scene_4a_2_the_roman_way
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| scene_4a_2_the_roman_way [2026/07/12 07:25] – [Staged Read-Alouds — Progressive Descriptions] admin | scene_4a_2_the_roman_way [2026/09/07 06:07] (current) – [DM Tutorial: How to Approach the Scene] admin | ||
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| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| * **Location: | * **Location: | ||
| - | * **Type:** Guided Expedition · Wilderness Investigation · Rising Suspense | + | |
| + | | ||
| * **Era:** [[beta_age|Beta Age]] | * **Era:** [[beta_age|Beta Age]] | ||
| * **Unlock Condition: | * **Unlock Condition: | ||
| - | * **Tone:** Humid wilderness · physical discomfort · hidden signs · unseen | + | * **Tone:** Humid wilderness · physical discomfort · hidden signs · unseen |
| - | **Atmosphere & Sensory Cues: | + | **Atmosphere & Sensory Cues:** Neshi whining around exposed skin · sweat beneath damp clothing · vines striking |
| - | Neshi whining around exposed skin · sweat beneath damp clothing · vines striking | + | |
| - | ---- | + | --- |
| ===== Special Scene Mechanic — The Roman Way ===== | ===== Special Scene Mechanic — The Roman Way ===== | ||
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| J.W.’s compound cannot be reached by following a permanent road. | J.W.’s compound cannot be reached by following a permanent road. | ||
| - | Instead, his Hands use a shifting sequence of temporary signs. Each marker points toward the next. Sagan calls this system the **Roman Way**, after the old Earth saying that every road leads to Rome. | + | Instead, his Hands use a shifting sequence of temporary signs. Each marker points toward the next. Sagan calls this system the **Roman Way**, after the old-Earth saying that every road leads to Rome. |
| Possible markers include: | Possible markers include: | ||
| Line 34: | Line 35: | ||
| * a carved notch on the underside of a fallen trunk | * a carved notch on the underside of a fallen trunk | ||
| - | The route is designed to remain | + | The route remains |
| - | ===== Travel Recommendation | + | ===== Special Scene Mechanic |
| - | The journey | + | Track **Route Integrity** from 3 to 0. The scene begins at **Route Integrity 3**. |
| - | The PCs may choose to take the hearse or another wagon, but this is not recommended. A vehicle is easier to spot and hear in the dense forest, leaves clear wheel tracks in the mud, and cannot easily be hidden beneath the undergrowth if the group encounters J.W.’s Hands or other observers. Fallen branches, exposed roots, narrow passages, and shifting route markers may also force the group to abandon it before reaching | + | Route Integrity measures how reliably |
| - | Travelling on foot allows | + | | **Route Integrity** | **Meaning** | |
| + | | **3 — Clear** | The sequence remains largely intact. Sagan moves confidently and identifies markers without delay. | | ||
| + | | **2 — Disturbed** | One or more markers have been moved, damaged or concealed by weather and vegetation. Navigation requires closer attention. | | ||
| + | | **1 — Fragmented** | Large parts of the route have changed. The PCs must reconstruct | ||
| + | | **0 — Lost** | The marker sequence can no longer be followed reliably. The PCs must locate | ||
| - | If the PCs nevertheless take the hearse | + | Route Integrity may decrease through failed navigation probes, deliberate damage, environmental changes |
| - | ---- | + | Sagan’s presence prevents a single failed probe from ending the journey. Failure creates delay, exposure or danger instead. |
| - | ===== Special Scene Mechanic | + | ===== Travel Recommendation |
| - | Track **Route Integrity** from 3 to 0. | + | The journey is best undertaken on foot. |
| - | The scene begins at **Route Integrity 3**. | + | The PCs may take the Hoo-drawn Mortician’s Cart or another vehicle, but dense vegetation, mud, exposed roots and narrow passages make further travel increasingly difficult. A vehicle is also easier to hear, leaves obvious tracks and cannot be concealed quickly. |
| - | | **Route Integrity** | **Meaning** | | + | If the PCs take a vehicle deep into the forest, apply Disadvantage to relevant group Stealth probes. A failed probe may set the **Approach State** to **Alerted**. |
