive** | Read the staged description **"PCs escort Sagan away before the Guarding Troopers arrive." | | 🚪 **The PCs escort Sagan away before the Troopers arrive** | Read the staged description **"PCs escort Sagan away before the Guarding Troopers arrive." | ||
| - | | 🚓 **The confrontation lasts too long** | Local Guarding Troopers arrive. Read the staged description **" | + | | 🚓 **The confrontation lasts too long or Roxy completes its emergency transmission** | Local Guarding Troopers arrive. Read the staged description **" |
| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| Line 177: | Line 173: | ||
| ==== DM Tutorial: How to Approach the Scene ==== | ==== DM Tutorial: How to Approach the Scene ==== | ||
| - | {{ :dm_briefing_hauh_djangos_diner.mp3 |}} | + | {{ :hauh_dmbriefing_scene_4a_djangosdiner.mp3 |}} |
| ===== Related Pages and Further Information ===== | ===== Related Pages and Further Information ===== | ||
hauh_morningstar_djangos_diner.1783792825.txt.gz · Last modified: 2026/07/11 18:00 by admin