Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 6a — IN THE REALM OF THE HUNTER
1 | Scene Overview
- Location: Outside and inside the fenced property of J.W., lower slopes of the Atrana Mountains
- Type: Infiltration · Stealth · Investigation · Confrontation
- Era: Beta Age
- Tone: High tension · predator vs. predator · quiet infiltration
Atmosphere & Sensory Cues: The rough bark of the timber palisade · heavy mist clinging to the ground, the smell of woodsmoke, raw hides, and old ash drifting over the fence.
2 | Read-Aloud Descriptions
Initial Read-Aloud (Scene Opening)
The forest ends at a three-meter palisade of massive squared logs, scavenged metal plates, and wire coiled along the top. Rain has turned the timber almost black. Mist gathers beneath the spikes and drifts across the open ground before the wall.
A narrow wooden walkway runs along the inside of the palisade.
For several seconds, nothing moves. Then a broad-shouldered guard emerges through the rain. His hood is pulled low, and a Windstrike Rifle rests across his chest. His boots strike the wet boards in a slow, unchanging rhythm.
At the gate, he stops and scans the forest.
Above him hangs a rust-stained steel pressure vessel suspended from a heavy timber frame. A thick pull rope passes through a guide ring beneath it and disappears through a narrow opening in the palisade.
The guard remains at the gate for several breaths. Then he turns and continues along the wall-walk until the mist swallows him.
Whatever lies beyond the palisade is guarded – but not continuously watched …
Staged Read-Alouds — Progressive Descriptions
| Trigger / Timing | Read-Aloud / Narrative Insert |
| The PCs observe one complete guard patrol | The guard reaches the far corner of the palisade, pauses, and turns. His pace never changes. From the gate to the corner and back again, the patrol follows the same measured rhythm. For a brief interval, the section of wall above the gate lies completely unattended. |
| The steel vessel is struck | The steel vessel above the gate rings out. BOOOONG. The deep metallic note rolls across the property and vibrates through the timber wall. Somewhere beyond the palisade, movement answers it. |
| PCs successfully breach the wall and survey the compound | You drop onto damp earth on the other side, the mist swallowing your landing. The property reveals itself in fragments. Directly ahead rises the main house—a massive, three-story log structure. Warm light flickers behind narrow viewing slots, and a wide stone chimney exhales grey smoke into the fog. Around you, the compound is ordered and functional: stacked timber, outbuildings, and twelve windowless huts lined up along the southern wall. The silence here is not empty. It is disciplined. |
| PCs look through a Main House viewing slot toward the yard | Through the narrow opening, you look down into the central yard. The mist hangs beneath a large weathered canopy, but the space is crowded. Nearly thirty figures stand in the rain. Heavy-set guards watch from the edges. In the centre waits a group of pale, hunched people, uniform and completely still. On a raised platform stands a tall, broad-shouldered guard whose left eye has been crudely sewn shut. Kneeling before him is one of the pale figures, stripped to the waist and shivering. The guard raises a dark leather whip. “Un pour l’acte.” The lash cracks. The kneeling figure gasps, while the surrounding crowd answers in a hollow, unified voice: “Un.” |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Reconnaissance, Infiltration & Confrontation | Study the perimeter · exploit the guard’s patrol · breach the compound unseen · gather proof · locate and extract J.W. | Rewards the PCs for reaching the property without already becoming prisoners, whether through The Roman Way, the Errand Runner lead, following one of J.W.’s Hands, or independent tracking. Establishes the compound’s visible security and lets the PCs choose their own entry method rather than prescribing the novel’s infiltration plan. |
—-
4 | Key (N)PCs
| Name / Role | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| J.W. — “The Hunter” | Territorial authority | Calm, arrogant, absolute. Even at gunpoint, he behaves as if he is in control. He will answer questions, assuming the PCs will not leave the property alive. | Jareth Wyrick |
| Valen Vanlith | Cult Mouthpiece · Enforcer | A broad-shouldered, tall guard. Where his left eye should normally be, the skin has been crudely sewn together. He acts as the terrifying voice of J.W.'s will and handles the ritualized public punishments during the assembly. | Valen Vanlith |
| Perimeter Guard (Non-Blue) | Sentry duty · gate control | One visible Settler patrols the wall-walk with a Windstrike Rifle. His route is slow and predictable. He stops at the gate to scan the forest and returns immediately when the steel vessel sounds. Additional guards may exist inside the compound, but none are visible during initial reconnaissance. | Exohumans |
| Hunter’s Trappers & Hands | Containment & enforcement | Pale, hunched Blues. Currently resting in the huts or working quietly. If the alarm sounds, they swarm the property within rounds. | The Blues |
5 | Triggers, Clues & Consequences
Phase I — Breaching the Perimeter
Rule: The First Shot is the Alarm. If a guard fires a weapon, the steel warning vessel is used as an alarm, or the PCs use loud weapons or explosives, the stealth phase ends immediately. Skip to Phase IIb.
