hauh_escape_with_the_hunter
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| hauh_escape_with_the_hunter [2026/03/17 16:56] – [5 | Triggers, Clues & Consequences] admin | hauh_escape_with_the_hunter [2026/09/04 03:39] (current) – [SCENE 6c — ESCAPE WITH THE HUNTER] admin | ||
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| ====== SCENE 6c — ESCAPE WITH THE HUNTER ====== | ====== SCENE 6c — ESCAPE WITH THE HUNTER ====== | ||
| - | {{:jw_property_escapeemotyhanded.png?400|}} | + | {{:scene6c_picture.jpeg?400|}} |
| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| - | | + | |
| - | * **Type: | + | |
| + | * **Type:** Extraction · Escort · Vehicle Escape · Tactical Crisis | ||
| * **Era:** [[beta_age|Beta Age]] | * **Era:** [[beta_age|Beta Age]] | ||
| - | * **Tone: | + | * **Tone: |
| - | **Atmosphere & Sensory Cues: | + | **Atmosphere & Sensory Cues: |
| ---- | ---- | ||
| - | ===== 2 | Read-Aloud Descriptions ==== | + | ===== 2 | Read-Aloud Descriptions |
| - | ==== Initial Read-Aloud | + | ==== Initial Read-Aloud |
| - | You have him. The mastermind. The Hunter. He is entirely at your mercy. | + | You have J.W. alive. |
| - | Ending him here would be so easy. One lethal strike, and you could slip out into the woods like ghosts. But if you want the truth, and if you want your payout, | + | That does not mean you have escaped. |
| - | As the adrenaline peaks, | + | The Main House creaks around you. Warm air moves through |
| - | However you hold him, J.W. does not tremble. He doesn't show a flicker of fear. He simply calculates. He does not struggle blindly | + | Somewhere outside, J.W.'s armed Hands continue their patrols—or have already begun searching |
| - | He does not speak. He does not scream. He maintains his absolute, impenetrable silence. Instead, he simply lets his body go limp — nearly two hundred pounds of dead weight pulling against your grip. In his cold, unblinking stare, the message | + | Whether J.W. walks under guard, resists |
| - | {{ :read_aloud_hauh_escape_with_hunter.mp3 |}} | + | The evidence may be in your possession. The Hunter may be under your control. But the compound still lies between you and freedom. |
| + | |||
| + | How you cross it is up to you. | ||
| + | |||
| + | {{ :initial_readaloud_scene_6cnew.mp3 |}} | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Staged Read-Alouds ==== | ||
| + | |||
| + | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| + | | **The Pressure Countdown reaches zero** | The ticking inside the walls stops. A heavy metallic CLACK travels through the Main House. The pipes jolt against their brackets as compressed air surges through them. Then a broad outlet beneath the roof releases a deep mechanical howl. The note rises from an industrial moan into a piercing shriek before falling and beginning again. Across the compound, doors open and armed voices answer the alarm. | | ||
| + | | **The PCs reach an available freight wagon** | Two massive Manual Labor Bots stand in their harnesses, patched armor glistening beneath the mist. Heavy chains connect them to an armored freight wagon covered by rain-darkened canvas. The smell of processed pelts escapes from the cargo compartment. Faded symbols mark the unfamiliar levers on the driver' | ||
| + | | **Armed Hands intercept the wagon** | Figures emerge between the timber stacks with Windstrike Rifles raised. They spread apart instead of charging, taking cover beside machinery and wood piles while searching for clear angles on the driver' | ||
| + | | **The logging chain is raised** | A metallic rasp rises beneath the howl of the alarm. Ahead, a heavy logging chain pulls free of the mud and tightens across the track between two reinforced posts. Armed Hands strain at either end as the iron links rise toward the wagon' | ||
| + | | **Open resistance begins among the Blues** | Wooden latches lift along the row of huts. Pale workers emerge carrying skinning knives, hatchets, logging hooks and splitting mauls. Their attention is fixed upon the armed Hands who have controlled them—not automatically upon you. One defiant voice rises through the mist. Others answer. | | ||
| + | | **The PCs escape with the freight wagon** | The final obstacle gives way. The Labor Bots surge forward, dragging the armored wagon through the gate. Enormous wheels tear through the mud as the palisade slides past on either side. Ahead, the forest track disappears into rain and mist. Behind you, the compound' | ||
