tmwan_rabbit_hole
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| tmwan_rabbit_hole [2025/11/18 14:56] – [4 | Key (N)PCs + Dynamic Cues] admin | tmwan_rabbit_hole [2025/12/15 09:58] (current) – [Initial Read-Aloud (Scene Opening)] admin | ||
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| ====== SCENE 8i — RABBIT’S HOLE ====== | ====== SCENE 8i — RABBIT’S HOLE ====== | ||
| - | {{:rabbit_hole_gg_scenic_2d.png? | + | {{:the_rabbits_hole_scenic_2d.png? |
| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| * **Location: | * **Location: | ||
| Line 20: | Line 19: | ||
| ==== Initial Read-Aloud (Scene Opening) ==== | ==== Initial Read-Aloud (Scene Opening) ==== | ||
| - | The Rabbit’s Hole is less an inn than a last resort. | + | Rabbit’s Hole doesn’t look like an inn. It looks like something that survived. |
| - | Volcanic stone and salvaged ship plate press in low around you, the air damp with geothermal warmth | + | A stack of cargo containers has been welded into a low, squat block, its skin patched |
| - | > **“5 K or the street. | + | Inside, there’s no welcoming entrance — just an open counter, bright under a harsh electric light strip and guarded by a a massive [[the_zark|Zark]] bouncer. A battered ledger lies open beside a chipped tin coin tray, and a hand-painted sign hangs behind it: |
| - | NO Refunds. | + | |
| - | NO Breakfast.”** | + | |
| - | A stiff-backed [[butler_bots|Butler Bot]] stands sentry at the counter, lenses glowing amber. In a flat voice, it recites: | + | **“5 K OR THE STREET.” |
| + | NO REFUNDS. NO BREAKFAST. | ||
| + | WEAPONS CHECKED.** | ||
| - | Past the counter, two doorways open into near-dark dormitories: | + | A stiff-backed |
| - | It’s warm enough to keep you alive. And just close enough to the Cartel’s shadow that nobody asks questions. | + | {{ :read_aloud_rabbits_hole.mp3 |}} |
| - | + | ||
| - | {{ :read_aloud_the_rabbit_s_hole.mp3 |}} | + | |
| ---- | ---- | ||
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| | **Trigger / Timing** | **Read-Aloud Cue** | | | **Trigger / Timing** | **Read-Aloud Cue** | | ||
| - | | --- | --- | | ||
| | **If PCs approach the doorway / bouncer** | The Zark bouncer shifts as you come closer, filling the frame. Two meters of scarred muscle in a patched leather coat, smoky breath rolling from his nostrils. His eyes flick to your gear, linger on visible weapons, then up to your faces. He doesn’t speak — just jerks his chin toward the counter and the “5 K or the street” sign. | | | **If PCs approach the doorway / bouncer** | The Zark bouncer shifts as you come closer, filling the frame. Two meters of scarred muscle in a patched leather coat, smoky breath rolling from his nostrils. His eyes flick to your gear, linger on visible weapons, then up to your faces. He doesn’t speak — just jerks his chin toward the counter and the “5 K or the street” sign. | | ||
| | **If PCs check in at the counter** | The Butler Bot’s head twitches toward you, lenses narrowing with a soft click. “State preference: armchair or mattress. Payment in advance. Weapons to be surrendered for the duration.” A metal drawer slides open with a rattle, ready for your Kourou and your gear. | | | **If PCs check in at the counter** | The Butler Bot’s head twitches toward you, lenses narrowing with a soft click. “State preference: armchair or mattress. Payment in advance. Weapons to be surrendered for the duration.” A metal drawer slides open with a rattle, ready for your Kourou and your gear. | | ||
| | **If PCs glance into Dormitory 1 (mattresses)** | The mattress dorm smells of sour sweat and damp wool. Rough pallets line both walls in two tight rows, each with a thin mat and a shared blanket crumpled on top. Figures lie sprawled or curled, boots still on, faces half-buried. Torches gutter in wall sconces, throwing shadows across a forest of sleeping limbs. | | | **If PCs glance into Dormitory 1 (mattresses)** | The mattress dorm smells of sour sweat and damp wool. Rough pallets line both walls in two tight rows, each with a thin mat and a shared blanket crumpled on top. Figures lie sprawled or curled, boots still on, faces half-buried. Torches gutter in wall sconces, throwing shadows across a forest of sleeping limbs. | | ||
| | **If PCs glance into Dormitory 2 (armchairs)** | The armchair room is a graveyard of cracked recliners and battered benches. Men and women slump at odd angles, mouths open, snoring or muttering to themselves. A metal spittoon glints by one chair; sand buckets by the door catch ash and slop. Somewhere in the dark, someone coughs wetly and rolls over. | | | **If PCs glance into Dormitory 2 (armchairs)** | The armchair room is a graveyard of cracked recliners and battered benches. Men and women slump at odd angles, mouths open, snoring or muttering to themselves. A metal spittoon glints by one chair; sand buckets by the door catch ash and slop. Somewhere in the dark, someone coughs wetly and rolls over. | | ||
| - | | **If PCs settle in and one PC stays awake** | As the others drift off, the dorm sinks into a heavy, shared | + | | **If PCs settle in and one PC stays awake** | As the others drift off, the dorm sinks into a slow, heavy breathing. Torchlight shrinks |
| ---- | ---- | ||
