tmwan_fleeing_from_firetown
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| tmwan_fleeing_from_firetown [2025/11/22 07:51] – [6 | DM Notes] admin | tmwan_fleeing_from_firetown [2025/11/24 14:39] (current) – [Related Pages and Further Information] admin | ||
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| ====== SCENE 10 — FLEEING FROM FIRETOWN ====== | ====== SCENE 10 — FLEEING FROM FIRETOWN ====== | ||
| - | {{:firetown_burning_wall_scenic2d.png? | + | {{:102_pnp_fleeing_fron_firetown_scenic2d.png? |
| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| * **Location: | * **Location: | ||
| Line 54: | Line 53: | ||
| | **Name** | **Role / Affiliation** | **Motivation / Goal** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | | **Name** | **Role / Affiliation** | **Motivation / Goal** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | ||
| - | | **Nameless Man** | Frail escapee | Survive · avoid people | Trembles, mutters mantra, | + | | **Nameless Man** | Frail escapee | Survive · avoid people | Trembles, mutters mantra, |
| | **Firetown Settlers** | Civilians · shady locals | Exploit information · profit from sightings | Watchful, predatory curiosity; whispering to each other; lingering stares; step out of alleys to get a closer look; some may try to blackmail, bargain, or immediately report the PCs for personal gain. | — | | | **Firetown Settlers** | Civilians · shady locals | Exploit information · profit from sightings | Watchful, predatory curiosity; whispering to each other; lingering stares; step out of alleys to get a closer look; some may try to blackmail, bargain, or immediately report the PCs for personal gain. | — | | ||
| | **Guarding Trooper Patrols** | Settlement patrols | Locate the escapee | Move in pairs, tense; lantern checks; recognition rolls if disguise is weak. | [[guarding_troopers|Guarding Troopers]] | | | **Guarding Trooper Patrols** | Settlement patrols | Locate the escapee | Move in pairs, tense; lantern checks; recognition rolls if disguise is weak. | [[guarding_troopers|Guarding Troopers]] | | ||
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| * **Cold matters.** | * **Cold matters.** | ||
| * The [[ralar|Ralar Region’s]] climatic conditions are deadly. PCs traveling without proper gear suffer penalties on checks involving movement, perception, and fine motor control. The Nameless Man cannot withstand prolonged exposure — without proper clothing, he becomes sluggish, panicked, and vulnerable to collapse. If the PCs leave Firetown through the Burning Wall without adequate preparation, | * The [[ralar|Ralar Region’s]] climatic conditions are deadly. PCs traveling without proper gear suffer penalties on checks involving movement, perception, and fine motor control. The Nameless Man cannot withstand prolonged exposure — without proper clothing, he becomes sluggish, panicked, and vulnerable to collapse. If the PCs leave Firetown through the Burning Wall without adequate preparation, | ||
| - | |||
| - | * **Gate logic changes based on earlier scenes.** | ||
| - | * Troopers at the Burning Wall are never “bored.” On the day of the escape, they are on full alert. Their approach depends on what they know: If they do not know the PCs were involved, the encounter is a tense routine stop. If they do know, it becomes an immediate arrest attempt — no negotiation possible. | ||
| - | * Use these two states consistently based on previous PC actions and failures. | ||
| * **Laux and Lethabo cannot intervene.** | * **Laux and Lethabo cannot intervene.** | ||
| * If PCs try to approach Jace Laux or Lethabo Munkh during the escape, they will find that both men refuse any help — not out of hatred, but survival. Any association would destroy them. Only if a PC meets them alone and unobserved should you allow a brief whisper, warning, or hint. Public help is impossible. | * If PCs try to approach Jace Laux or Lethabo Munkh during the escape, they will find that both men refuse any help — not out of hatred, but survival. Any association would destroy them. Only if a PC meets them alone and unobserved should you allow a brief whisper, warning, or hint. Public help is impossible. | ||
| - | |||
| - | * **Splitting the party is viable — but risky.** | ||
| - | * Players may decide to separate, either to divide Trooper attention or create a diversion. Allow this strategy. In some cases, it offers the best odds for the Nameless Man to slip through unnoticed — especially if the PCs involved in the escape are already known to the Troopers. | ||
| * **The seven-day limit remains absolute.** | * **The seven-day limit remains absolute.** | ||
| * If the PCs flee Firetown but fail to reach the OfSO within seven days, they still complete the story arc, but the reward from OfSO decreases each day past the deadline. Emphasize urgency when planning routes. | * If the PCs flee Firetown but fail to reach the OfSO within seven days, they still complete the story arc, but the reward from OfSO decreases each day past the deadline. Emphasize urgency when planning routes. | ||
| + | ==== DM Tutorial: How to approach the scene ==== | ||
| + | |||
| + | **Short version: | ||
| - | Scene 10 is about pressure, consequence, | + | {{ : |
| ===== Related Pages and Further Information ===== | ===== Related Pages and Further Information ===== | ||
| * ↑↑ **Start:** [[the_man_without_a_name|Adventure Hub — The Man Without a Name]] | * ↑↑ **Start:** [[the_man_without_a_name|Adventure Hub — The Man Without a Name]] | ||
| + | * ★ **Overview: | ||
| * ← **Previous Scene (most likely last):** [[tmwan_local_guarding_trooper_station|Scene 9 Local Station of Firetown]] or [[tmwan_medical_station_firetown|8c Medical Station of Firetown]] | * ← **Previous Scene (most likely last):** [[tmwan_local_guarding_trooper_station|Scene 9 Local Station of Firetown]] or [[tmwan_medical_station_firetown|8c Medical Station of Firetown]] | ||
| - | * → **Next probable Scene: | + | * → **Next probable Scene: |
tmwan_fleeing_from_firetown.1763797874.txt.gz · Last modified: 2025/11/22 07:51 by admin