hauh_morningstar_guarding_troopers
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| hauh_morningstar_guarding_troopers [2026/02/19 05:43] – [5 | Triggers, Clues & Consequences] admin | hauh_morningstar_guarding_troopers [2026/07/11 18:10] (current) – [Morningstar Hub Overview (Playable Locations & Opportunities)] admin | ||
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| A carved wooden plaque above the heavy reinforced door bears the emblem of the Guarding Troopers. It is a place of absolute, unbending order in a town made of mud and fog. | A carved wooden plaque above the heavy reinforced door bears the emblem of the Guarding Troopers. It is a place of absolute, unbending order in a town made of mud and fog. | ||
| - | {{ :read_aloud_hauh_scene4f_troopers_ext.mp3 |}} | + | {{ :read_aloud_hauh_local_guarding_troopers_station_m.mp3 |}} |
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| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Investigation or Survival** | Gather information legally · hide gear · investigate the cell · orchestrate a prison break | **Proactive: | + | | **Investigation or Survival** | Gather information legally · hide gear · investigate the cell · orchestrate a prison break | __**Proactive: |
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| | **Processing Trooper** | Law Enforcement | Search and disarm | Methodical and rough. Checks for weapons, comms, and hidden tools. | [[local_guarding_troopers_station_of_morningstar|Local Guarding Troopers Station of Morningstar]] | | | **Processing Trooper** | Law Enforcement | Search and disarm | Methodical and rough. Checks for weapons, comms, and hidden tools. | [[local_guarding_troopers_station_of_morningstar|Local Guarding Troopers Station of Morningstar]] | | ||
| | **Mustafa " | | **Mustafa " | ||
| - | | **Guarding Bots (6) & Drones (2)** | Automated Muscle | Enforce laws | Unbribable, lethal, and strictly rule-bound. 2 bots guard the attic cells 24/7. | [[guarding_bots|Guarding Bots]] | | + | | **Guarding Bots (6) ** | Automated Muscle | Enforce laws | Unbribable, lethal, and strictly rule-bound. 2 bots guard the attic cells 24/7. | [[guarding_bots|Guarding Bots]] | |
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| ===== 5 | Triggers, Clues & Consequences ===== | ===== 5 | Triggers, Clues & Consequences ===== | ||
| - | {{ : | + | {{: |
| === Phase 1 — The Front Desk (Proactive Investigation) === | === Phase 1 — The Front Desk (Proactive Investigation) === | ||
| - | *This phase occurs if the PCs walk into the station voluntarily to ask questions or report crimes.* | + | //This phase occurs if the PCs walk into the station voluntarily to ask questions or report crimes. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🗣️ **PCs try to report the Highwaymen, Arr, or Honga** | The Investigator sighs, pulling a blank form. " | | 🗣️ **PCs try to report the Highwaymen, Arr, or Honga** | The Investigator sighs, pulling a blank form. " | ||
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| === Phase 2 — Processing & The Search Sequence (Reactive Detention) === | === Phase 2 — Processing & The Search Sequence (Reactive Detention) === | ||
| - | If arrested, PCs are brought to the Guard Room. Their hands are bound with magnetic restraints. They are ordered to face the wall in a line. The Investigator states they will be shipped to New Kourou tomorrow. The Processing Trooper then searches them ONE BY ONE, moving down the line. | + | //If arrested, PCs are brought to the Guard Room. Their hands are bound with magnetic restraints. They are ordered to face the wall in a line. The Investigator states they will be shipped to New Kourou tomorrow. The Processing Trooper then searches them ONE BY ONE, moving down the line. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🗣️ **A PC causes a distraction (talking back, resisting)** | The Trooper pauses the search to deal with the disruptive PC. | Requires a CHA (Deception/ | | 🗣️ **A PC causes a distraction (talking back, resisting)** | The Trooper pauses the search to deal with the disruptive PC. | Requires a CHA (Deception/ | ||
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| === Phase 3 — The Cell & The Execution Order === | === Phase 3 — The Cell & The Execution Order === | ||
| - | The PCs are locked in separate Attic Mezzanine cells (numbered 1 through 4). They must investigate their environment and find a way to communicate before the night sets in. | + | //The PCs are locked in separate Attic Mezzanine cells (numbered 1 through 4). They must investigate their environment and find a way to communicate before the night sets in. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🗣️ **PCs attempt to talk to each other between cells** | Voices are muffled by the thick steel and timber. | If they shout, the Cell-Guard Bot bangs on the doors and threatens a stun-shock. If they whisper through the central air vents or under the door slits, they can communicate safely but cannot pass physical items. | | | 🗣️ **PCs attempt to talk to each other between cells** | Voices are muffled by the thick steel and timber. | If they shout, the Cell-Guard Bot bangs on the doors and threatens a stun-shock. If they whisper through the central air vents or under the door slits, they can communicate safely but cannot pass physical items. | | ||
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| === Phase 4 — The Breakout (Enabling the Escape) === | === Phase 4 — The Breakout (Enabling the Escape) === | ||
| - | To survive, the PCs must utilize the rigid detention schedule and their specific cell resources. At 19:00, hot stew is served in highly polished metal bowls with hard polymer spoons. Simultaneously, | + | //To survive, the PCs must utilize the rigid detention schedule and their specific cell resources. ..At 19:00, hot stew is served in heavy, crude clay bowls with fragile |