| - | | **3 — Clear** | The old sequence remains largely intact. Sagan moves confidently and identifies markers without delay. | | + | |
| - | | **2 — Disturbed** | One or more markers have been moved, damaged, or hidden by weather and vegetation. Navigation requires closer attention. | | + | |
| - | | **1 — Fragmented** | Large parts of the route have changed. The PCs must reconstruct the path through terrain, tracks, and Sagan’s memory. | | + | |
| - | | **0 — Lost** | The old Roman Way can no longer be followed reliably. The PCs must locate the compound through wilderness tracking or another lead. | | + | |
| - | Route Integrity may decrease | + | Travelling on foot allows the PCs to follow Sagan through |
| - | + | ||
| - | Sagan’s presence prevents a single failed probe from ending the journey. Failure creates delay, exposure, or danger instead. | + | |
| ---- | ---- | ||
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| ==== Initial Read-Aloud — Entering the Forest ==== | ==== Initial Read-Aloud — Entering the Forest ==== | ||
| - | The forest closes behind you within minutes of leaving Morningstar. Broad leaves overlap above the trail until the violet twilight becomes a dim green haze. Vines hang across | + | The forest closes behind you within minutes of leaving Morningstar. |
| + | |||
| + | Broad leaves overlap above the route until the violet twilight becomes a dim green haze. Vines hang between | ||
| + | |||
| + | The air is thick enough to drink. Neshi circle every patch of exposed skin, their translucent wings flashing whenever they pass through the filtered light. | ||
| - | The air is thick enough to drink. Neshi circle every exposed patch of skin, their translucent wings flashing whenever they pass through | + | Sagan keeps moving. He pushes |
| - | Sagan keeps moving. He pushes through the vegetation with the certainty of someone who has walked this ground too many times to trust appearances. Every so often, he slows, studies a branch or patch of earth, and changes direction without explanation. | + | Then he points toward a vine knotted around a low-hanging branch. |
| //" | //" | ||
| Line 88: | Line 91: | ||
| | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| | **Sagan explains the Roman Way** | Sagan touches the knotted vine without untying it. //"Old saying from Mother Earth,"// | | **Sagan explains the Roman Way** | Sagan touches the knotted vine without untying it. //"Old saying from Mother Earth,"// | ||
| - | | **The PCs struggle with the Neshi and terrain** | A Neshi whines beside | + | | **The PCs struggle with the Neshi and terrain** | A Neshi whines beside |
| - | | **The PCs discover the route has been altered** | Sagan stops beside a tree and studies its trunk. A pale rectangle of untouched bark marks the place where something was recently removed. He crouches, searching | + | | **The PCs discover |
| - | | **The pale figures appear** | Sagan raises one hand. The group freezes. | + | | **The PCs notice supervised Blue trappers** | Sagan raises one hand and the group freezes. |
| - | | **The pale figures disappear** | The strangers take one slow step backward. Then another. Leaves tremble. A heartbeat | + | | **The supervised work group moves on** | A brief gesture from the armed figure sends the two workers into motion. They gather their tools and lift a bundle of pelts between them. One glances back into the trees before the Hand directs them north. Moments |
| - | | **Sagan | + | | **Sagan |
| - | | **The rain begins** | A cold drop strikes the back of a hand. Another follows. Then the canopy erupts. Rain crashes through the leaves | + | | **The rain begins** | A heavy drop strikes the leaves. Another follows. Then the canopy erupts. Rain crashes through the vegetation |
| - | | **The compound comes into view** | Through the rain and foliage, a wall rises between the trees. Massive squared | + | | **The compound comes into view** | Through the rain and foliage, a wooden |
| + | |||
| + | //This final Read-Aloud ends the scene. If the PCs arrive freely, proceed to [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]]. If they arrive captured, bound or escorted under force, proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]].// | ||
