hauh_morningstar_manhunt
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| hauh_morningstar_manhunt [2026/02/21 05:51] – [5 | Triggers, Clues & Consequences] admin | hauh_morningstar_manhunt [2026/04/02 14:02] (current) – [5 | Triggers, Clues & Consequences] admin | ||
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| * **Type:** Action · Stealth · Consequence Enforcer | * **Type:** Action · Stealth · Consequence Enforcer | ||
| * **Era:** [[beta_age|Beta Age]] | * **Era:** [[beta_age|Beta Age]] | ||
| - | * **Tone:** Frantic · hostile | + | * **Tone:** Frantic · hostile · high-stakes |
| - | **Atmosphere & Sensory Cues:** The piercing, rhythmic wail of the station’s shortwave alarm siren · the sweeping beams of combat drone searchlights cutting through the thick Atrana mist · the heavy splashing of trooper boots in the mud · the sound of heavy wooden shutters and doors being barred shut by terrified locals | + | **Atmosphere & Sensory Cues:** The piercing, rhythmic wail of the station’s shortwave alarm siren · the sweeping beams of combat drone searchlights cutting through the thick Atrana mist · the heavy splashing of trooper boots in the mud · |
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| | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| - | | **PCs approach the North Gate to escape (Morningstar Perimeter)** | The northern perimeter looms ahead—a heavy timber palisade disappearing into the mist. The main gate is partially closed. Two Guarding Troopers stand behind barricades, their Laser Guns raised and scanning the treeline, while a multi-terrain Guarding Bot idles aggressively by the exit. Beyond them lies the deep, untamed wilderness of the Atrana Mountains. | | + | | **PCs approach the North Gate to escape (Morningstar Perimeter)** | The northern perimeter looms ahead — a heavy timber palisade disappearing into the mist. The main gate is partially closed. Two Guarding Troopers stand behind barricades, their Laser Guns raised and scanning the treeline, while a multi-terrain Guarding Bot idles aggressively by the exit. Beyond them lies the deep, untamed wilderness of the Atrana Mountains. | |
| - | | **PCs have escaped Morningstar and wander the woods without a lead (Failing Forward | + | | **PCs have escaped Morningstar and wander the woods without a lead (Failing Forward)** | The fog in the Atrana treeline is thick, swallowing the distant sirens of Morningstar. You are cold, hunted, and moving blind through the freezing mud. Then, you hear it — the heavy, metallic clank of a massive steel trap being reset, followed by a low grunt. Ahead, the narrow beam of a handheld lantern cuts through the mist. Figures are moving among the trees. They don't walk like lumberjacks. They are hunched, their stature shortened, wrapped in thick animal furs and heavy trapping gear. One of them hoists the bloody carcass of a furred beast over his shoulder, turning slightly toward the noise of your approach. The lantern light catches large, light-sensitive pupils and pale, distinctly bluish skin. Their physiology, that eerie blue tint—it brings a cold, sharp flash of memory. They look exactly like the 'Man without a Name'. | |
| | **PCs reach the edge of J.W.’s property** | The forest changes without warning. Ahead, half-swallowed by mist and foliage, a wooden wall rises between the trees — rough timbers sunk deep into the ground, reinforced with scavenged metal plates and wire. It stands nearly three meters high, cutting cleanly across the forest floor. Set into the wall is a heavy timber gate, closed. Off to one side, a weathered wooden post leans at an angle. A faded sign is nailed to it: NO TRESPASSING – PRIVATE PROPERTY. Above the sign, hanging from iron hooks, is the skull of a [[moar|Moar]] — massive, yellowed, its teeth still intact. Whatever rules applied behind you no longer reach this place. You are no longer following someone. You have arrived. | | | **PCs reach the edge of J.W.’s property** | The forest changes without warning. Ahead, half-swallowed by mist and foliage, a wooden wall rises between the trees — rough timbers sunk deep into the ground, reinforced with scavenged metal plates and wire. It stands nearly three meters high, cutting cleanly across the forest floor. Set into the wall is a heavy timber gate, closed. Off to one side, a weathered wooden post leans at an angle. A faded sign is nailed to it: NO TRESPASSING – PRIVATE PROPERTY. Above the sign, hanging from iron hooks, is the skull of a [[moar|Moar]] — massive, yellowed, its teeth still intact. Whatever rules applied behind you no longer reach this place. You are no longer following someone. You have arrived. | | ||
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| | **Combat Drones** | Aerial Spotters | Illuminate targets | Hover above the fog. If they spot a PC, they bathe them in a bright spotlight and emit a high-pitched ping, drawing the nearest Hunting Squad in 1 round. | [[combat_drones|Combat Drones]] | | | **Combat Drones** | Aerial Spotters | Illuminate targets | Hover above the fog. If they spot a PC, they bathe them in a bright spotlight and emit a high-pitched ping, drawing the nearest Hunting Squad in 1 round. | [[combat_drones|Combat Drones]] | | ||
