tmwan_handover_at_headquarters
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| tmwan_handover_at_headquarters [2026/01/04 07:48] – [5 | Triggers, Clues & Consequences] admin | tmwan_handover_at_headquarters [2026/01/04 08:48] (current) – [DM Tutorial: How to approach the scene] admin | ||
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| | **PC Action / Situation** | **What Happens (Concrete & Weapon-Aware)** | **Consequences / Mechanics** | | | **PC Action / Situation** | **What Happens (Concrete & Weapon-Aware)** | **Consequences / Mechanics** | | ||
| - | | **PCs remain hidden near the plant hatch** | The yard stays quiet. Inside, voices are controlled but tense. | No roll. PCs have **initiative advantage** if they strike first. | | + | | **PCs remain hidden near the plant hatch** | The yard stays quiet. From this position you can clearly see the weathered fabric curtain covering the OfSO back entrance — shifting slightly with the airflow — and, off to the side, Martin “The Tinkerer” Gagnon’s hut/ |
| - | | **PCs sneak to the curtain and carefully peek inside** | The fabric parts just enough. Inside | + | | **PCs check / enter the Tinkerer’s hut (quick visit)** | The hut door (or curtain) gives easily. Inside: a cramped, analog-first workshop — tools on cords, jars and parts, hand-sketched diagrams, half-built devices. No enemy presence (unless the DM decides a guard peeled off). The place feels lived-in and useful, not like a stash. | No roll for entry. PCs may take up to 3 small items (DM-approved) as a fast grab (e.g., hammer, pliers/ |
| - | | **PCs peek behind the curtain** | Clear view: Hand stands offset, pistol low but ready. Two henchmen flank Martin. | Full tactical awareness granted. | | + | | **PCs sneak to the curtain and carefully peek inside** | Through |
| - | | **PCs enter corridor openly** | Sound echoes. All weapons rise instantly. | Immediate escalation. Hand shouts one command: | + | | **PCs enter corridor openly** | One henchman shoves Martin forward half a step; the other tightens his grip. “One move,” the Hand says calmly, “and |
| - | | **PCs attempt negotiation / distraction** | The Hand responds calmly, weapon steady. | CHA (Deception / Intimidation) DC 15. Failure → countdown begins (see below). | | + | | **PCs attempt negotiation / distraction** | The Hand responds calmly, weapon steady. | CHA (Deception / Intimidation) DC 15. Failure → countdown begins |
| - | | **PCs split actions (some sneak, some engage)** | Combat fractures | + | | **PCs initiate combat without surprise** | The henchmen fire immediately — loud, brutal pistol shots at close range. The Hand does not rush; he acts only when he sees an opening to use the knife. | Roll initiative. The corridor becomes chaotic and lethal. | |
| - | | **PCs initiate combat** | Gunfire erupts. The Hand acts first if not surprised. | Roll initiative. | | + | | **Exterior guards hear gunfire** | They do not charge. Folding crossbows are unfolded |
| - | | **Exterior guards | + | | **Exterior guards |
| | **A PC attacks a henchman holding Martin** | The hostage becomes unstable. | If attack misses or fails: Martin takes lethal damage (unless prevented). | | | **A PC attacks a henchman holding Martin** | The hostage becomes unstable. | If attack misses or fails: Martin takes lethal damage (unless prevented). | | ||
| | **PC disarms or incapacitates Martin’s captor** | Martin stumbles free or drops prone. | Martin is no longer a valid hostage. Hand adapts tactics immediately. | | | **PC disarms or incapacitates Martin’s captor** | Martin stumbles free or drops prone. | Martin is no longer a valid hostage. Hand adapts tactics immediately. | | ||
| - | | **PC shields Martin / pulls him clear** | Bullets snap past. | STR / DEX contest vs attacker. Success saves Martin; failure risks injury. | | ||
| - | | **Exterior henchmen enter the building** | Reinforcements arrive aggressively, | ||
| - | | **PCs delay too long during standoff** | The Hand enforces control. | Countdown: after 2 failed rounds → Hand orders execution. | | ||
| | **Any attacker is cornered or restrained** | Automatic response. | Suicide capsule triggered (see Stage 7). | | | **Any attacker is cornered or restrained** | Automatic response. | Suicide capsule triggered (see Stage 7). | | ||
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| | **PC checks Ezrah (not stabilized earlier)** | Her condition is critical. | WIS (Medicine) DC 12 now determines survival. Failure may lead to death. | | | **PC checks Ezrah (not stabilized earlier)** | Her condition is critical. | WIS (Medicine) DC 12 now determines survival. Failure may lead to death. | | ||
| | **PCs successfully free Martin alive** | Martin steadies himself. He looks at the PCs for a long second, then gives a short, sincere nod. “You didn’t have to do that,” he says quietly. “But you did.” | Personal Debt Established: | | **PCs successfully free Martin alive** | Martin steadies himself. He looks at the PCs for a long second, then gives a short, sincere nod. “You didn’t have to do that,” he says quietly. “But you did.” | Personal Debt Established: | ||