| ---- | ---- | ||
| Line 101: | Line 106: | ||
| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Guided Wilderness Expedition** | Follow Sagan · survive | + | | **Guided Wilderness Expedition** | Follow Sagan · endure |
| + | | **First Blues Encounter — conditional** | Observe · communicate · avoid · threaten or assist | Introduces the Blues as supervised workers | ||
| + | | **Transition** | Reach the compound | ||
| ---- | ---- | ||
| - | ===== 4 | Key (N)PCs | + | ===== 4 | Key (N)PCs |
| - | | **Name** | **Role / Affiliation** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | + | | **Name |
| - | | **Sagan Belmont** | Guide · former timber contractor for J.W. | Find the old route · prove useful · confront | + | | **Sagan Belmont** | Guide · former timber contractor for J.W. | Finds the old route, explains the Roman Way and confronts |
| - | | **Pale Trappers** | Unknown inhabitants connected to J.W.’s | + | | **Blue Trappers |
| - | | **Neshi** | Native blood-feeding insects | Feed · irritate · expose travellers through movement | + | | **J.W.’s Hands — conditional** | Supervision · surveillance · communication · interception · capture | One Hand accompanies every Blue work group outside the compound. Additional Hands may investigate prolonged noise, damaged markers or reported intruders. Individual Hands may themselves be Blues, but their security role must not define the wider Blue population. | — | |
| - | | **J.W.’s Hands** | Conditional patrol or route maintenance crew | Protect the route · detect intruders · alter markers | + | | **Neshi** | Native blood-feeding insects | Create irritation, distraction |
| + | | **Moar — conditional** | Apex predator | ||
| ---- | ---- | ||
| - | ===== 5 | Triggers, Clues & Consequences ===== | + | ===== 5 | Triggers, Clues and Consequences ===== |
| - | === Phase 1 — Entering the Roman Way === | + | ==== Scene States |
| - | | **Trigger / Cue — Player Action or Event** | **Immediate Reaction / Change** | **Clue / Consequence** | | + | | **State** | **Possible Results** | **Application** | |
| - | | 🧭 **The PCs ask how Sagan knows which direction to take** | Read the staged description | + | | **Route Integrity** | **3 — Clear** · **2 — Disturbed** · **1 — Fragmented** · **0 — Lost** | Measures how reliably the group can follow the current Roman Way marker |
| - | | 👁️ | + | | **Approach State** | **Quiet** · **Alerted** | Determines whether Scene 6a begins |
| - | | 🧠 **The PCs examine the logic of the markers** | Requires an INT-, Analysis-, or Investigation-based probe, | + | | **Blues Disposition** | **Uncertain** · **Sympathetic** · **Alienated** | If no earlier event established |
| - | | 🚶 **The PCs follow Sagan without investigating** | Sagan leads them forward without difficulty while Route Integrity remains 3. | The party progresses safely but may miss evidence that the route has recently been used or altered. | | + | | **Transport Location** | **With the PCs** · **Hidden along the route** · **Left near Morningstar** · **Lost** | Record where the Mortician’s Cart, mounts |
| - | | 🐜 **The PCs struggle with Neshi or dense terrain** | Read the staged description | + | |
| - | ---- | + | ==== Phase I — Entering the Roman Way ==== |
| - | === Phase 2 — Following | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **The PCs ask how Sagan knows which direction to take** | Read **“Sagan explains | ||
| + | | **The PCs actively search for route markers** | Sagan allows them to examine the surrounding vegetation before indicating the next sign. | **Mechanic: | ||
| + | | **The PCs examine the logic of the markers** | The signs use common materials and reveal no complete map. | An INT (Investigation) or relevant analysis probe (DC 13) confirms that the markers are cheap, replaceable and understandable once someone demonstrates the system. | | ||
| + | | **The PCs follow Sagan without investigating** | Sagan leads them onward while the sequence remains intact. | The party progresses safely but may miss evidence that the route has recently been used or altered. | | ||
