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hauh_morningstar_guarding_troopers [2026/02/21 05:05] – [Related Pages and Further Information] adminhauh_morningstar_guarding_troopers [2026/07/11 18:10] (current) – [Morningstar Hub Overview (Playable Locations & Opportunities)] admin
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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:** Demonstrates that the law in Morningstar is blind and bureaucratic.**Reactive:** Traps PCs in a high-stakes escape scenario where they must rely on their wits, hidden items, and environmental storytelling to survive a staged execution. |+| **Investigation or Survival** | Gather information legally · hide gear · investigate the cell · orchestrate a prison break | __**Proactive:**__ Demonstrates that the law in Morningstar is blind and bureaucratic. __**Reactive:**__ Traps PCs in a high-stakes escape scenario where they must rely on their wits, hidden items, and environmental storytelling to survive a staged execution. |
  
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 ===== 5 | Triggers, Clues & Consequences ===== ===== 5 | Triggers, Clues & Consequences =====
  
-{{ :102_map_guarding_trooper_station_morningstar.jpg?direct&200|}}+{{:102_map_guarding_trooper_station_morningstar.jpg?direct&200|}}
  
 === 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. "Outside the town limits. File a wilderness hazard report. It'll go to New Kourou next month." | The Troopers do not care about the wilderness. No action is taken. | | 🗣️ **PCs try to report the Highwaymen, Arr, or Honga** | The Investigator sighs, pulling a blank form. "Outside the town limits. File a wilderness hazard report. It'll go to New Kourou next month." | The Troopers do not care about the wilderness. No action is taken. |
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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/Intimidation) probe. Success: Buys the PCs further down the line an extra moment, granting them Advantage on their attempts to hide items or slip restraints. Failure: The disruptive PC takes a blow from a baton. | | 🗣️ **A PC causes a distraction (talking back, resisting)** | The Trooper pauses the search to deal with the disruptive PC. | Requires a CHA (Deception/Intimidation) probe. Success: Buys the PCs further down the line an extra moment, granting them Advantage on their attempts to hide items or slip restraints. Failure: The disruptive PC takes a blow from a baton. |
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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, the corridor heating system engages, creating a loud metallic hum that masks the sound of tampering. +//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 polymer spoons. Simultaneously, the corridor heating system engages... //
 | **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's dry waste fills the confined cell with thick smoke, triggering a localized fire alert. | The Cell-Guard Bot immediately overrides the lock and opens the cell door to extinguish the flames. The PC must use this distraction to slip past the bot (DEX Acrobatics/Stealth) or ambush it, then manually unlock the other cells from the corridor terminal. | | 🔥 **A PC uses the hidden MATCHES** | Igniting the cot's bedding, clothing, or the AuroraSan's dry waste fills the confined cell with thick smoke, triggering a localized fire alert. | The Cell-Guard Bot immediately overrides the lock and opens the cell door to extinguish the flames. The PC must use this distraction to slip past the bot (DEX Acrobatics/Stealth) or ambush it, then manually unlock the other cells from the corridor terminal. |
-| 🗡️ **A PC makes use of the TIMBER SPLINTER** | The resin-hardened splinter acts as a versatile makeshift tool for sabotage or violence. | **Ventilation Grate:** INT (Tech) or STR (Athletics) DC 13 to remove the grate, then DEX (Acrobatics) to crawl through the shaft to another cell or the corridor. **Electronic Lock:** INT (Tech) or DEX (Sleight of Hand) DC 14 to pry the AuroraSan maintenance panel and cross wires, popping their magnetic cell door. **Weapon:** Functions as a makeshift shiv (1d4 piercing) if they ambush the Guard-Bot. | +| 🗡️ **A PC makes use of the TIMBER SPLINTER** | The resin-hardened splinter acts as a versatile makeshift tool for sabotage or violence. | __Ventilation Grate:__ INT (Tech) or STR (Athletics) DC 13 to remove the grate, then DEX (Acrobatics) to crawl through the shaft to another cell or the corridor. __Electronic Lock:__ INT (Tech) or DEX (Sleight of Hand) DC 14 to pry the AuroraSan maintenance panel and cross wires, popping their magnetic cell door. __Weapon:__ Functions as a makeshift shiv (1d4 piercing) if they ambush the Guard-Bot. | 
-| 🍲 **A PC utilizes the 19:00 MEALTIME (Acoustic Cover, Clay Bowl & Spoon)** | The corridor heating system's loud hum masks noises, while the meal provides a heavy clay bowl and a fragile polymer spoon. | **Acoustic Cover:** The loud, ambient hum grants advantage on all DEX (Stealth) and INT (Tech) checks to pick locks or pry grates without triggering the Bot's 3D acoustic mapping. **Crude Sabotage (Spoon):** Can be used to attempt the Vent or Lock bypasses, but imposes disadvantage due to its fragility. **Desperate Distraction (Bowl):** Smashing the clay bowl can lure the Bot to the viewing slit. Attacking the 145kg, heavily armored Bot (AC 16) with a jagged piece of clay is nearly suicidal and will likely result in the PC taking a blast from the Bot's Stun Beam Emitter. | +| 🍲 **A PC utilizes the 19:00 MEALTIME (Acoustic Cover, Clay Bowl & Spoon)** | The corridor heating system's loud hum masks noises, while the meal provides a heavy clay bowl and a fragile polymer spoon. | __Acoustic Cover:__ The loud, ambient hum grants advantage on all DEX (Stealth) and INT (Tech) checks to pick locks or pry grates without triggering the Bot's 3D acoustic mapping. __Crude Sabotage (Spoon):__ Can be used to attempt the Vent or Lock bypasses, but imposes disadvantage due to its fragility. __Desperate Distraction (Bowl):__ Smashing the clay bowl can lure the Bot to the viewing slit. Attacking the 145kg, heavily armored Bot (AC 16) with a jagged piece of clay is nearly suicidal and will likely result in the PC taking a blast from the Bot's Stun Beam Emitter. | 
-| 🥷 **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 Tools/Lockpicks:** Grants Advantage on INT (Tech) checks to hack the door terminal or unscrew vents. **Shiver-Thorn Capsule:** Biologically useless against the Bot, but crushing it creates a dense herbal cloud. Can be used to momentarily obscure the Bot's optical sensors, granting a 1-round window to slip past it without triggering an attack. **Spineback Flicker Pod:** The spines cannot pierce the Bot's armor (AC 16). **Rootcoil Snare Vine:** If deployed at the Bot's legs as it enters a cell or passes in the corridor, the Bot must make the DC 13 STR save. Despite its gyroscopic balance, a failure tangles its bipedal gait, Restraining it for 1 round — buying the PCs exactly enough time to sprint for the stairs.| +| 🥷 **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 Tools/Lockpicks:__ Grants Advantage on INT (Tech) checks to hack the door terminal or unscrew vents. __Shiver-Thorn Capsule:__ Biologically useless against the Bot, but crushing it creates a dense herbal cloud. Can be used to momentarily obscure the Bot's optical sensors, granting a 1-round window to slip past it without triggering an attack. __Spineback Flicker Pod:__ The spines cannot pierce the Bot's armor (AC 16). __Rootcoil Snare Vine:__ If deployed at the Bot's legs as it enters a cell or passes in the corridor, the Bot must make the DC 13 STR save. Despite its gyroscopic balance, a failure tangles its bipedal gait, Restraining it for 1 round — buying the PCs exactly enough time to sprint for the stairs.| 
-| 🏃 **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 Floor Staff:** Before 02:00, 1d2 Troopers and the Investigator are present. Escaping PCs have the element of surprise (Advantage on DEX Stealth DC 14 or Initiative). If they wait until exactly 02:00, they walk directly into Commander Kaelen's prepared, heavily armed execution squad. **The Armory (Optional):** Retrieving gear is optional but highly risky. Requires STR (Athletics) DC 15 to pry the iron straps quietly, or INT (Tech) DC 14 to pick the lock. Failure instantly alerts the ground floor staff. **The Manhunt:** Once outside, the station's silent alarm triggers a full lockdown. Troopers and Guarding Bots begin a grid search of Morningstar. If the PCs linger in the settlement, they will be spotted and recaptured within 1–2 rounds. They must flee the town limits immediately. |+| 🏃 **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 Floor Staff:__ Before 02:00, 1d2 Troopers and the Investigator are present. Escaping PCs have the element of surprise (Advantage on DEX Stealth DC 14 or Initiative). If they wait until exactly 02:00, they walk directly into Commander Kaelen's prepared, heavily armed execution squad. __The Armory (Optional):__ Retrieving gear is optional but highly risky. Requires STR (Athletics) DC 15 to pry the iron straps quietly, or INT (Tech) DC 14 to pick the lock. Failure instantly alerts the ground floor staff __The Manhunt:__ Once outside, the station's silent alarm triggers a full lockdown. Troopers and Guarding Bots begin a grid search of Morningstar. If the PCs linger in the settlement, they will be spotted and recaptured within 1–2 rounds. They must flee the town limits immediately. |
  
