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hauh_morningstar_guarding_troopers [2026/02/23 07:09] – [5 | Triggers, Clues & Consequences] 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. |
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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.1771830592.txt.gz · Last modified: 2026/02/23 07:09 by admin

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