| + | | **The PCs struggle with the Neshi or terrain** | Read **“The PCs struggle with the Neshi and terrain.”** | No damage is normally required. Repeated failures may impose Disadvantage on the next Stealth or Perception probe. | | ||
| + | | **The PCs bring the Mortician’s Cart deep into the forest** | Wheels sink into the mud while branches scrape against the cart and harness. | Apply Disadvantage to relevant group Stealth probes. A failed probe sets the Approach State to **Alerted**. The terrain may force the PCs to leave the cart before the final approach. | | ||
| + | | **The PCs conceal or leave their transport** | The group draws the vehicle away from the marked route and conceals it beneath vegetation or behind suitable terrain. | Record the Transport Location. A WIS (Survival) or INT (Investigation) probe (DC 12) conceals its tracks. | | ||
| - | | **Trigger / Cue — Player Action or Event** | **Immediate Reaction / Change** | **Clue / Consequence** | | + | ==== Phase II — Following |
| - | | 🪢 **The PCs successfully identify consecutive markers** | The route becomes easier to read. Sagan confirms their interpretation. | Maintain or restore Route Integrity by 1, up to a maximum of 3. The party gains confidence in following | + | |
| - | | ❌ **The PCs fail a navigation probe** | Sagan backtracks and searches for the last confirmed marker. | Reduce Route Integrity by 1. The group loses time and may attract attention. | | + | |
| - | | 🪓 **The PCs deliberately damage or remove a marker** | Sagan reacts sharply. //" | + | |
| - | | 🕵️ **The PCs look for signs of recent travel** | Requires a Survival-, Ranger-, PER-, or Tracking-based probe, **DC 13**. | **Success: | + | |
| - | | 👣 **The PCs discover tracks diverging from the Roman Way** | The tracks belong to trappers, wildlife, or J.W.’s Hands moving between markers. | Following them may reveal a shortcut, hidden observation point, trap line, or dangerous detour. | | + | |
| - | | ⏳ **The group accumulates significant delay** | The forest grows quieter. Sagan notices that several markers have recently been disturbed. | The DM may introduce a patrol of J.W.’s Hands or reduce Route Integrity by 1. | | + | |
| - | ---- | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **The PCs successfully identify consecutive markers** | The sequence becomes easier to recognize and Sagan confirms their interpretation. | Maintain the current Route Integrity. After reconstructing a previously broken sequence, the DM may restore Route Integrity by 1, up to a maximum of 3. | | ||
| + | | **The PCs fail a navigation probe** | Sagan backtracks and searches for the last confirmed marker. | Reduce Route Integrity by 1. The group loses time and risks attracting attention. | | ||
| + | | **The PCs deliberately damage or remove a marker** | Sagan reacts sharply. //" | ||
| + | | **The PCs look for signs of recent travel** | Fresh prints, compressed vegetation and disturbed mud appear between the markers. | A WIS (Survival), WIS (Perception) or relevant tracking probe (DC 13) confirms that the route remains in active use. | | ||
| + | | **The PCs discover tracks diverging from the Roman Way** | The tracks belong to workers, Hands, wildlife or vehicles crossing between controlled routes. | Following them may reveal a trap line, supervised work group, observation point or dangerous detour. | | ||
| + | | **The group accumulates significant delay or produces repeated noise** | The forest grows quieter and Sagan notices signs of recent movement near the route. | The DM may introduce the supervised work group, an investigating Hand patrol or an optional complication. | | ||
| - | === Phase 3 — The Altered Marker === | + | ==== Phase III — The Altered Marker |
| - | | **Trigger / Cue — Player Action or Event** | **Immediate Reaction | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| - | | ⚠️ | + | | **The group reaches a missing or altered marker** | Read **“The PCs discover |
| - | | 🔍 **The PCs search the disturbed area** | Requires a PER-, INT-, Survival-, or Tracking-based | + | | **The PCs search the disturbed area** | Cut fibres, bark scratches and partial footprints remain around the missing sign. | A WIS (Perception), INT (Investigation), WIS (Survival) or relevant tracking |