| - | | **PC secures the headquarters** | Silence returns. Smoke, blood, overturned furniture. | Scene control achieved. Time to investigate safely. | | + | | **PC examines attacker corpses** | Fractured teeth, chemical burns in the mouth. | Confirms tooth-embedded suicide capsule protocol. These were not desperate men — this was doctrine.| |
| - | | **PC examines attacker corpses** | Fractured teeth, chemical burns in the mouth. | Confirms tooth-embedded suicide capsule protocol — trained, disciplined operatives. | | + | | **PC searches the Client’s Hand** | He is dead and lying motionless on the floor. | Loot: 820 [[kourou|Kourou]], |
| - | | **PC searches the Client’s Hand** | He is dead and lying motionless on the floor. | Loot: 820 [[kourou|Kourou]], | + | | **PC examines the handwritten note** | The paper is a DIN A5 notebook sheet with a printed logo of [[hale_and_hook_outfitters|Hale & Hook Outfitters Morningstar]] at the top. The handwriting is neat, precise, and geometric — the lettering style faintly resembles directional wall signage aboard the [[last_frontier|Last Frontier]]. | The note reads only: “SE Public Services Ring Rd 5, NK”. This is not a reminder — it’s a field briefing artifact, suggesting the Hand relied on externally prepared instructions, |
| - | | **PC examines the handwritten note** | The paper is a DIN A5 notebook sheet with a printed logo of [[hale_and_hook_outfitters|Hale & Hook Outfitters Morningstar]] at the top. The handwriting is neat, precise, and geometric — the lettering style faintly resembles directional wall signage aboard the [[last_frontier|Last Frontier]]. | The note reads only: “SE Public Services Ring Rd 5, NK”. This is not a reminder — it’s a field briefing artifact, suggesting the Hand relied on externally prepared instructions, | + | | **PC searches interior henchmen** | They are dead and lying motionless on the floor, weapons still clutched in stiff hands. | Each henchman still holds a DIY handgun, crudely but skillfully built from wood, copper piping, and salvaged mechanical parts from the [[last_frontier|Last Frontier]] wreckage — functional, lethal, and disposable by design. In their pockets and gear the PCs find: a receipt from [[django_s_diner|Django’s Diner]] (Morningstar), |
| - | | **PC searches interior henchmen** | They are dead and lying motionless on the floor, weapons still clutched in stiff hands. | Each henchman still holds a DIY handgun, crudely but skillfully built from wood, copper piping, and salvaged mechanical parts from the [[last_frontier|Last Frontier]] wreckage — functional, lethal, and disposable by design. In their pockets and gear the PCs find: a receipt from [[django_s_diner|Django’s Diner]] (Morningstar), | + | |
| | **PC searches exterior guards** | They are dead and lying motionless on the floor. | Each guard carries a Hunting Knife with a wooden handle engraved with the logo of [[hale_and_hook_outfitters|Hale & Hook Outfitters Morningstar]]. Slung across their backs is a folding crossbow, compact and well-balanced, | | **PC searches exterior guards** | They are dead and lying motionless on the floor. | Each guard carries a Hunting Knife with a wooden handle engraved with the logo of [[hale_and_hook_outfitters|Hale & Hook Outfitters Morningstar]]. Slung across their backs is a folding crossbow, compact and well-balanced, | ||
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| ^ **Trigger / Cue** ^ **Immediate Reaction / What Happens** ^ **Future Hook / Consequence** ^ | ^ **Trigger / Cue** ^ **Immediate Reaction / What Happens** ^ **Future Hook / Consequence** ^ | ||
| - | | 🎯 **After the fight (HQ secured, Martin freed, evidence laid out)** | Ezrah is propped against the desk or wall, pale and shaking, but conscious if stabilized. She watches as you lay the findings out in a crude line: the Saw’s End chips, the Morningstar knife engraving, the Django’s Diner receipt, the solvent oil + matches… and finally the handwritten | + | | 🎯 **After the fight (HQ secured, Martin freed, evidence laid out)** | Ezrah is propped against the desk or wall, pale and shaking, but conscious if stabilized. She watches as you lay the findings out in a crude line: the three carved [[saws_end|Saw’s End]] chips, the Hale & Hook engravings on the guards’ knives and folding crossbows, the [[django_s_diner|Django’s Diner]] receipt |
| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
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| **Short version: | **Short version: | ||
| - | {{ :dm_briefing_scene_12.mp3 |}} | + | {{ :dm_briefing_handover_at_the_headquarters_02.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]] | ||
tmwan_handover_at_headquarters.1767512896.txt.gz · Last modified: 2026/01/04 07:48 by admin