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tmwan_rabbit_hole [2025/11/18 14:57] – [Staged Read-Alouds (Progressive Descriptions)] admintmwan_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?direct&400|}} +{{:the_rabbits_hole_scenic_2d.png?direct&400|}}
 ===== 1 | Scene Overview =====   ===== 1 | Scene Overview =====  
   * **Location:** [[rabbit_s_hole|Rabbit’s Hole (“RH”)]] · NW Public Services Ring Road 9, [[firetown|Firetown]]     * **Location:** [[rabbit_s_hole|Rabbit’s Hole (“RH”)]] · NW Public Services Ring Road 9, [[firetown|Firetown]]  
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 ==== 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 and old alcohol. An open-front counter splits the entrance from the darkness beyond. Behind it, a battered ledger, a chipped tin for coins, and a hand-painted sign in crooked letters:+A stack of cargo containers has been welded into a low, squat block, its skin patched with scorched starship hull plates and bolted mining bulkheads. Rivets and seams crisscross the façade like old scars. Above the entrance, a crooked wooden canopy sags under frost and ash, held up by mismatched beams and a prayer. A weak neon sign buzzes red — “RH” — the second letter flickering like it’s tired. A barrel fires burn in a dented drum giving off a greasy warmth that smells like soot and spilled booze.
  
-> **“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: “Armchair, eight hours, five K. Mattress, eight hours, ten K. Weapons must be checked. Disorder equals ejection. The Rabbit’s Hole is not responsible for lost property.”+**“5 K OR THE STREET.” 
 +NO REFUNDS. NO BREAKFAST. 
 +WEAPONS CHECKED.**
  
-Past the counter, two doorways open into near-dark dormitories: one filled with thin mattresses on low pallets, the other with cracked armchairs and benches sagging under snoring shapes. A massive [[the_zark|Zark]] bouncer leans in the entrance arch, eyes scanning every new face, one hand resting on the butt of a [[guarding_troopers_stun_gun|Guarding Trooper Stun Gun]].+A stiff-backed [[butler_bots|Butler Bot]] stands behind the counter like a machine-made clerk. Its voice is flat and practiced: “Armchair, eight hours, five K. Mattress, eight hours, ten K. Payment in advance. Weapons surrendered. Disorder equals ejection.”
  
-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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 | **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 breathing. Torchlight shrinks, leaving only small islands of orange on stone and skin. The steady hum of a Cleaning Bot passes by like a lazy insect. Then, from somewhere in the tangle of sleepers, a voice breaks the quiet — hoarse, half-dreaming, whispering: “No talk… to others. No name. No… confession…” The face is pale in the flicker, features blurred by angle and shadow — but something about him tugs at the memory of the Man Without a Name. |+| **If PCs settle in and one PC stays awake** | As the others drift off, the dorm sinks into a slow, heavy breathing. Torchlight shrinks to dim orange puddles on stone and skin. A Cleaning Bot hums past, sweeping ash and beer.Then — from somewhere in the tangle of sleeping bodies — a hoarse voice cuts through the darkness, half-dreaming, half-pleading: //“No talk… to others. No name. No… confession…”// The face in the flicker is pale, blurred, uncanny — a ghost of the Man Without a Name. Before you can focus on him, movement snaps at the edge of your vision: a shadow crouched at your bags. A thief’s hand is already closing around your belongings. |
  
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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. |
  
 ---- ----
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 | **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/chair; he’s gone. | D becomes a ghostly memory; no one remembers him. |+| 🧍 **PC tries to find the Pale Sleeper (D) afterward** | Chaos + torch movement reveal empty pallet/chair; he’s gone. | D becomes a ghostly memory; no one remembers him. Not because of anything supernatural, but because: most patrons were drunk or drugged, the dorms were nearly pitch-dark and Rabbit’s Hole runs on a strict “mind your own business” culture. Faces blur. Names vanish. People forget on purpose. |
  
 **Illegal Player Options** **Illegal Player Options**
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     - 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” via D.+    - Deliver a ghostly hint — through D — that the Nameless Man is not the only victim of some former group known as the “Blues,” a term the PCs do not yet understand.
  
   * **About D (Ex-Blue):**     * **About D (Ex-Blue):**  
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     - 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:**  
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   * **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.
  
-  * **If PCs Just Sleep and Leave:**   +==== 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:**  
 + 
 +{{ :dm_briefing_the_rabbit_s_hole.mp3 |}}
  
 ---- ----
  
 ===== 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]]  
-  * [[firetown|Firetown]] +  * ★ **Overview:** [[All Scenes of The Man Without A Name|All Scenes of The Man Without A Name]]  
-  * [[cartel|The Cartel]] +  * ← **Previous Scene (most likely last):** [[tmwan_arrival_in_firetown|Arrival in Firetown]]
-  * [[the_zark|Zark Tribe]]+
  
 ==== Firetown Hub Overview (Playable Locations & Opportunities) ====   ==== Firetown Hub Overview (Playable Locations & Opportunities) ====  
tmwan_rabbit_hole.1763477849.txt.gz · Last modified: 2025/11/18 14:57 by admin

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