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| PCs take a moment to observe or listen at the wall | The mist shifts along the top of the palisade, revealing movement. | Mechanic: A WIS (Perception) probe (DC 12). Success: The PCs hear the slow, rhythmic crunch of heavy boots on a wooden walkway and spot the silhouette of a guard pacing the perimeter with a Windstrike Rifle. |
| PCs attempt to scale the timber wall | The wall is slick with moisture. The guard's pacing is rhythmic, offering a brief window. | Mechanic: Requires a DEX (Stealth) probe vs the Guard's Passive Perception, followed by a STR/DEX (Athletics/Acrobatics) probe (DC 14) to climb quietly. Success: PCs drop into the compound unseen. Failure: Noise alerts the guard, who moves to investigate. |
| PCs inspect or attempt to open the gate from outside | No lock, handle, or opening mechanism is visible. A narrow viewing slot is cut into the heavy timber beside it. | Mechanic: An INT (Investigation), DEX (Thieves’ Tools), or relevant technical probe (DC 15). Success: The PCs determine that the gate is secured by several heavy iron latches on the inside. It cannot be picked like a conventional lock. Opening it quietly requires someone inside the compound, specialized equipment, or a successful deception that convinces the guard to release the latches. Failure: Manipulating the gate creates a dull metallic noise and draws the guard toward the viewing slot. |
| PCs observe one complete patrol cycle | Read the staged description “The PCs observe one complete guard patrol.” | The PCs identify a short interval during which the wall above the gate is unattended. Attempts to cross the clearing or scale this section during that interval gain Advantage or reduce the relevant DC by 2. |
| PCs inspect the steel vessel and hanging rope | The vessel is a mechanical signal bell used by visitors outside the compound. | Pulling the rope produces the staged description “The steel vessel is struck.” The guard immediately returns to the gate, checks the viewing slot, and demands the visitor’s identity and purpose. This may open a deception route or create a distraction, but it also confirms that someone is outside. |
| PCs pull the rope and attempt to bluff their way inside | The guard returns, watches through the viewing slot, and keeps the gate closed while questioning them. | Requires an appropriate CHA, Deception, Performance, or professional-background probe. Sagan’s presence or credible delivery documents may grant Advantage. Success: The guard releases the internal latches or leaves his patrol position vulnerable. Failure: He raises his rifle and alerts the compound. |
| PCs silently neutralize the wall-guard | The guard patrols close to the edge. | Mechanic: PCs can use Tinkerer gear (Rootcoil Vine) or a readied stealth attack. If they incapacitate him silently in one round, the perimeter is temporarily secured. |
Conditional Entry — Sagan as Guide
Use this block only if the PCs reached the compound through Scene 4a+2.
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| The PCs ask Sagan what has changed | Sagan studies the wall-walk, wire, viewing slot, and steel vessel. | He confirms that the palisade and gate existed during his final deliveries, but the wall-walk and expanded security are new. He cannot provide information about the compound interior. |
| The PCs ask Sagan how deliveries entered | Sagan explains that workers stopped outside and used the hanging rope. J.W.’s Hands opened the gate and unloaded every wagon themselves. | Confirms the function of the steel vessel and establishes a possible social or distraction-based entry route. |
| The PCs ask Sagan what lies behind the wall | Sagan admits that he does not know. | His deliveries ended at the gate. The PCs must perform their own reconnaissance. |
—
Phase II — Exploring the Compound
The mist within the compound is thick, obscuring line of sight. The core stealth mechanic applies here: any loud noises will alert the compound and trigger the Failure Loop.