| | **Morningstar Settlers** | Civilians | Self-preservation | They will not help the PCs. If a PC tries to force their way into a home, the settlers will scream and point them out to the Troopers to avoid being arrested for harboring fugitives. | [[morningstar|Morningstar]] | | | **Morningstar Settlers** | Civilians | Self-preservation | They will not help the PCs. If a PC tries to force their way into a home, the settlers will scream and point them out to the Troopers to avoid being arrested for harboring fugitives. | [[morningstar|Morningstar]] | | ||
| + | | **Hunter’s Trappers** | Hands of J.W. |Territory control · capture · enforcement | Their appearance is unsettling. Pale, bluish skin reflecting faintly from luminescent safety wiring woven into their gear. Large, light-sensitive pupils remain permanently dilated, rarely blinking. Their bodies are shortened and hunched, movements economical and quiet — more crawl than stride. They speak little, relying on hand signals and short clicks. They prefer stun weapons, restraints, and silent takedowns. |[[the_blues|The Blues]]| | ||
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| === Phase 1 — Evading the Grid Search === | === Phase 1 — Evading the Grid Search === | ||
| - | *The PCs must navigate the muddy streets and alleys to reach the perimeter without being caught in the searchlights.* | + | //The PCs must navigate the muddy streets and alleys to reach the perimeter without being caught in the searchlights. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🏃 **PCs attempt to sprint openly through the streets** | The heavy fog provides some cover, but the noise of their boots in the mud attracts attention. | Requires a group DEX (Stealth) probe (DC 15). Failure means a Combat Drone spots them, illuminating the party and initiating combat with a Hunting Squad. | | + | | 🏃 **PCs attempt to sprint openly through the streets** | The heavy fog provides some cover, but the noise of their boots in the mud attracts attention. | Requires a group DEX (Stealth) probe (DC 15). __Failure: |
| - | | 🛢️ **PCs use the environment to hide (drainage ditches, under timber stacks)** | The PCs press themselves into the freezing muck as a Guarding Bot rolls past. | Grants Advantage on DEX (Stealth) checks. | + | | 🛢️ **PCs use the environment to hide (drainage ditches, under timber stacks)** | The PCs press themselves into the freezing muck as a Guarding Bot rolls past. | Grants Advantage on DEX (Stealth) checks. |
| - | | 🚪 **PCs attempt to hide inside a Hub Location (Saw's End, Django' | + | | 🚪 **PCs attempt to hide inside a Hub Location (Saw's End, Django' |
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| === Phase 2 — Breaching the Perimeter === | === Phase 2 — Breaching the Perimeter === | ||
| - | *To escape Morningstar, | + | //To escape Morningstar, |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🧱 **PCs attempt to scale the timber palisade** | The wooden wall is slick with rain and moss, and patrolled intermittently. | Requires a STR (Athletics) or DEX (Acrobatics) probe (DC 14). Success: The PC scrambles over and drops into the wilderness. | + | | 🧱 **PCs attempt to scale the timber palisade** | The wooden wall is slick with rain and moss, and patrolled intermittently. | Requires a STR (Athletics) or DEX (Acrobatics) probe (DC 14). __Success:__ The PC scrambles over and drops into the wilderness. |
| | 💥 **PCs assault the North Gate checkpoint** | The Troopers and the Guarding Bot at the gate return fire immediately. | A direct, lethal combat encounter. The PCs must defeat them quickly (within 3 rounds) before reinforcements arrive. | | | 💥 **PCs assault the North Gate checkpoint** | The Troopers and the Guarding Bot at the gate return fire immediately. | A direct, lethal combat encounter. The PCs must defeat them quickly (within 3 rounds) before reinforcements arrive. | | ||
| | 🎇 **PCs create a major distraction** | Setting a fire, detonating a Tinkerer pod, or sabotaging a generator elsewhere in town. | The Troopers at the North Gate abandon their post to respond to the emergency. The PCs can slip out of the gate completely uncontested. | | | 🎇 **PCs create a major distraction** | Setting a fire, detonating a Tinkerer pod, or sabotaging a generator elsewhere in town. | The Troopers at the North Gate abandon their post to respond to the emergency. The PCs can slip out of the gate completely uncontested. | | ||
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| === Phase 3 — Into the Wilderness === | === Phase 3 — Into the Wilderness === | ||
| - | *Once the PCs cross the perimeter, the urban hunt ends, but the wilderness survival begins. Without clues from the town, they must rely on their immediate surroundings to find their target.* | + | //Once the PCs cross the perimeter, the urban hunt ends, but the wilderness survival begins. Without clues from the town, they must rely on their immediate surroundings to find their target. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🌲 **PCs escape into the Atrana treeline** | The sounds of the siren fade, swallowed by the dense, freezing fog. The PCs are safe from the Guarding Troopers, but entirely lost. | Failing | + | | 🌲 **PCs escape into the Atrana treeline** | The sounds of the siren fade, swallowed by the dense, freezing fog. The PCs are safe from the Guarding Troopers, but entirely lost. | __Failing |