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   * ★ **Overview:** [[All Scenes of Hunting An Unknown Hunter|All Scenes of Hunting An Unknown Hunter]]     * ★ **Overview:** [[All Scenes of Hunting An Unknown Hunter|All Scenes of Hunting An Unknown Hunter]]  
   * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]]   * ☞ **Resolution:** [[hauh_case_resolution|Case Resolution and discoverable Backstory]]
-  * ← **Previous Scene:** [[hauh_traveling_to_morningstar|Scene 3 - Traveling to Morningstar]], [[scene_3b_prisoners_of_the_honga|Scene 3b Prisoners of the Honga]]+  * ← **Previous Scene:** [[hauh_arrival_in_morningstar|Scene 4 - Arrival in Morningstar]] or any other scene of the Hub.
   * →** Next Scene:**  When the PCs escape from the station, the story continues with [[hauh_morningstar_manhunt|Scene 4g - The Manhunt]]. When the PC leave the station without being pursued, please use the Morningstar Hub Overview to continue …   * →** Next Scene:**  When the PCs escape from the station, the story continues with [[hauh_morningstar_manhunt|Scene 4g - The Manhunt]]. When the PC leave the station without being pursued, please use the Morningstar Hub Overview to continue …
  
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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 · Low-cost stability | Eat cheaply · overhear timber and trade talk · ask the serving Butler Bot Roxy about the receipt found on the Hand and his henchmen | Warm · Cramped · Watchful | → [[hauh_morningstar_djangos_diner|Scene 4a]] |+| **[[django_s_diner|Django’s Diner]]** | Food · Pressure · Investigation | Prevent Sagan from harming a civilian · recover J.W.’s torn voucher · ask Roxy about the receipt found on the Hand and his henchmen | Warm · Cramped · Volatile | → [[hauh_morningstar_djangos_diner|Scene 4a]] |
 | **[[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.1771650306.txt.gz · Last modified: 2026/02/21 05:05 by admin

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