| Trigger / Cue (PC Action) | Immediate Reaction / What Happens | Clue / Consequences / Mechanics |
| PCs explore the southern perimeter (The Huts) | The mist clears to reveal twelve identical, windowless log structures lined up along the inside of the wall. | Mechanic: A WIS (Perception) or INT (Investigation) probe (DC 12). Success: Peeking through a crack in the wood, the PCs witness the unsettling culture of the Blues. There are no beds. A Blue sleeps on a weathered bedroll on the floor. Beneath the bedroll, the ground is reinforced with scavenged starship metal. A self-made EchoHorn hums loudly, filling the hut with the exact same deafening machine white-noise the PCs will later find in J.W.'s room. It is a cult-like, deeply conditioned collective. |
| PCs explore the eastern perimeter | They find a large, windowless storage building. The air inside is thick with the smell of tanning chemicals, blood, and wet fur. | Mechanic: An INT (Investigation) probe (DC 13). Success: Workbenches are covered in half-finished winter coats, heavy leather boots, bone-handled tools, and sorted bundles of processed hides. Most come from common local animals such as Nokari, but several pieces are unmistakably made from the rare, iridescent fur of Veyra. The PCs realize this is not merely a communal workshop but a hidden production site where isolated workers process the pelts that make J.W. rich. The presence of genuine Veyra fur directly confirms the supply chain connecting J.W.’s compound to Hale & Hook and the Kettler Twins. Rule Trigger: After the PCs have had a brief opportunity to inspect the room and recover evidence, the compound alarm sounds. They must flee. Proceed to Scene 6d — Escape Empty-Handed. |
| PCs explore the western clearing (The Burn Pits) | The air turns bitter and charred. The ground opens into a wide area blackened by fire, dominated by large, deep pits filled with white ash. | Mechanic: A WIS (Medicine/Survival) probe (DC 13). Success: Sifting through the ash, the PCs notice melted synthetic fabrics, zipper teeth, and distinct, charred human remains mixed in with the animal bones. This is the final disposal site for J.W.'s targets, ensuring no bodies are ever found. |
| PCs explore the northern perimeter (The Main House) | The massive log structure looms in the mist, dominating the compound. | Consequence: The building is locked down but offers entry points. Proceed to Phase III — Infiltrating the Main House. |
—
Phase IIb — Escalation: The Alarm Sounds
If a guard fires a shot, a Blue screams, or the PCs make a massive noise, the stealth mission ends. This phase can trigger at any point during Scene 6a.
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| The alarm triggers while PCs are outside | An acoustic alarm tears through the mist. Floodlights snap on. The doors of the southern huts kick open simultaneously. | Consequence: Dozens of Hunter's Hands (Blues) pour into the yard. The PCs are vastly outnumbered. They must initiate a desperate escape. Proceed immediately to Scene 6d — Escape Empty-Handed. If they fail the chase, they will be captured and transition to Scene 6b — As a Prisoner in the Realm of the Hunter. |
| The alarm triggers while PCs are in the main house | A deafening pneumatic shriek echoes from the building's pipes. Heavy footsteps pound on the porch outside. Hands begin smashing the shutters. | Consequence: The house is surrounded. PCs must fight a desperate holding action or smash through a window to run. Proceed immediately to Scene 6d — Escape Empty-Handed. If captured, proceed to Scene 6b. |
—
Phase III — Infiltrating the Main House
The main house is a massive log structure with no windows, only narrow viewing slots. Flickering torches illuminate the upper hallways. Strangely, a network of salvaged metal pipes — clearly stripped from ship-grade plumbing — runs along the ceilings and walls. The PCs must navigate the creaking architecture flawlessly. They also hear the heavy, synchronized shuffling of dozens of boots in the mud outside, followed by an eerie, absolute silence — as if a crowd has just been called to attention
| Trigger / Cue (PC Action) | Immediate Reaction / What Happens | Consequences / Mechanics |
| PCs enter via the front door | The heavy wooden door is closed but unlocked. | Consequence: The PCs step into the first-floor hallway. Three closed doors lead to the Kitchen, the Office, and the Dining Room. A wooden staircase leads up and down. Above them, a strange network of salvaged metal pipes runs along the ceiling, disappearing into the walls. They also hear an indefinable murmuring from outside, as if some people were gathering there. |
| PCs navigate the hallways and staircases | The untreated timber shifts underfoot. The staircase has at least two loudly creaking steps. | Mechanic: A group DEX (Stealth) probe (DC 14). Success: The PCs move like ghosts. Failure: The noise triggers the Failure Loop (see below). |