| - | | 🔍 **PCs observe the Trappers or examine their traps** | The heavy steel mechanisms are brutal, designed to maim large game or trespassers. | Requires an INT (Investigation/ | + | | 🔍 **PCs observe the Trappers or examine their traps** | The heavy steel mechanisms are brutal, designed to maim large game or trespassers. | Requires an INT (Investigation/ |
| | 🥷 **PCs follow the Trappers and stay unrecognized** | The PCs maintain a safe distance, using the dense fog and ambient forest noise to mask their approach. | Requires successful group DEX (Stealth) and WIS (Survival) probes. The trappers unknowingly guide the party directly to the compound. (Trigger the final Read-Aloud). Proceed to [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]]. | | | 🥷 **PCs follow the Trappers and stay unrecognized** | The PCs maintain a safe distance, using the dense fog and ambient forest noise to mask their approach. | Requires successful group DEX (Stealth) and WIS (Survival) probes. The trappers unknowingly guide the party directly to the compound. (Trigger the final Read-Aloud). Proceed to [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]]. | | ||
| | 🚨 **The Trappers become aware of the pursuit** | If the PCs fail their stealth probes, the Trappers do not attack immediately. Instead, they alter their route, leading the careless PCs directly into a kill-zone. | A concealed pit-and-net trap collapses beneath the PCs. A weighted net snaps shut mid-fall, barbed hooks biting into flesh as the fall is arrested. PCs suffer 1d6 piercing damage and are immobilized. This is a human-made restraint trap, not meant to kill quickly. | | | 🚨 **The Trappers become aware of the pursuit** | If the PCs fail their stealth probes, the Trappers do not attack immediately. Instead, they alter their route, leading the careless PCs directly into a kill-zone. | A concealed pit-and-net trap collapses beneath the PCs. A weighted net snaps shut mid-fall, barbed hooks biting into flesh as the fall is arrested. PCs suffer 1d6 piercing damage and are immobilized. This is a human-made restraint trap, not meant to kill quickly. | | ||
| | 🏳️ **PCs choose to surrender from the trap** | The Trappers emerge from the fog, weapons drawn and leveled at the pit. | The PCs are bound, searched, and stripped of weapons and valuables. They are marched through the forest toward J.W.’s property. (Trigger the final Read-Aloud). Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | | 🏳️ **PCs choose to surrender from the trap** | The Trappers emerge from the fog, weapons drawn and leveled at the pit. | The PCs are bound, searched, and stripped of weapons and valuables. They are marched through the forest toward J.W.’s property. (Trigger the final Read-Aloud). Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | ||
| - | | 💥 **PCs choose to fight from the trap (and lose)** | The Trappers have initiative, prepared positions, and superior numbers. Firearms and melee weapons are used without hesitation. | This is a controlled takedown, not a fair fight. PCs will suffer serious wounds or lasting injuries (DM discretion). Once defeated, they are stunned, heavily restrained, disarmed, and dragged to the boss. (Trigger the final Read-Aloud). Proceed to **[[hauh_prisoner_in_realm_of_hunter|Scene 6b]]** under visibly worse physical and psychological conditions. | | + | | 💥 **PCs choose to fight from the trap (and lose)** | The Trappers have initiative, prepared positions, and superior numbers. Firearms and melee weapons are used without hesitation. | This is a controlled takedown, not a fair fight. PCs will suffer serious wounds or lasting injuries (DM discretion). Once defeated, they are stunned, heavily restrained, disarmed, and dragged to the boss. (Trigger the final Read-Aloud). Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b]] under visibly worse physical and psychological conditions. | |
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| * **The " | * **The " | ||
| * **Keep the Pacing Relentless: | * **Keep the Pacing Relentless: | ||
| - | * **Failing Forward (No Clues):** It is entirely possible the PCs get arrested and trigger this scene before they ever learn about J.W.'s activities in Morningstar and the location of his northern compound. Do not punish them by breaking the campaign. Since the woods around Morningstar are populated by trappers (who are " | + | * **Failing Forward (No Clues):** It is entirely possible the PCs get arrested and trigger this scene before they ever learn about J.W.'s activities in Morningstar and the location of his northern compound. Do not punish them by breaking the campaign. Since the woods around Morningstar are populated by trappers (who are " |
| * **Lethality: | * **Lethality: | ||
| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_hauh_escaping_morningstar.mp3 |}} | + | {{ :dm_briefing_hauh_manhunt_morningstar_1_.mp3 |}} |
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hauh_morningstar_manhunt.1771653107.txt.gz · Last modified: 2026/02/21 05:51 by admin