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hauh_morningstar_manhunt [2026/02/21 06:09] – [Staged Read-Alouds (Progressive Descriptions)] adminhauh_morningstar_manhunt [2026/04/02 14:02] (current) – [5 | Triggers, Clues & Consequences] admin
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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:__ Means a Combat Drone spots them, illuminating the party and initiating combat with a Hunting Squad. | 
-| 🛢️ **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. If successful, the patrol passes by, leaving the path to the perimeter clear. | +| 🛢️ **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. __Success:__  The patrol passes by, leaving the path to the perimeter clear. | 
-| 🚪 **PCs attempt to hide inside a Hub Location (Saw's End, Django's)** | The business is open, but the atmosphere inside is incredibly tense. The alarm siren is clearly audible. | Transition to the rules of the respective location's Scene, but treat the PCs as Wanted. Patrons will recognize them. Shopkeepers or owners (like Orin Hale) will demand they leave immediately to avoid Trooper attention. If the PCs linger or cause trouble, a civilian will slip out and report them, drawing a Hunting Squad to the building in 1d4 rounds. No new clues can be gathered. |+| 🚪 **PCs attempt to hide inside a Hub Location (Saw's End, Django's)** | The business is open, but the atmosphere inside is incredibly tense. The alarm siren is clearly audible. | Transition to the rules of the respective location's Scene, but treat the PCs as Wanted. Patrons will recognize them. Shopkeepers or owners (like [[orin_ironhand_hale|Orin Hale]]) will demand they leave immediately to avoid Trooper attention. If the PCs linger or cause trouble, a civilian will slip out and report them, drawing a Hunting Squad to the building in 1d4 rounds. No new clues can be gathered. |
  
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 === Phase 2 — Breaching the Perimeter === === Phase 2 — Breaching the Perimeter ===
  
-To escape Morningstar, the PCs must get past the town's physical defenses, heading North toward the wilderness. +//To escape Morningstar, the PCs must get past the town's physical defenses, heading North toward the wilderness. 
 +//
 | **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. Failure: The PC slips, taking 1d4 bludgeoning damage, and must try again or find another way. |+| 🧱 **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. __Failure:__ The PC slips, taking 1d4 bludgeoning damage, and must try again or find another way. |
 | 💥 **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 Forward: Triggers the *"Failing Forward / The Blues"* Staged Read-Aloud. The PCs stumble upon J.W.'s trappers actively hauling their catch through the woods. | +| 🌲 **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 Forward:__ Triggers the "Failing Forward / The Blues" Staged Read-Aloud. The PCs stumble upon J.W.'s trappers actively hauling their catch through the woods. | 
-| 🔍 **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/Survival) probe. Success reveals the initials "J.W." stamped into the metal. If the PCs were captured in [[scene_3b_prisoners_of_the_honga|Scene 3b]], they immediately recognize the design—it is identical to the poacher snare the Honga tribe presented to them. |+| 🔍 **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/Survival) probe. Success reveals the initials "J.W." stamped into the metal. If the PCs were captured in [[scene_3b_prisoners_of_the_honga|Scene 3b]], they immediately recognize the design — it is identical to the poacher snare the Honga tribe presented to them. |
 | 🥷 **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. |
hauh_morningstar_manhunt.1771654176.txt.gz · Last modified: 2026/02/21 06:09 by admin

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