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hauh_2_travel_preparations

102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter

SCENE 02 — TRAVEL PREPARATIONS

1 | Scene Overview

  • Location: Streets and Public Services Ring of New Kourou
  • Type: Planning · Resource Management · Logistics
  • Era: Beta Age
  • Tone: Practical · Tactical · Slightly tense depending on Trooper alert level

Atmosphere & Sensory Cues: Courier horns drifting across the Public Services Ring · Tandora vendors calling out prices · soft clatter of Veyra hooves on compacted dirt · occasional flutterwings cutting through the twilight · Trooper patrol footsteps passing at uneven intervals.


2 | Read-Aloud Description

Initial Read-Aloud (Scene Opening)

You step out of Ezrah’s office and into the muted twilight of New Kourou’s Public Services Ring. The street is alive with movement: courier carts rumble toward the station gates, hungry settlers gather around the Food Market stalls, and the silhouettes of Veyras flicker across the dusty, unpaved road as handlers guide them into their pens.

Across the street, a weathered cart stands alone — dark wood, copper-bound, its wheels sunk slightly into the dirt. A faded sign hangs crookedly from the side:

FOR SALE — 400 KOURU HOO INCLUDED ASK AT SCHMITZ FUNERAL HOME

The windows of the covered rear compartment are shuttered, each shaped like a narrow chapel-slit. Brass rings dangle from the corners where funeral veils once hung, and a few dried flower petals cling stubbornly to the spokes.

Your next step is clear: decide how you want to travel to Morningstar.

As the largest ExoHuman settlement on this planet, New Kourou offers more options than anywhere else on the planet — fast, slow, cheap, discreet, or dangerous. But given all the events of the last few days… not every option is equally safe. And not every option is wise.

Staged Read-Alouds (Progressive Descriptions)

Trigger / Timing Read-Aloud or Narrative Insert
When players linger to buy supplies A voice cuts through the twilight from the direction of the Food Market — loud, rhythmic, and clearly intended to pull customers in. “Tasty Tandora! Healthy Tandora! Last batch before mist rolls in!”
When players discuss travel options A sudden outburst erupts from Mandala’s Mount stalls. “Green!? Why is the entire animal green!?” Mandala’s voice cracks with outrage. A breathless customer protests: “I— I told you I need it for marketing!” The Veyra in question stands miserably beside them, bright leafy-green from mane to tail, chewing hay as if none of this concerns it.
When players take too long debating A Flutterwing glides down and lands lightly on the mortician’s cart, chirping an enthusiastic mating trill. The small bird bounces on its feet, vibrating with excitement — and then, mid-song, releases a splattering drop of liquid feces. It splashes across the hanging sign, smearing the “4” in “400 Kourou” until it looks more like a faded “00”, as if the cart were nearly free for the taking. The flutterwing flutters away, utterly pleased with itself.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Planning · Resource Allocation Pick a travel method · buy supplies · evaluate risk and time pressure Establish how PCs leave New Kourou · create branching path toward Morningstar · set pacing and danger level for Chapter II

4 | Key (N)PCs + Dynamic Cues

Name Role / Affiliation Motivation / Goal Dynamic Cues — How They React in Play Wiki Link
Rajid Mandala Owner, Mandala’s Mounts Rent Veyras; protect reputation of his stable Offers mid-tier animals. If PCs get closer, this leads to a new scene: Scene 2b - Mandala's Mounts Mandala’s Mounts
Sola Enu (voice only) Vendor at New Kourou Food Market Sell Tandora fruits & smoothies Heard yelling his typical sales call (“Tasty Tandora — Healthy Fruits!”). If PCs follow the voice, this leads to a new scene: Scene 2c – Food Market New Kourou Food Market
Random New Kourou Locals Settlers, workers, passers-by Go about daily business; avoid trouble Provide quick directions if approached. Some may warn PCs if Troopers have been asking about strangers. Never initiate conversation.

Special Character Notes (only applies if PCs are in the party):

  • Lexa Rourke will always prefer her own Veyra Kelta if she is in the party.
  • Rogan Sokolov will always refuse fast mounts and argue for slower, safer travel.

5 | Triggers, Options & Consequences

A. Trooper Alert Level

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🚨 If PCs are wanted (from previous adventure outcome) Trooper patrols are active; PCs must use disguises or stealth routes. Courier Station becomes risky; Veyra rental safer; walking or buying the mortician’s cart becomes appealing.
🧍 If PCs are not wanted Normal street traffic; no additional risk. All travel options freely available.