| PCs search the First Floor (Office) | Behind one door is an office with a huge desk and a couch. A stack of Hale & Hook notebooks lays openly on the desk. A rusted metal pipe runs down the wall beside it, featuring a heavy wheel valve. Beneath the desk sits a flush iron ventilation grate with no hinges. | Mechanic: An INT (Investigation) probe (DC 13). Success: Inside the desk drawer, the PCs find a heavy Ledger written entirely in the Blues' clipped French dialect, meticulously detailing his highly lucrative, legitimate fur business. Beneath the desk, PCs realize the grate is held shut by a pneumatic vacuum lock. Turning the wheel valve releases a loud hiss of equalizing air pressure, allowing the grate to be lifted easily. Inside the sub-floor compartment sits a treasure box meticulously carved from animal bones. It contains 14 single-sheet Contracts written in French, each signed with a bloody fingerprint — the binding agreements of every Blue who lives (or used to live) on the property. Beneath the contracts lies a Weathered Scribble with burned edges and dark stains. It depicts two Blues in the ship's maintenance strata: a younger Nameless Man resting his hands protectively on the shoulders of a young boy. The booming voice from outside can be heard here as well, muffled by the thick logs. You can occasionally make out sharp, heavily accented French phrases cutting through the rain: 'Violation de nos règles…' and '…ingratitude! |
| PCs peek into the Second Floor (Master Bedroom) | The door is unlocked. Inside, a tall man wearing a heavy leather mask stands with his back to the door (J.W.), watching the assembly at the yard through a narrow viewing slot. | Mechanic: No roll required to simply peek inside. Consequence: The PCs get a visual layout: a fireplace, a wash bucket on a trivet, and conspicuously, no bed — just a weathered bedroll on a metal-reinforced floor. They cannot search the room without alerting J.W.. Entering the room to strike immediately triggers Phase IV — The Ambush. |
| PCs search the Second Floor (Dressing Room) | A room with two wardrobes filled with fur-coated clothing. | Mechanic: An INT (Investigation) probe (DC 12). Success: They find a large wooden frame holding a patched-together overall made from Last Frontier space suits. Painted on the left chest are tally marks: four straight lines crossed out with a slash, and two more straight lines next to it. (A total of 7). The booming voice from outside can be heard here as well, muffled by the thick logs. You can occasionally make out sharp, heavily accented French phrases cutting through the rain: 'Violation de nos règles…' and '…ingratitude! |
| PCs search the Basement | The basement hallway features four closed doors, leading to a Staff Lounge and Large Storage. | Mechanic: An INT (Investigation) probe (DC 12). Success: The storage shelves hold processed meat and glasses, alongside hundreds of tins filled with traditional “Blue” survival rations: “Life” (a thick, heavily salted green paste made from stolen algae blocks) and “Luck” (hardened, irregular blocks of synthetic nutrient-scraps salvaged from the ship's disposal chutes just before the composting cycle). Tins bear handwritten tags like “Life - June 2626” and “Luck - April 2627”. They also find a large stash of unused Hale & Hook notebooks. Further inspection reveals 20 heavy Spring Jaw Traps and 3 Snare Trap Sets, all branded with the initials “J.W.” Against the far wall is a locked metal grid (DC 14 Sleight of Hand / Thieves Tools to bypass). Behind it is a well-maintained weapon cache: 10 Windstrike Rifles, 10 Hunting Knives, and 5 folding crossbows. |
| PCs fail any Stealth check, make loud noise, or initiate combat | The Failure Loop: The Butler Bot will notice the PCs and investigate the area where it heard the suspicious noise | Consequence: If the PCs cannot hide in time (probe required), the Butler Bot reaches for the nearest pneumatic wall-valve and pulls it. A deafening, sustained pneumatic shriek tears through the house. The assembly outside breaks, and J.W.'s hands swarm the house. The PCs must flee for their lives (Proceed to Scene 6d) or be overwhelmed, stripped of their gear, and dragged to the holding cell (Proceed to Scene 6b). |
| PCs look through any narrow viewing slot facing the yard (First/Second Floor) | The muffled voices outside become clear. The yard is packed with people. | Mechanic: No roll required; this is a pure narrative reward. Consequence: This unlocks the Staged Read-Aloud: “Through the narrow viewing slot, you look down into the central yard…” (The Assembly). By watching this, the PCs witness the brutal, fear-driven hierarchy of the compound and exactly how J.W. enforces absolute obedience. |
Phase IV — The Ambush (Confronting J.W. & The Extraction)
The PCs have located J.W. in his Master Bedroom. They can initiate the attack while he is distracted by the punishment outside, or wait for the assembly to conclude and strike when he turns around.