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🔥 **A PC uses the hidden MATCHES** | Igniting the cot's bedding, clothing, or the AuroraSan' | | 🔥 **A PC uses the hidden MATCHES** | Igniting the cot's bedding, clothing, or the AuroraSan' | ||
| - | | 🗡️ **A PC makes use of the TIMBER SPLINTER** | The resin-hardened splinter acts as a versatile makeshift tool for sabotage or violence. | **Ventilation | + | | 🗡️ **A PC makes use of the TIMBER SPLINTER** | The resin-hardened splinter acts as a versatile makeshift tool for sabotage or violence. | __Ventilation |
| - | | 🍲 **A PC utilizes the 19:00 MEALTIME (Acoustic Cover, Clay Bowl & Spoon)** | The corridor heating system' | + | | 🍲 **A PC utilizes the 19:00 MEALTIME (Acoustic Cover, Clay Bowl & Spoon)** | The corridor heating system' |
| - | | 🥷 **A PC utilizes SMUGGLED GEAR** | Standard tools bypass improvised penalties. The biological Tinkerer items (if successfully smuggled and unused) have highly specific, unpredictable effects against the cell's hardware and the mechanical Guarding Bot. | **Standard | + | | 🥷 **A PC utilizes SMUGGLED GEAR** | Standard tools bypass improvised penalties. The biological Tinkerer items (if successfully smuggled and unused) have highly specific, unpredictable effects against the cell's hardware and the mechanical Guarding Bot. | __Standard |
| - | | 🏃 **PCs exit the cells and move to escape the station** | The ground floor is not empty. The PCs must bypass the night-shift staff, decide whether to risk reclaiming their confiscated gear, and flee into the settlement. | **Ground | + | | 🏃 **PCs exit the cells and move to escape the station** | The ground floor is not empty. The PCs must bypass the night-shift staff, decide whether to risk reclaiming their confiscated gear, and flee into the settlement. | __Ground |
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| * **The Corrupt Law:** The Guarding Troopers here are not the good guys. They are overworked, underpaid, and easily bought by J.W.'s vast wealth. Make the Investigator dismissive and Commander Kaelen ruthlessly pragmatic. | * **The Corrupt Law:** The Guarding Troopers here are not the good guys. They are overworked, underpaid, and easily bought by J.W.'s vast wealth. Make the Investigator dismissive and Commander Kaelen ruthlessly pragmatic. | ||
| * **The Line-Up Tension:** Make the search in Phase 2 sequential. Describe the trooper moving from PC 1, to PC 2, to PC 3. Ask the players at the end of the line what they are doing while they wait their turn. This turns a simple "you are stripped of gear" moment into a thrilling mechanical puzzle. | * **The Line-Up Tension:** Make the search in Phase 2 sequential. Describe the trooper moving from PC 1, to PC 2, to PC 3. Ask the players at the end of the line what they are doing while they wait their turn. This turns a simple "you are stripped of gear" moment into a thrilling mechanical puzzle. | ||
| - | * **The Isolation | + | * **The Isolation |
| * **The Dual Clock:** The Investigator threatens them with transport to New Kourou to make them complacent. Overhearing Kaelen and Mustafa shatters that complacency. It changes the context of the arrest from a " | * **The Dual Clock:** The Investigator threatens them with transport to New Kourou to make them complacent. Overhearing Kaelen and Mustafa shatters that complacency. It changes the context of the arrest from a " | ||
| - | * **Reward Creativity in the Cells:** The escape vectors | + | * **The Reality of the Guarding Bot:** Remind players |
| + | * **The 19:00 Acoustic Cover:** Emphasize the loud metallic | ||
| + | * **The Manhunt (Transitioning | ||
| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_hauh_guarding_troopers.mp3 |}} | + | {{ :dm_briefing_hauh_local_guarding_troopers_station_m.mp3 |}} |
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| * ★ **Overview: | * ★ **Overview: | ||
| * ☞ **Resolution: | * ☞ **Resolution: | ||
| - | * ← **Previous Scene:** [[hauh_traveling_to_morningstar|Scene | + | * ← **Previous Scene:** [[hauh_arrival_in_morningstar|Scene |
| - | * →** Next Scene: | + | * →** Next Scene: |
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| | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | ||
| - | | **[[django_s_diner|Django’s Diner]]** | Food · Rumors | + | | **[[django_s_diner|Django’s Diner]]** | Food · Pressure |
| | **[[saws_end|Saw’s End]]** | Lodging · Social Risk · Rumor Hub | Secure the only accommodation in Morningstar · gather guarded rumors about “J.W.” and his operations · risk visibility through drinking or playing [[twenty_one|Twenty One]] · encounter Sagan Belmont in forced proximity | Loud · Smoky · Volatile · Consequences enforced | → [[hauh_morningstar_saws_end|Scene 4b]] | | | **[[saws_end|Saw’s End]]** | Lodging · Social Risk · Rumor Hub | Secure the only accommodation in Morningstar · gather guarded rumors about “J.W.” and his operations · risk visibility through drinking or playing [[twenty_one|Twenty One]] · encounter Sagan Belmont in forced proximity | Loud · Smoky · Volatile · Consequences enforced | → [[hauh_morningstar_saws_end|Scene 4b]] | | ||
| | **[[morningstar_food_market|Morningstar Food Market]]** | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them | Practical · Neutral | → [[hauh_morningstar_food_market|Scene 4c]] | | | **[[morningstar_food_market|Morningstar Food Market]]** | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them | Practical · Neutral | → [[hauh_morningstar_food_market|Scene 4c]] | | ||
hauh_morningstar_guarding_troopers.1771479804.txt.gz · Last modified: 2026/02/19 05:43 by admin