| - | | 🧭 **Sagan reconstructs the route from memory** | Sagan studies the slope, tree line, and terrain rather than the missing sign. | At Trust 5, he automatically | + | | **Sagan reconstructs the route from memory** | He studies the slope, tree line and surrounding |
| - | | 🧠 **The PCs infer why the route was changed** | Requires an INT-, Analysis-, | + | | **The PCs infer why the route was changed** | The altered sequence prevents old users from relying on a permanent path. | An INT (Investigation) |
| - | | ❌ **The PCs choose the wrong direction** | The terrain becomes denser and less travelled. | Reduce Route Integrity by 1. The group may encounter | + | | **The PCs choose the wrong direction** | The terrain becomes denser and shows fewer signs of controlled passage. | Reduce Route Integrity by 1. The group may encounter |
| - | ---- | + | ==== Phase IV — The Supervised Blue Trappers ==== |
| - | === Phase 4 — The Pale Figures === | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **Sagan or a PC notices movement beside the route** | Read **“The PCs notice supervised Blue trappers.”** | Two Blues maintain a trap line while one armed Hand supervises them. The PCs do not have to reveal themselves. | | ||
| + | | **The PCs observe from concealment** | The Hand gives short instructions but performs none of the physical work. The Blues become tense whenever he moves closer. | A WIS (Insight) or WIS (Perception) probe (DC 12) confirms that the Hand is supervising them rather than protecting or assisting them. | | ||
| + | | **The PCs avoid the work group** | Read **“The supervised work group moves on.”** | The Blues Disposition remains **Uncertain** and the Approach State remains **Quiet**. | | ||
| + | | **The PCs ask Sagan about the workers** | Read **“Sagan explains what he remembers.”** | Sagan confirms that he saw pale workers during earlier timber deliveries and that they were never left unsupervised. | | ||
| + | | **The PCs reveal themselves or approach openly** | The Hand moves between the PCs and the Blues, draws his weapon and orders the group to stop. | Unless the PCs immediately surrender, retreat or prevent the warning, the Hand reports the encounter. Set the Approach State to **Alerted**. | | ||
| + | | **The PCs address the Blues peacefully** | The Hand interrupts or orders the Blues to remain silent. Their response is limited to glances, hesitation and small gestures. | A CHA (Persuasion) or WIS (Insight) probe (DC 12) may shift the Blues Disposition to **Sympathetic**, | ||
| + | | **The PCs neutralize the supervising Hand without harming the Blues** | The Blues retreat several steps and wait to understand what the PCs intend. | A calm explanation, | ||
| + | | **The PCs demand that the Blues accompany them** | The workers hesitate and look toward the compound. Fear for other workers, relatives or the consequences of escape prevents an immediate agreement. | Sympathetic Blues may warn the PCs, identify a danger or point toward the route, but they do not automatically abandon the compound. | | ||
| + | | **The PCs threaten, restrain or attack the Blues** | The Hand engages while the Blues attempt to withdraw or defend themselves. | Set the Blues Disposition to **Alienated** and the Approach State to **Alerted**. | | ||
| + | | **The PCs surrender or are subdued** | The Hand reports the capture and additional Hands arrive to restrain and search the group. | Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | ||
| - | | **Trigger / Cue — Player Action or Event** | **Immediate Reaction / Change** | **Clue / Consequence** | | + | ==== Phase V — Rain and Final Approach ==== |
| - | | 👁️ **Sagan or a PC notices movement in the undergrowth** | Read the staged description **“The pale figures appear.”** | The group sees two pale trappers whose appearance resembles the Nameless Man. | | + | |
| - | | 🧠 **The PCs compare the figures to the Nameless Man** | No probe is required for PCs who encountered him previously. | The resemblance is unmistakable: | + | |