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| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | --- | --- | --- | | + | | **Low-Cost Lodging · Survival · Petty Crime · Clue Drop** | Find a cheap place to sleep · protect (or lose) their belongings · feel the bottom end of Firetown life · chase or ignore trouble | Show the poorest layer of Firetown’s Entertainment District; provide a dangerous but affordable rest option; create a possible forced detour to the [[medical_station_of_firetown|Medical Station]]; drop a surreal, unsettling hint via D, a former “Blue” whose fate mirrors the Nameless Man’s. | |
| - | | **Low-Cost Lodging · Survival · Petty Crime · Clue Drop** | Find a cheap place to sleep · protect (or lose) their belongings · feel the bottom end of Firetown life · chase or ignore trouble | Show the poorest layer of Firetown’s Entertainment District; provide a dangerous but affordable rest option; create a possible forced detour to the [[medical_station_of_firetown|Medical Station]]; drop a surreal, unsettling hint via **D**, a former “Blue” whose fate mirrors the Nameless Man’s. | | + | |
| ---- | ---- | ||
| Line 89: | Line 84: | ||
| | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | ||
| - | | 👂 **Awake PC hears strange whispering** | “No talk… to others. No name. No confession…” Pale face barely visible in torch-flicker. | Atmospheric clue: another former “Blue” shares the Nameless Man’s fate. No immediate action. | | + | | 👂 **Awake PC hears strange whispering** | “No talk… to others. No name. No confession…” Pale face barely visible in torch-flicker. | Atmospheric clue: another former “Blue” shares the Nameless Man’s fate — though the PCs do not yet know what “the Blues” are or why this matters. No immediate action. | |
| | 🕵️ **Awake PC notices theft attempt** | Perception DC 12. On success, spots thief at their bags. | PCs can confront or shadow thief. | | | 🕵️ **Awake PC notices theft attempt** | Perception DC 12. On success, spots thief at their bags. | PCs can confront or shadow thief. | | ||
| | ⚠️ **PC confronts quietly** | Contested STR/DEX. If subdued quietly, bouncer later handles it. | Thief ejected; PCs earn minor local respect. | | | ⚠️ **PC confronts quietly** | Contested STR/DEX. If subdued quietly, bouncer later handles it. | Thief ejected; PCs earn minor local respect. | | ||
| | 💥 **PC confronts loudly / alarms dorm** | Dorm erupts in noise. Thief panics, draws hidden firearm, and fires wildly → one PC automatically hit (serious but non-lethal). | Urgent funnel to [[tmwan_medical_station_firetown|Scene 8c Medical Station Firetown]]; Yannis demands they take injured PC out immediately. | | | 💥 **PC confronts loudly / alarms dorm** | Dorm erupts in noise. Thief panics, draws hidden firearm, and fires wildly → one PC automatically hit (serious but non-lethal). | Urgent funnel to [[tmwan_medical_station_firetown|Scene 8c Medical Station Firetown]]; Yannis demands they take injured PC out immediately. | | ||
| - | | 🧍 **PC tries to find the Pale Sleeper (D) afterward** | Chaos + torch movement reveal empty pallet/ | + | | 🧍 **PC tries to find the Pale Sleeper (D) afterward** | Chaos + torch movement reveal empty pallet/ |
| **Illegal Player Options** | **Illegal Player Options** | ||
| Line 109: | Line 104: | ||
| - Highlight Firetown’s desperation. | - Highlight Firetown’s desperation. | ||
| - Enable theft consequences or a forced medical detour. | - Enable theft consequences or a forced medical detour. | ||
| - | - Deliver a ghostly hint about the fate of the “Blues” | + | - Deliver a ghostly hint — through D — that the Nameless Man is not the only victim |
| * **About D (Ex-Blue): | * **About D (Ex-Blue): | ||
| Line 115: | Line 110: | ||
| - He mutters the same mantra as the Nameless Man. | - He mutters the same mantra as the Nameless Man. | ||
| - He disappears instantly after any commotion. | - He disappears instantly after any commotion. | ||
| - | - Nobody remembers him — part trauma, part RH culture. | + | - Nobody remembers him |
| * **Tone: | * **Tone: | ||
| Line 124: | Line 119: | ||
| * **Using the Shooting: | * **Using the Shooting: | ||
| - Should be shocking but survivable. | - Should be shocking but survivable. | ||
| - | - Strong push into **Scene 8c**. | + | - Strong push into Scene 8c. |
| - Reinforces RH as rough, unsafe, and unforgiving. | - Reinforces RH as rough, unsafe, and unforgiving. | ||
| - | | + | ==== DM Tutorial: How to approach the scene ==== |
| - | - Fine. Drop the whisper from D as soft foreshadowing. | + | |
| - | - Let RH be a grim vignette that fleshes out the world. | + | **Short version:** |
| + | |||
| + | {{ : | ||
| ---- | ---- | ||
| ===== Related Pages and Further Information ===== | ===== Related Pages and Further Information ===== | ||
| - | * [[beta_age|Beta Age]] | + | * ↑↑ **Start:** [[the_man_without_a_name|Adventure Hub — The Man Without a Name]] |
| - | | + | |
| - | * [[cartel|The Cartel]] | + | |
| - | * [[the_zark|Zark Tribe]] | + | |
| ==== Firetown Hub Overview (Playable Locations & Opportunities) ==== | ==== Firetown Hub Overview (Playable Locations & Opportunities) ==== | ||
tmwan_rabbit_hole.1763477819.txt.gz · Last modified: 2025/11/18 14:56 by admin