| + | | **The PCs escape on foot** | The palisade falls behind you as warm mist closes around the trees. Roots, wet leaves and uneven ground replace the churned mud of the compound. J.W. is still with you, and the forest offers concealment—but not safety. | | ||
| ---- | ---- | ||
| Line 35: | Line 53: | ||
| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Live Extraction & Puzzle** | Formulate a physical plan to move the captive · manage | + | | **Live Extraction & Escort** | Keep J.W. alive and under control |
| ---- | ---- | ||
| - | ==== 4 | Key (N)PCs ===== | + | ===== 4 | Key (N)PCs ===== |
| - | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Link** | | + | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | |
| - | | **J.W. — “The Hunter”** | Sabotage and survival | + | | **J.W. — “The Hunter”** | Survive · regain control · exploit mistakes |
| - | | **Hunter' | + | | **Black-Coated Hand — Field Leader** | Recover |
| - | | **Perimeter Guards** | Professional sentries | + | | **J.W.'s Armed Hands** | Security · pursuit · gate control · recovery of J.W. | Small groups armed with Windstrike Rifles, hunting knives and salvaged weapons. |
| + | | **Pale Workers / Blues** | Survival · freedom from coercion · protection of their own | The Blues are coerced workers rather than guards. Their attitude toward the PCs follows the recorded Blues Disposition. Any resistance against the Hands grows from their own oppression; sympathy determines whether they also help the PCs. | [[the_blues|The Blues]] | | ||
| ---- | ---- | ||
| Line 50: | Line 69: | ||
| ===== 5 | Triggers, Clues & Consequences ===== | ===== 5 | Triggers, Clues & Consequences ===== | ||
| - | === Phase I — Moving the Package | + | === Entry Conditions & Carried State === |
| - | //The PCs must decide how to transport J.W. through | + | //Before beginning the scene, preserve the consequences of the preceding scene. Do not reset the compound |
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | |
| - | | **PCs attempt "The Silent Drag" (Bound & Gagged)** | J.W. makes himself dead weight, dragging his boots and resisting at joints. | __Mechanic: | + | * **Pressure Countdown: |
| - | | **PCs attempt "The Hostage Walk" (Threatening him in the open)** | The mist obscures them at first, but a guard or Blue eventually spots them. | __Mechanic: | + | * **Wagon State:** Retain **Departed**, |
| - | | **PCs knock J.W. unconscious to carry him** | He slumps, becoming true dead weight. | __Consequence: | + | * **Blues Disposition: |
| + | * **J.W.'s Condition:** Record whether he is **Conscious | ||
| + | * **Other Carried State:** Preserve injuries, missing equipment, recovered evidence, remaining ammunition and the fate of important NPCs such as Marek or Sagan. | ||
| - | --- | + | //__The Pressure Countdown: |
| - | === Phase IIa — The Extraction Puzzle (Undetected) === | + | //__The One-Setback Rule: |
| - | //The PCs have reached the perimeter without triggering the alarm. Now they must get a heavy human body past the physical barriers.// | + | ---- |
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | === Phase I — Moving |
| - | | **PCs try to hoist J.W. over the 3m Timber Wall** | The wall is slick. Gravity is their enemy. | __Mechanic: | + | |
| - | | **PCs try to force the Main Gate open with J.W.** | The gate is heavy and secured with an iron latch. | __Mechanic: | + | |
| - | --- | + | //The basement ventilation shaft is too narrow to extract an unconscious or resisting adult. Unless the PCs invent another credible route, they must descend through the house and leave through the front entrance.// |
| - | === Phase IIb — Extraction Under Fire (The Alarm Sounds) === | + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** | |
| + | ^ J.W.'S CONDITION | ||
| + | | **J.W. is conscious and properly restrained** | He can be forced to walk, but he studies every doorway, staircase and distraction. | __Mechanic: | ||
| + | | **J.W. is conscious but poorly restrained** | The bindings shift when he moves. He tests them without drawing attention to what he is doing. | __Mechanic: | ||
| + | | **J.W. is sedated or unconscious** | His full weight must be supported through the hallways and down the stairs. | __Mechanic: | ||
| - | //The acoustic alarm or pneumatic shriek has triggered. The compound wakes up. The PCs are now in a horrific situation: they are taking fire, but their only shield | + | ^ LEAVING THE HOUSE ^^^ |
| + | | **The PCs descend the staircase with an unconscious J.W.** | His weight shifts with every step while the old timber creaks beneath the group. | __Mechanic: | ||