| - | | 🗣️ **The PCs call out to the figures** | The trappers do not answer. They retreat slowly without turning their backs. | If the PCs remain still, read **“The pale figures disappear.”** | | + | |
| - | | 🏃 **The PCs pursue immediately** | Requires DEX-, Survival-, Ranger-, or Athletics-based probes through dense terrain. | **Success: | + | |
| - | | 🔫 **The PCs threaten or attack the figures** | The trappers flee. One may drop a trap, bundle, tool, or piece of hide. | The noise risks alerting J.W.’s Hands. The pale figures will later warn the compound. | | + | |
| - | | 🪤 **The PCs inspect the carried traps or dragged bundle** | Requires a close approach, successful pursuit, or recovery of a dropped item. | The equipment is used for small-animal trapping. The wrapped bundle contains carcasses or pelts rather than a human body. | | + | |
| - | | ❓ **The PCs ask Sagan whether he has seen them before** | Read the staged description **“Sagan reveals that he has seen them before.”** | Confirms that pale observers have shadowed his deliveries in the past. Sagan had assumed exhaustion or lack of sleep caused the sightings. | | + | |
| - | | 🤫 **The PCs remain still after the figures vanish** | The forest falls unnaturally quiet for several seconds. | A successful PER- or WIS-based probe may reveal distant movement continuing toward the north. | | + | |
| - | ---- | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| + | | **The weather turns** | Read **“The rain begins.”** | Heavy rain reduces visibility, masks sound and rapidly degrades tracks and temporary markers. | | ||
| + | | **The PCs continue following Sagan through the downpour** | Sagan moves from marker to marker while running water alters the forest floor. | A group WIS (Survival), WIS (Perception) or relevant movement probe (DC 13) is required unless Route Integrity remains 3. Failure reduces Route Integrity by 1 and costs time. | | ||
| + | | **The PCs use the rain to conceal their approach** | The downpour covers careful footsteps and movement through wet vegetation. | A relevant group Stealth probe gains Advantage. On success, preserve the **Quiet** Approach State. | | ||
| + | | **The PCs rush through the rain** | Progress becomes faster, but poor visibility, mud and branches make concealment difficult. | The party reaches the compound sooner but may arrive noisily or injured. A failed movement or Stealth probe sets the Approach State to **Alerted**. | | ||
| + | | **The PCs stop to listen near the end of the route** | The rain masks most distant sounds. | A WIS (Perception) probe (DC 14) detects faint timber knocks, animal movement or metal striking wood beyond the palisade. | | ||
| + | | **The PCs reach the final marker with Approach State Quiet** | Sagan stops at the edge of dense foliage. No confirmed warning appears to have reached the compound. | Read **“The compound comes into view.”** Proceed to Scene 6a with the compound **Undetected**. | | ||
| + | | **The PCs reach the final marker with Approach State Alerted** | Sagan stops at the edge of the foliage. Movement is visible beyond the palisade and the approaches are being watched. | Read **“The compound comes into view.”** Proceed to Scene 6a under an **Active Search**. | | ||
| + | | **The PCs reach the compound as prisoners** | The Hands take them through the gate under restraint. | Proceed to Scene 6b. After the PCs escape the holding room, Scene 6a begins under an **Active Search**. | | ||
| - | === Phase 5 — Rain and Final Approach | + | ==== Phase VI — Optional Complications ==== |
| - | | **Trigger | + | //Use these complications only if the journey needs additional pressure, the PCs repeatedly fail probes |
| - | | 🌧️ **The weather turns** | Read the staged description **“The rain begins.”** | Heavy rain reduces visibility, masks sound, and rapidly degrades tracks and temporary markers. | | + | |
| - | | 🧭 **The PCs continue following Sagan through the downpour** | Requires a group Survival-, PER-, or movement-based probe, **DC 13**, unless Route Integrity remains 3. | **Success: | + | |
| - | | 👣 **The PCs use the rain to conceal their approach** | Requires a group Stealth-based probe with Advantage | + | |
| - | | ⚠️ **The PCs rush through the rain** | Progress is faster, but branches, mud, and poor visibility increase risk. | The party reaches | + | |