| Trigger / Cue (PC Action) | Immediate Reaction / What Happens | Clue / Consequence / Mechanics |
| PCs wait for J.W. to finish watching | The chanting outside dies down. J.W. steps away from the viewing slot. He walks over to a washbasin and slowly unbuckles the heavy leather and metal mask. | Consequence: For the first time, the PCs see his pale skin, mapped with tight, horrific burn scars. He splashes cold water on his face and stares exhausted into the mirror, offering a brief, perfect window to strike. |
| PCs attempt to silently overwhelm J.W. | The PCs burst into the room to grapple, gag, or hold him at gunpoint before he can react or sound an alarm. | Mechanic: A high-stakes opposed DEX (Stealth) or STR (Athletics) probe vs. J.W.'s Reflexes (DC 15). Tinkerer gear (like the Rootcoil Snare Vine) grants Advantage on this check. |
| Result: SUCCESS (The PCs overwhelm him) | J.W. is pinned, gagged, or silenced before he can make a sound. He does not panic. He simply stares at them with cold, calculated amusement. | Consequence: The PCs control the room. Before leaving, a quick glance around reveals a self-made EchoHorn and a wooden box holding Serenica anxiety meds and painkillers. Then, the true nightmare begins: they must bind him, hoist a heavy, uncooperative man out of the house, and escape the property. Proceed immediately to Scene 6c — Escape With The Hunter. |
| Result: FAILURE (J.W. reacts or PCs make noise) | J.W. spots a reflection in the mirror or slips the grapple. Without hesitating, he lunges for a heavy, rusted lever integrated into the salvaged metal pipes on the wall and violently pulls it down. | Consequence: A deafening, sustained pneumatic shriek tears through the house. The lever opens a high-pressure air line, turning the entire pipe network into a massive, shrieking whistle—the exact, terrifying sound of a hull-breach alarm from the Last Frontier. The door is instantly smashed open by his heavy-set guards. The PCs must instantly abandon the mission and dive out a window to survive (Proceed to Scene 6d), or they are beaten down, disarmed, and captured (Proceed to Scene 6b). |
—–
6 | DM Notes
- Flipping the Script: Scene 6a rewards the PCs for reaching the compound while retaining their freedom, whether through the Roman Way, the Errand Runner lead, or another successful approach. They get to see the Hunter’s operation before he knows they are there.
- The Burden of the Captive: Remind the players that Ezrah wants him alive. Killing him is easy; extracting him is grueling. If they succeed in subduing J.W., ask them specifically how they plan to lower a bound, heavy man out of a second-story window and drag him through the mud to the wall.
- J.W.'s Arrogance: Even bound and gagged with a gun to his head, J.W. believes he has already won. He assumes his Blues will swarm the house the second the PCs try to leave with him. Play him as utterly detached and analytical. If ungagged, he might whisper in French or broken Common: *“You think you can carry me over that wall? The moment I miss my check-in, the hounds are let loose.”*
- The “One Shot” Rule: Be ruthless with the alarm. If a Windstrike Rifle fires or the pneumatic whistle sounds, the entire property mobilizes. Once the alarm is active, the PCs must escape, attempt the extraction under overwhelming pressure, or risk capture and transition to Scene 6b — As a Prisoner in the Realm of the Hunter.
DM Tutorial: How to approach the scene
Related Pages and Further Information
- ↑↑ Start: Hunting An Unknown Hunter
- ★ Overview: All Scenes of Hunting An Unknown Hunter
- ☞ Resolution: Case Resolution and discoverable Backstory
- ← Possible Previous Scenes:
- Scene 4a+2 — The Roman Way if Sagan guided the PCs to the property
- Scene 5 — Follow the Errand Runner if the PCs followed J.W.’s logistics network
- Any other established route that allows the PCs to locate the compound while retaining their freedom
- → The outcome determines the next scene:
- If captured: Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.
- If escaping with J.W.: Proceed to Scene 6c — Escape With the Hunter.
- If fleeing without J.W., with or without evidence: Proceed to Scene 6d — Escape Empty-Handed.








