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tmwan_fleeing_from_firetown [2025/11/23 04:22] – [SCENE 10 — FLEEING FROM FIRETOWN] admintmwan_fleeing_from_firetown [2025/11/24 14:39] (current) – [Related Pages and Further Information] admin
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 | **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, freezes if confronted; calms with soft voices. | — |+| **Nameless Man** | Frail escapee | Survive · avoid people | Trembles, mutters mantra, panics easily; sudden noises trigger loud outbursts. Calms with soft voices or gentle physical guidance. Sedating him (via [[exohuman_legal_drugs_and_medicine_in_the_beta_age|available meds]] or improvised means) can greatly reduce the risk of public incidents — but slows movement and reduces his awareness. | — |
 | **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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   * 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 ====
  
-Scene 10 is about pressure, consequence, and improvisation — encourage the players to think laterally, disguise boldly, hide carefully, and act fast. Firetown is hunting them long before they reach the Burning Wall.+**Short version:**  
 + 
 +{{ :dm_briefing_fleeing_from_firetow.mp3 |}}
  
 ===== 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:** [[All Scenes of The Man Without A Name|All Scenes of The Man Without A Name]]
   * ← **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_return_to_headquarters| Scene 11 Return to the Headquarters]] 
tmwan_fleeing_from_firetown.1763871753.txt.gz · Last modified: 2025/11/23 04:22 by admin

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