| + | | **The PCs spend time collecting additional evidence or supplies** | The ticking inside the walls continues while they search. | __Consequence: | ||
| + | | **The PCs leave while the compound remains Undetected** | Routine work continues outside. Mist and timber stacks conceal much of the yard. | __Mechanic: | ||
| + | | **The PCs leave during an Active Search** | Armed Hands move between cover and challenge anyone approaching the Main House. | __Mechanic:__ Use a group DEX (Stealth), WIS (Survival), CHA (Deception) or coordinated distraction probe (DC 14). Success reaches exterior cover. Failure brings a search party of 2–4 Hands into the route and creates a setback. | | ||
| + | | **The PCs leave during the Full Alarm** | The pneumatic howl draws the Hands toward the Main House and gate. Stealth | ||
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | ---- |
| - | | **PCs try to run with J.W. under fire** | The Blues swarm. Settlers open fire from the walls. | __Mechanic | + | |
| - | | **PCs use J.W. as a human shield against the gunfire** | J.W. struggles violently as bullets hit the mud around them. | __Mechanic: | + | |
| - | --- | + | === Phase II — Choosing the Extraction Route === |
| - | === Phase III — Into the Woods (The Aftermath) === | + | //The freight wagon is an opportunity created by preceding events, not an object that appears automatically. Use the recorded Wagon State to determine which routes are available.// |
| - | //The PCs have successfully breached | + | | **Wagon State** | **Current Situation** | **Available Route** | |
| + | | **Departure Interrupted** | The freight wagon and its two Manual Labor Bots remain inside the compound, usually near the gate or salvage yard. Armed Hands may be guarding them. | The PCs may attempt **Phase IIa — Freight-Wagon Extraction** or ignore the wagon and continue with **Phase IIb — Extraction Without the Wagon**. | | ||
| + | | **Returned Under PC Control** | The PCs previously returned the captured wagon through the gate. Use the location in which they left it. | The freight-wagon route remains available. The PCs already understand enough of the controls to start the Bots without another technical probe. | | ||
| + | | **Captured Outside** | The wagon remains beyond the palisade where the PCs seized it. | The wagon cannot assist them inside the compound. Use Phase IIb. If they clear the gate and reach it, they may use it as their escape transport. | | ||
| + | | **Departed** | The wagon has continued | ||
| + | | **The PCs propose another workable plan** | The environment includes timber stacks, work buildings, ropes, tools, Manual Labor Bots and salvaged machinery. | Adapt the closest route below. Reward a credible plan with Advantage or a reduced DC rather than requiring the PCs to reproduce the audiobook' | ||
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | ---- |
| - | | **The PCs secure | + | |
| - | | **J.W. stares from the mud** | He looks up at them, bound and bleeding, but his expression remains infuriatingly calm. | __Consequence: | + | === Phase IIa — Freight-Wagon Extraction === |
| + | |||
| + | //Use this phase only when the wagon remains inside the compound. The wagon provides mobility and armor, but the driver, controls and exterior ledges remain exposed.// | ||
| + | |||
| + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence | ||
| + | ^ REACHING AND STARTING THE WAGON ^^^ | ||
| + | | **The PCs move from the Main House toward the wagon** | The route crosses the salvage yard or timber tracks while the Hands attempt to secure | ||
| + | | **The PCs attempt to start unfamiliar Manual Labor Bots** | The control panel contains heavy levers, faded symbols and a recessed safety catch. | __Mechanic:__ An INT (Engineering/Tinkering) probe (DC 13) activates the Bots. Success brings the hydraulic system to life. Failure creates a setback as the Hands close in. No probe is required if the Wagon State is **Returned Under PC Control** or a PC already mastered | ||
| + | | **The PCs load J.W. into the armored cargo compartment** | Bundles of processed pelts provide a place to conceal and secure him. | __Mechanic: | ||
| + | | **The PCs assign positions | ||
| + | |||
| + | ^ CROSSING THE COMPOUND | ||
| + | | **The wagon begins moving** | The Bots lean into their harness, the chains draw taut and the wheels bite into the mud. | __Mechanic: | ||
| + | | **Armed Hands attack the moving wagon** | Riflemen use timber stacks | ||
| + | | **The wagon is disabled or the Bots cannot be restarted** | The armored vehicle loses momentum while the Hands converge. | __Consequence: | ||