| - | | 👂 **The PCs stop to listen near the end of the route** | The rain masks most distant sound. | A successful PER-based probe, **DC 14**, detects faint timber knocks, animal movement, metal striking wood, or a distant cart from beyond the compound. | | + | |
| - | | 🧱 **The PCs reach the final marker** | Sagan stops. The route ends at the edge of dense foliage. | Read the staged description **“The compound comes into view.”** The scene ends before the PCs approach the gate or begin reconnaissance. | | + | |
| - | ---- | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | |
| - | + | | **A PC steps into a concealed snare or trap line** | A buried line snaps tight and restrains the affected character. | Escaping requires | |
| - | === Phase 6 — Optional Complications === | + | | **The PCs remain trapped until the line is inspected** | Two Blue trappers approach with tools while one armed Hand remains behind them. | The Hand reports the prisoners from beyond their immediate reach. Set the Approach State to **Alerted**. Reinforcements arrive after 1d4 Forest Turns, each representing approximately ten minutes. | |
| - | + | | **The trap creates substantial noise or blood** | Heavy movement becomes audible beyond | |
| - | //Use these complications only if the journey needs additional pressure, the PCs repeatedly fail probes, or their actions plausibly alert J.W.’s operation.// | + | | **J.W.’s Hands investigate signs of intrusion** | Armed figures move along the Roman Way from the compound’s direction. | The PCs may hide, retreat, |
| - | + | | **The PCs discover discarded animal remains** | Small carcasses have been stripped | |
| - | | **Trigger / Cue — Player Action or Event** | **Immediate Reaction | + | | **The PCs find fresh wagon tracks** | Broad wheel impressions cross the route and continue through the vegetation. | Wheeled transport regularly moves through J.W.’s controlled territory, although |
| - | | 🪤 **A PC steps into a concealed snare or trap line** | Resolve with a DEX-, PER-, or Survival-based probe. | Failure causes injury, noise, or temporary restraint. The trap confirms active use of the surrounding | + | | **Route Integrity reaches 0** | Sagan can no longer identify the next marker with confidence. | The PCs must complete |
| - | | 👥 **J.W.’s Hands investigate signs of intrusion** | Two or more figures move along the Roman Way from the compound direction. | The PCs may hide, ambush, retreat, or allow the patrol to pass. Capturing | + | |
| - | | 🦴 **The PCs discover discarded animal remains** | Small carcasses have been stripped | + | |
| - | | 🛞 **The PCs find fresh wagon tracks** | Broad wheel impressions cross the route before disappearing into vegetation. | Confirms that supplies and captured animals are still being moved into the compound. | | + | |
| - | | 📍 **Route Integrity reaches 0** | Sagan can no longer identify the next marker with confidence. | The PCs must make a difficult group tracking probe, follow recent tracks, | + | |
| ---- | ---- | ||
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| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| - | * **The Roman Way is revealed through use:** Do not explain the entire | + | * **The Roman Way Is Revealed Through Use:** Do not explain the complete |
| - | * **Sagan | + | * **Sagan |
| - | * **Navigation | + | * **Route Integrity and Approach State Measure Different Things:** Route Integrity tracks the group’s ability to navigate. The Approach State records whether J.W.’s operation has been warned. A group can be lost while still undetected or remain on the route after becoming Alerted. |
| - | * **The Neshi are pressure, not combat:** Use them to create | + | * **Navigation |
| - | * **The pale figures are witnesses, not enemies:** Their purpose is to connect | + | * **The Blues Are Always Supervised Outside the Compound:** Every Blue work group encountered in the forest is accompanied by at least one of J.W.’s Hands. The Blues are coerced workers, not independent scouts or patrols. |
| - | * **Do not identify | + | * **Do Not Merge the Blues and the Hands:** The Blues maintain traps and collect game. The Hands supervise, communicate, |