B. Travel Option: Mandala’s Mounts

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🐾 PCs head toward Mandala’s Mounts Hoofbeats, raised voices, and the smell of feed drift from the stable lane. A brief glimpse shows Rajid Mandala arguing with a customer, who leaves Rajid behind.with a green-dyed Veyra Unlocks next scene: Scene 2b — Mandala’s Mounts.
🕵️ Wanted PCs approach the stable road A stablehand looks up briefly, brow furrowing — but says nothing yet. Signals potential risks if PCs are recognized or questioned.
🐎 Rogan present & discussing options Rogan dismisses mounts as “unreliable show-offs.” Builds character tension; applies roleplay flavor before entering Scene 2a.

C. Travel Option: New Kourou Courier Service

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🏛️ PCs head toward the Courier Station They see the station building at the far end of the Public Services Ring: steel pillars, cargo ramps, hanging lanterns, a half-emptied departure yard. Unlocks the next scene: 2a – New Kourou Courier Station.
📣 PCs listen to the ambient sounds A distant horn echoes, followed by muffled loudspeaker chatter Implies caravans are active, nudging PCs to check schedules in the next scene.

D. Travel Option: Food Market Stop

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🥫 PCs head toward the Food Market The smell of sweet Tandora fruit and fried root mix drifts from the stalls around the corner; vendors shout prices over each other. Unlocks the next scene: Scene 2c – Food Market .
🍉 PCs listen for vendors A loud, cheerful voice rings out: “Tasty-Tandora! Healthy fruits! Smoothies for one K!” Identifies the presence of Sola Enu, who appears in the next Food Market scene.

E. Travel Option: The Mortician’s Cart (New Vehicle)

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🛒 PCs inspect the cart A darkwood funeral cart with copper bindings. Shuttered chapel-slit windows. Brass veil-rings at the corners. Two coffin clamps still fixed inside. Dried petals caught in the spokes. PCs understand its structure, weight, and potential tactical uses (storage, concealment, mobile cover).
🏚️ PCs look around for the seller They spot Schmitz Funeral Home just around the corner: a squat structure built from charred starship bulkheads and soot-stained alloy ribs; its facade clad in burnt hull plating salvaged from the Last Frontier, polished cabin wood visible inside. Unlocks the next optional scene: 2d – Buying a Mortician’s Cart.
🚫 PCs attempt to buy or negotiate here The cart is unattended; the only instruction is “ASK AT SCHMITZ FUNERAL HOME.” Forces PCs to physically visit the Funeral Home if they want this vehicle → leads to new Scene.

F. Travel Option: On Foot

Trigger / Cue Immediate Reaction / What Happens Future Hook / Consequence
🚶 PCs decide to walk Slow but silent; costs nothing. 2.5-3 days travel; risk of wildlife or bandits; opens DM improvisation opportunities.

6 | DM Notes

  • Tone & Mood: This scene is calm but charged with practical urgency. New Kourou is alive with motion, and the PCs stand at a crossroads. Every choice feels consequential, but nothing is forced.
  • Player Agency First: The point of this scene is choice, not direction. All travel options are valid — emphasize trade-offs, not “correct” answers.
  • Trooper Alert Level:
    • If PCs are wanted: gentle tension, discreet movement, disguises.
    • If not: standard free navigation.
  • Travel Option Clarity:
    • Veyras → fastest, flexible.
    • Courier Service → comfortable, slow
    • Mortician’s Cart → cheap, odd, tactically versatile.
    • Walking → slowest, but stealthy and free.
  • No Cross-Scene Resolutions:
    • PCs can decide to go to the Courier Station, Mandala’s Mounts, Food Market, or Funeral Home.
    • Actual interaction happens in Scene 2a–2d.
  • Character Dynamics:
    • Lexa gravitates toward mounts.
    • Rogan resists fast mounts.
    • Use as flavor, not railroading.
  • Foreshadowing the Cart: The mortician’s cart appears strange but useful later. Let it stand out without overselling.
  • Continuity Notes:
    • PCs still have Martin’s biological tools.
    • Mention Trooper patrols only if relevant to their alert status.

DM Tutorial: How to approach the scene

Short version:


New Kourou Hub Overview (Travel Options)

Location Type / Activity Primary Opportunities Tone / Difficulty Leads To Scene
New Kourou Courier Station Travel · Ticket Purchase Buy caravan tickets · Check departures · Assess risk if wanted Bureaucratic · Busy Scene 2a – Courier Station
Mandala’s Mounts Travel · Mount Rental Rent Veyras · Speak with Mandala · Handle “dead Veyra” conversation Loud · Mildly tense Scene 2b – Mandala’s Mounts
New Kourou Food Market Supplies · Provisions Buy trail food & water · Spot Sola Enu’s Tandora stall Crowded · Friendly Scene 2c – Food Market
Schmitz Funeral Home Vehicle Purchase Inspect & buy mortician’s cart · Meet undertaker apprentice Quiet · Slightly eerie · Low pressure Scene 2d – Buying a Mortician’s Cart
hauh_2_travel_preparations.txt · Last modified: 2026/01/10 05:27 by admin

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