| ---- | ---- | ||
| + | |||
| + | === Phase IIb — Extraction Without the Wagon === | ||
| + | |||
| + | //Use this phase when the wagon is unavailable, | ||
| + | |||
| + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** | | ||
| + | ^ APPROACHING THE PERIMETER | ||
| + | | **The PCs move toward the gate with J.W.** | Mist, huts and timber stacks break the compound into short lines of sight, but armed Hands are securing the main routes. | __Mechanic: | ||
| + | | **The PCs use workshops or timber stacks as cover** | The indirect route takes longer but avoids part of the open yard. | __Consequence: | ||
| + | | **The PCs attempt to scale the palisade with J.W.** | The moisture-darkened timber is approximately three meters high and protected by wire along its upper edge. | __Mechanic: | ||
| + | | **The captured wagon waits outside the compound** | The wagon remains where the PCs previously seized it, provided the Hands have not recovered or disabled it. | __Consequence: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | === Phase III — The Gate Crisis === | ||
| + | |||
| + | //Use this phase when the PCs reach the main gate. Combine only the events relevant to their route. The logging chain affects the freight wagon; the internal latches affect every gate-based escape.// | ||
| + | |||
| + | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** | | ||
| + | ^ THE GATE AND LOGGING CHAIN ^^^ | ||
| + | | **The gate area is undefended** | Three heavy iron latches secure the gate from the inside. There is no conventional lock to pick. | __Mechanic: | ||
| + | | **The Hands hold the gate** | Riflemen use the wall, huts and timber posts as cover while another Hand protects the latches. | __Mechanic: | ||
| + | | **The Full Alarm was active before the wagon began moving, or the wagon suffered a setback** | The Hands stretch a heavy logging chain across the track between two reinforced posts. | __Consequence: | ||
| + | | **The PCs notice the chain before impact** | The links rise from the mud ahead of the front axle. | __Mechanic: | ||
| + | | **The wagon strikes the logging chain** | The vehicle stops violently while the Bots continue straining in their harnesses. | __Consequence: | ||
| + | | **The PCs attempt to free the wagon** | The chain is held around the posts while Hands defend its ends. | __Mechanic: | ||
| + | | **The final gate latch is jammed** | Wet grit and corrosion hold the iron mechanism in its housing. | __Mechanic: | ||
| + | |||
| + | ^ HOSTAGE LEVERAGE | ||
| + | | **The PCs threaten J.W. to force the Hands back** | The nearest Hands hesitate, but the field leader attempts to judge whether the threat is genuine. | __Mechanic: | ||
| + | |||
| + | ^ THE BLUES AT THE GATE ^^^ | ||
| + | | **The Blues hear the Full Alarm or witness the gate confrontation** | Workers emerge cautiously from their huts or watch from doorways. They carry work tools but do not automatically attack either side. | __Consequence: | ||
| + | | **The PCs appeal directly to Uncertain Blues** | The workers look between the PCs and the armed Hands, weighing the danger of becoming involved. | __Mechanic: | ||
| + | | **A Hand attacks or shoots a worker who openly defies an order** | The violence confirms that the Hands will answer defiance with force. A worker raises a cry, and others move against their oppressors. | __Optional Audiobook Path:__ Open resistance begins among the Blues. The workers engage nearby Hands with tools, hooks and improvised weapons. This resistance originates from their own grievances and should follow visible brutality or an established moment of defiance—not appear solely to rescue the PCs. | | ||
| + | | **The PCs attack or endanger the Blues** | The workers scatter, defend themselves or withdraw from the gate area. | __Consequence: | ||
| + | | **No open resistance begins** | The workers remain in their doorways or withdraw when ordered. | __Consequence: | ||
| + | |||
| + | //If open resistance begins, apply the recorded Blues Disposition:// | ||
| + | |||
| + | | **Blues Disposition** | **Effect During the Gate Crisis** | | ||
| + | | **Sympathetic** | The workers recognize the PCs as possible allies. Once during the crisis, they may drive a Hand from a chain post, help release a gate latch, point out an open route or grant an automatic success on one reasonable assistance-based task. | | ||