| - | * **Rain changes the rhythm:** Before | + | * **Keep the Blues Encounter Lean:** One encounter is sufficient. Its purpose is to show how the Blues live, establish their disposition and foreshadow their role within the compound. |
| - | * **The compound reveal ends the scene:** Do not continue directly into gate interaction or reconnaissance | + | * **Blue Assistance Is Subtle:** Sympathetic Blues may provide a glance, warning, tool or momentary opportunity. They do not openly confront an armed Hand unless the PCs create a decisive opening. |
| - | * **Preserve | + | * **Preserve the Blues Disposition: |
| - | * **The route may be reused later:** Once the PCs understand the Roman Way, they may attempt to follow it without Sagan in future scenes. The difficulty depends on Route Integrity and how carefully they recorded the markers. | + | * **The Neshi Create Pressure, Not Combat:** Use them to produce |
| - | * **Travelling on foot is the safest approach:** The hearse offers storage and protection, but it is too visible and too difficult to conceal in the dense undergrowth. PCs who bring it should leave it behind before the final approach or accept a substantially higher risk of detection. | + | * **The Moar Is an Environmental Threat:** It may investigate noise, blood or trapped prey, but it does not serve J.W. and does not distinguish between factions. |
| + | * **Rain Changes | ||
| + | * **Record Abandoned Transport:** If the PCs leave the Mortician’s Cart, mounts or other transport behind, preserve its location for Scene 8a. | ||
| + | * **The Compound Reveal Ends the Scene:** Do not resolve | ||
| + | * **Preserve | ||
| ---- | ---- | ||
| Line 208: | Line 226: | ||
| ==== DM Tutorial: How to Approach the Scene ==== | ==== DM Tutorial: How to Approach the Scene ==== | ||
| - | {{ :dm_briefing_hauh_scene_4a_plus_2_roman_way.mp3 |}} | + | {{ :dmbriefing_scene4a_2_new.mp3 |}} |
| - | + | ||
| ---- | ---- | ||
| Line 218: | Line 234: | ||
| * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] | * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] | ||
| * ★ **Overview: | * ★ **Overview: | ||
| - | * ☞ **Resolution: | + | * ☞ **Resolution: |
| * ← **Unlocked From:** [[Scene 4a+1 — The Price of Timber|Scene 4a+1 — The Price of Timber]] | * ← **Unlocked From:** [[Scene 4a+1 — The Price of Timber|Scene 4a+1 — The Price of Timber]] | ||
| - | * → **Next Scene:** If the PCs reach the compound unnoticed or retain their freedom: Proceed to [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]]. | + | * → **Free Arrival:** [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]] |
| - | * → **If the PCs are discovered, overwhelmed, | + | * → **Captured Arrival:** [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]] |
| - | * → **If the PCs abandon the route:** Return to the Morningstar Hub Overview or continue | + | * ↩ **Route Abandoned:** Return to the Morningstar Hub Overview or continue through another established lead. |
| - | ==== Morningstar Hub Overview — Playable Locations | + | ==== Morningstar Hub Overview — Playable Locations |
| | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | ||
| Line 234: | Line 250: | ||
| | **[[local_guarding_troopers_station_of_morningstar|Local Guarding Troopers Station of Morningstar]]** | Risk · Records · Pressure | Find an arrested Sagan · face active warrants · access procedural records | Bureaucratic · Dangerous | → [[hauh_morningstar_guarding_troopers|Scene 4f]] | | | **[[local_guarding_troopers_station_of_morningstar|Local Guarding Troopers Station of Morningstar]]** | Risk · Records · Pressure | Find an arrested Sagan · face active warrants · access procedural records | Bureaucratic · Dangerous | → [[hauh_morningstar_guarding_troopers|Scene 4f]] | | ||
| - | * **Note:** Scene 4a+2 is an unlocked expedition scene. It becomes available only if Sagan agrees to guide the PCs and the group is ready to leave Morningstar | + | * **Note:** Scene 4a+2 becomes available only if Sagan agrees to guide the PCs and the group is ready to leave Morningstar. |
scene_4a_2_the_roman_way.1783841120.txt.gz · Last modified: 2026/07/12 07:25 by admin