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tmwan_new_kourou_food_market [2025/12/01 05:06] – [Related Pages and Further Information] admintmwan_new_kourou_food_market [2025/12/09 05:03] (current) – [5 | Triggers, Actions & Consequences] admin
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 ===== 2 | Read-Aloud Description ===== ===== 2 | Read-Aloud Description =====
  
-You push through the crowd and step into Phoenix Square — New Kourou’s bustling Food Market. +Lantern sway above raised shuttle-deck walkways, casting light across the stalls that circle the central fountain. The air is thick with competing smells: steaming [[zelor_grain|Zelor Grain]] rolls, honey-glazed [[bilax_root|Bilax root]]-wedges, sharp [[mirel_leaf|Mirel leaf]] from the salad stands, sizzling River fishes brushed with briny oil.
- +
-Lantern cables sway above raised shuttle-deck walkways, casting flickers of violet light across the stalls that circle the central fountain. The air is thick with competing smells: steaming [[zelor_grain|Zelor Grain]] rolls, honey-glazed [[bilax_root|Bilax root]]-wedges, sharp [[mirel_leaf|Mirel leaf]] from the salad stands, sizzling river eel brushed with briny oil.+
  
 A voice rises above the noise — the same one you heard earlier on the street: A voice rises above the noise — the same one you heard earlier on the street:
  
-  * “Tasty Tandora! Healthy Tandora! Smoothies one K!”+  * **“Tasty Tandora! Healthy Tandora! Smoothies one K!”**
  
-Children weave between legs chasing bots. A [[butler_bots|Butler Bot]] hums past carrying a tray of steaming stew bowls. Somewhere behind you, a Veyra snorts impatiently from its tether post.+Children weave between legs chasing bots. A [[butler_bots|Butler Bot]] hums past carrying the purchased goods  of his owner. Somewhere behind you, a Veyra snorts impatiently from its tether post.
  
 Whatever you need for the journey to [[firetown|Firetown]] — food, drink, warm clothing — you can find it here… if you keep an eye on your purse. Whatever you need for the journey to [[firetown|Firetown]] — food, drink, warm clothing — you can find it here… if you keep an eye on your purse.
  
-{{ :read_aloud_scene_3c_food_market.mp3 |}}+{{ :read_aloud_scene_3c_new_kourou_food_market_1_.mp3 |}}
  
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 **Special Notes (PC-dependent):**   **Special Notes (PC-dependent):**  
-  * PCs native to the Dark Side (e.g., Rogan, Elias Kim) already own warm clothing and only need food/water.   +  * PCs native to the Dark Side (e.g., [[rogan_sokolov|Rogan Sokolov]], [[elias_kim|Elias Kim]]) already own warm clothing and only need food/water.   
-  * Off-world settlers or academic types will be strongly advised by Ira to buy coats.+
  
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 | **Trigger / Cue** | **Immediate Reaction** | **Future Hook / Consequence** | | **Trigger / Cue** | **Immediate Reaction** | **Future Hook / Consequence** |
-| 🍞 **PCs buy provisions** | Vendors describe rations (DM uses wiki table). | PCs obtain food for travel; no penalties later. |+| 🍞 **PCs buy provisions** | Vendors describe rations (use [[new_kourou_food_market|wiki table]]). | PCs obtain food for travel; no penalties later. |
 | 🧥 **PCs approach Ira’s garments** | Ira inspects them, suggests warm gear. | Prevents cold-exhaustion disadvantage near Firetown. | | 🧥 **PCs approach Ira’s garments** | Ira inspects them, suggests warm gear. | Prevents cold-exhaustion disadvantage near Firetown. |
 | 💬 **Ask about Firetown** | Vendors exchange rumors: “Troopers caught someone strange last night…” | Foreshadows Nameless Man & Station plot. | | 💬 **Ask about Firetown** | Vendors exchange rumors: “Troopers caught someone strange last night…” | Foreshadows Nameless Man & Station plot. |
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 | ❌ **If PCs fail to catch him** | Finlay disappears down a service alley. | Lost money may affect ability to afford caravan/mounts. | | ❌ **If PCs fail to catch him** | Finlay disappears down a service alley. | Lost money may affect ability to afford caravan/mounts. |
  
-**Small Rumor if Caught:**   
-“Heard the Troopers whisperin’… said the prisoner they found kept repeating ‘No name… no confession.’ Gave me chills.” 
  