| + | | **Uncertain** | The workers resist the Hands but concentrate on their own survival. Their intervention distracts the nearest guards and grants the PCs Advantage on one gate or chain action, but no worker takes direct responsibility for J.W. or the PCs. | | ||
| + | | **Alienated** | The workers may still turn against the Hands, but they avoid the PCs and provide no direct aid. The Hands' distraction creates an opportunity, | ||
| + | |||
| + | ---- | ||
| + | |||
| + | === Scene Outcome & Transition === | ||
| + | |||
| + | | **Outcome** | **Immediate Consequence** | **Transition** | | ||
| + | | **The PCs clear the compound with a living J.W.** | The palisade disappears into the mist behind them. Record whether they escaped by freight wagon, recovered a wagon outside or continued on foot. | Proceed to [[hauh_return_to_new_kourou|Scene 8a — Return to New Kourou]]. | | ||
| + | | **The PCs are forced to abandon J.W.** | The Hands recover him while the PCs flee through the gate, over the wall or into the surrounding forest. | Proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. | | ||
| + | | **J.W. escapes from the PCs during the extraction** | He reaches the Hands or disappears into the compound while the PCs remain under pressure. | If the PCs flee, proceed to Scene 6d. If they continue pursuing him, return briefly to the relevant part of Scene 6a under the current escalation state. | | ||
| + | | **J.W. is killed** | Ezrah' | ||
| + | | **The PCs are surrounded, subdued or surrender** | The Hands disarm and restrain the group. The Full Alarm or Active Search remains in effect. | Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | ||
| + | |||
| + | //Before leaving the scene, record:// | ||
| + | |||
| + | * **Escape Transport: | ||
| + | * **J.W.' | ||
| + | * **Blues Disposition: | ||
| + | * **Blues Resistance: | ||
| + | * **Carried Resources: | ||
| + | * **Wagon Outcome:** Escaped With PCs · Available Outside · Left Behind/ | ||
| + | |||
| + | ---- | ||
| + | |||
| ===== 6 | DM Notes ===== | ===== 6 | DM Notes ===== | ||
| - | * **The Weight | + | * **Follow the Three Steps:** First move J.W. out of the house. Then select the route permitted by the Wagon State. Finally resolve the gate or palisade. Most of the tables are conditional and can be ignored when they do not match the PCs' choices. |
| - | * **The Mute Saboteur:** J.W.'s silence makes him infinitely more terrifying. Play him as the most infuriating hostage ever. He doesn' | + | * **Preserve Previous Decisions:** Wagon State, Blues Disposition, |
| - | * **The Mandate | + | * **Hands Guard; Blues Work:** The armed Hands search, pursue, shoot and defend the gate. The Blues are coerced workers. Never use them as an automatic hostile swarm. |
| + | * **Resistance Belongs to the Blues: | ||
| + | * **Active Search Is Not Full Alarm:** Gunfire, discovery and shouting begin or intensify an Active Search. Only the Pressure Countdown reaching zero activates the pneumatic Full Alarm. | ||
| + | * **J.W.'s Condition Is Not Fixed:** A sedated | ||
| + | * **Keep the Escape Moving:** Use the One-Setback Rule instead of demanding repeated movement probes. Each failed action should change the situation and require a new decision. | ||
| + | * **The Gate Opens From Inside:** The gate is secured by heavy internal latches rather than a conventional lock. If the PCs reach it uncontested, they can open it. The challenge is gaining the time and position | ||
| + | * **Protect the Mandate | ||
| + | * **End at the Perimeter: | ||
| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_hauh_escape_with_the_hunter.mp3 |}} | + | {{ :dungeon_master_briefing_scene_6_c_new.mp3 |}} |
| ---- | ---- | ||
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| ===== Related Pages and Further Information ===== | ===== Related Pages and Further Information ===== | ||
| - | * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] | + | * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] |
| - | * ★ **Overview: | + | * ★ **Overview: |
| - | * ← **Previous | + | * ← **Possible |
| - | * → **Next Scene:** The outcome | + | |
| - | * **If the PCs successfully | + | * [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]] |
| - | * **If the PCs are forced to abandon | + | * → **The outcome determines the next scene:** |
| - | * **If the PCs are overwhelmed | + | * **If the PCs escape with a living |
| + | * **If the PCs escape without J.W. or J.W. dies:** Proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. | ||
| + | * **If the PCs are overwhelmed | ||
hauh_escape_with_the_hunter.1773766593.txt.gz · Last modified: 2026/03/17 16:56 by admin