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 | **Trigger / Cue** | **Immediate Reaction / Description** | **Leads To Scene** | | **Trigger / Cue** | **Immediate Reaction / Description** | **Leads To Scene** |
-| 🐎 **PCs mention mounts** | Sola gestures toward the stable road. “Mandala’s still arguing with someone over a green Veyra.” | → [[tmwan_mandalas_mounts|Scene 3b – Mandala’s Mounts]] |+| 🐎 **PCs mention mounts** | Sola gestures toward the stable road. | → [[tmwan_mandalas_mounts|Scene 3b – Mandala’s Mounts]] |
 | 🚚 **PCs ask about caravans** | Ira thumbs toward the station. “Caravan bells already rang — 30-minute warning.” | → [[tmwan_courier_station|Scene 3a – Courier Station]] | | 🚚 **PCs ask about caravans** | Ira thumbs toward the station. “Caravan bells already rang — 30-minute warning.” | → [[tmwan_courier_station|Scene 3a – Courier Station]] |
-| 🎒 **PCs finish shopping** | The smell of driftwood-grilled eel trails behind them as they exit the square. | Transition back to travel decision. |+| 🎒 **PCs finish shopping** | The smell of driftwood-grilled fishes trails behind them as they exit the square. | Transition back to travel decision. |
  
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 ===== 6 | DM Notes ===== ===== 6 | DM Notes =====
  
-This scene should feel alive, crowded, and slightly overwhelming. Let the sensory elements do the work — sizzling food, vendor calls, clattering crates, shifting crowd flows. The pickpocket is optional but strongly recommended; it adds tension and tangible consequence without real danger. Losing money can meaningfully impact later choices, especially caravan tickets or Veyra rental.+  * **Tone:** Bright, bustling, and slightly chaotic. This is not a dangerous scene, but it should feel alive and full of small risks — especially the threat of losing money in the crowd.
  
-Encourage PCs to think ahead: cold protection, water, and travel food are essential for the Dark Side. Use Ira Venn as the “practical voice” of the settlement; she knows exactly how unprepared most newcomers are.+  * **Pacing:** Keep the market moving. Use vendor voices, sizzling pans, shifting crowds, and passing bots to maintain momentum. The market should feel dense, with many small pulls on the players’ attention.
  
-If the chase occurs, keep it fast — three beats through the market is enough. Reward successful pursuit with both their money and a small rumor tying back to Firetown and the Nameless Man.+  * **No Resolutions Here:**   
 +    * This scene provides supplies and social interaction only.   
 +    * Travel decisions resolve in Scene 3a (Courier Station) or Scene 3b (Mandala’s Mounts).   
 +    * The pickpocket chase, if it happens, ends *inside the market* — not outside.
  
-This scene should not resolve travel. It simply equips, distracts, and pressures — pushing PCs toward Scene 3a or 3b with full stomachs and lighter or heavier purses.+  * **Focus the Stakes:**   
 +    * Food, water, and warm clothing are essential for Dark Side travel.   
 +    * Losing money here can complicate later choices (caravan tickets, Veyra rentals).   
 +    * The pickpocket encounter adds tension without harming pacing. 
 + 
 +  * **Continuity & Player Needs:**   
 +    * Remind players from the Dark Side that they already own warm clothing.   
 +    * Encourage preparation, but do not force purchases. Let the consequences speak later.
  
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 ==== DM Tutorial: How to approach the scene ==== ==== DM Tutorial: How to approach the scene ====
  
-**Short Audio-Friendly Version:**   +**Short Version:**  
-The Food Market scene is your chance to immerse players in New Kourou’s daily life while tightening the screws just a bit. Play up the smells, the noise, the crowd movement — it’s bustling and alive, and everything the PCs need for the journey is here. Let them browse freely, but introduce Finlay the pickpocket when they’re distracted or debating prices; it keeps the market from feeling safe or routine. If they chase him, make it quick and cinematic. If he escapes, the lost money should matter. Use Ira Venn to remind them that the Dark Side is brutally cold and that gear matters. And finally, nudge them gently toward the courier station or Mandala’s Mounts when they’re done. The market prepares them, but the road ahead is where their choices start to count.+
  
 +{{ :dm_briefing_scene_3c_new_kourou_food_market_1_.mp3 |}}
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 | **[[new_kourou_courier_station|New Kourou Courier Station]]** | Travel · Ticket Purchase | Buy caravan tickets · Check departures | Busy · Regulated | → [[tmwan_courier_station|Scene 3a – Courier Station]] | | **[[new_kourou_courier_station|New Kourou Courier Station]]** | Travel · Ticket Purchase | Buy caravan tickets · Check departures | Busy · Regulated | → [[tmwan_courier_station|Scene 3a – Courier Station]] |
 | **[[mandala_s_mounts|Mandala’s Mounts]]** | Travel · Mount Rental | Rent Veyras · Handle negotiations | Loud · Slightly tense | → [[tmwan_mandalas_mounts|Scene 3b – Mandala’s Mounts]] | | **[[mandala_s_mounts|Mandala’s Mounts]]** | Travel · Mount Rental | Rent Veyras · Handle negotiations | Loud · Slightly tense | → [[tmwan_mandalas_mounts|Scene 3b – Mandala’s Mounts]] |
-| **[[new_kourou_food_market|New Kourou Food Market]]** | Supplies · Provisions · Crowd Encounters | Buy food · buy warm clothes · pickpocket event | Crowded · Energetic | → Scene 3c — New Kourou Food Market |+
tmwan_new_kourou_food_market.1764565619.txt.gz · Last modified: 2025/12/01 05:06 by admin

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