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hauh_escape_with_the_hunter [2026/09/04 02:50] – adminhauh_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 =====
  
-  * **Location:** J.W.'s Main House, the compound yard and the fortified perimeter on the lower slopes of the [[atrana_mountains|Atrana Mountains]]+  * **Location:** J.W.'s Main House, the surrounding compound and the fortified perimeter on the lower slopes of the [[atrana_mountains|Atrana Mountains]]
   * **Type:** Extraction · Escort · Vehicle Escape · Tactical Crisis   * **Type:** Extraction · Escort · Vehicle Escape · Tactical Crisis
   * **Era:** [[beta_age|Beta Age]]   * **Era:** [[beta_age|Beta Age]]
-  * **Tone:** Urgency · exposed movement · improvised escape · collapsing authority+  * **Tone:** Urgency · controlled chaos · fragile momentum · rebellion waiting beneath the surface
  
-**Atmosphere & Sensory Cues:** Warm, humid air beneath drifting mist · perpetual late-afternoon twilight · the ticking and hissing of salvaged pressure pipes · heavy footsteps on timber stairs · wagon wheels cutting through mud · hydraulic Labor Bots · Windstrike fire striking wood and metal · frightened workers watching J.W.'s control begin to break+**Atmosphere & Sensory Cues:** Warm, humid air beneath drifting mist · perpetual late-afternoon twilight · mud churned by boots and wagon wheels · the hiss of hydraulic machinery · salvaged pipes ticking inside the Main House · rifle reports echoing between timber walls · frightened workers watching the armed Hands
  
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 That does not mean you have escaped. That does not mean you have escaped.
  
-The main house creaks around you. Salvaged pipes cross its walls and ceilings, releasing faint ticks and changes of pressure. Beyond the front door lies the compound: muddy tracks, timber stacks, workshops and windowless huts fading in and out of the warm mist.+The Main House creaks around you. Warm air moves through the salvaged pipes beneath the ceiling, accompanied by faint metallic ticks and changes of pressure. Beyond the narrow viewing slots, mist drifts across the salvage yard and the paths between the workshops, timber stacks and windowless huts.
  
-Beyond all of that stand the palisade and its single gate.+Somewhere outside, J.W.'s armed Hands continue their patrols—or have already begun searching for you. Beyond them stand the palisade and its heavily reinforced gate. The forest begins on the other side.
  
-Whether J.W. walks under guard, struggles against his restraints or hangs unconscious between you depends on how you captured him. Either way, taking him alive transforms every step into a problem. Someone must control or carry him. Someone must watch the route. Someone must remain ready for the armed Hands moving through the compound.+Whether J.W. walks under guard, resists his restraints or hangs unconscious between you depends on what has already happened. In every case, he must remain alive if Ezrah's mandate is to be fulfilled.
  
-The workers outside are not J.W.'s guards, but neither are they automatically your allies. The freight wagon may still be somewhere inside the walls—or it may already be gone.+The evidence may be in your possession. The Hunter may be under your control. But the compound still lies between you and freedom.
  
-You have the Hunter.+How you cross it is up to you.
  
-Now you have to get him out of his realm. +{{ :initial_readaloud_scene_6cnew.mp3 |}}
- +
-{{ :read_aloud_hauh_escape_with_hunter.mp3 |}}+
  
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 | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** |
-| **The Pressure Countdown reaches zero** | A heavy metallic CLACK sounds somewhere inside the main house. The pipes jolt against their brackets as compressed air rushes 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 figures turn toward the house. | +| **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 the freight wagon** | Through the mist, the wagon's armored cargo compartment emerges beside the muddy track. Rain-darkened canvas covers bundles of processed pelts. Two refurbished Manual Labor Bots stand in their harnesses at the front, their patched armor and exposed hydraulic lines streaked with mud. Heavy controls wait beside the driver's bench. | +| **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's panel. | 
-| **The freight wagon begins moving** | The Labor Bots awaken with a deep hydraulic hiss. Their harness chains draw taut, the wagon shudders and its enormous wheels bite into the mud. Timber stacks and salvaged machinery begin sliding past as the vehicle gathers momentum toward the gate. | +| **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's bench, the exposed side ledges and the controls. | 
-| **The Hands deploy the logging chain** | A metallic rasp rises beneath the alarm. Ahead, a heavy logging chain lifts from the mud and tightens across the track between two braced timber posts. Armed Hands strain at either end while others spread out near the gate with their rifles raised. | +| **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's axle. | 
-| **Open resistance begins among the Blues** | Wooden latches lift along the row of huts. Pale workers emerge into the mist carrying skinning knives, logging hooks, hatchets and heavy tools. For one suspended moment, they stare at the armed Hands. Then a voice rises above the alarm, and the workers surge forward—not as J.W.'s soldiers, but as people turning against their oppressors. | +| **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 obstruction falls away. The Labor Bots surge through the open gate, dragging the armored wagon behind them. Timber walls rush past on either side. Then the palisade falls behind, and the forest track opens ahead beneath the perpetual twilight. | +| **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's mechanical howl begins to fade. | 
-| **The PCs escape on foot with J.W.** | The gate and palisade disappear into the mist behind you. Ahead, the muddy trail bends beneath the rainforest canopy. Every breath burns, and J.W.'s weight—or his resistance—slows your flight, but the compound is finally behind you. |+| **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. |
  
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 | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | **Scene Type** | **Player Intents** | **DM Function / Story Link** |
-| **Live Extraction & Escape** | Keep J.W. alive and under control · select an escape route based on the established Wagon State · overcome the Hands at the gate · exploit or survive the compound's collapse | Resolves the live-capture mandate without prescribing the audiobook's escape as the only solution. Carries forward the pressure system, freight wagon and Blues Disposition established in Scene 6a while keeping the extraction playable and comparatively lean. |+| **Live Extraction & Escort** | Keep J.W. alive and under control · choose an extraction route · exploit the freight wagon when available · cross the compound · overcome the gate or palisade | Resolves the live-capture mandate while preserving the consequences of Scene 6a or 6b. The audiobook's freight-wagon escape is available as one route, but the PCs may escape on foot or create another workable plan. |
  
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 | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** |
-| **J.W. — “The Hunter”** | Escape captivity · survive · recover control | His behaviour depends on his condition. If conscious, he watches for divided attention, weak restraints or an opportunity to delay the PCs. If sedated or unconscious, his weight becomes the problem instead. He cannot command the Blues as loyal followers and relies primarily on his armed Hands. | [[jareth_wyrick|Jareth Wyrick]] | +| **J.W. — “The Hunter”** | Survive · regain control · exploit mistakes | His behavior depends on his condition. If conscious, he watches for poorly secured restraints, divided attention and moments of hesitation. He may resist, mislead or make himself difficult to move, but he does not automatically perform the same act in every playthrough. If sedated or unconscious, his weight becomes the problem instead. | [[jareth_wyrick|Jareth Wyrick]] | 
-| **Black-Coated Hand — Field Leader** | Recover J.W. · stop the extraction · maintain authority | Directs the armed response, positions riflemen and orders the gate secured. If the Blues openly defy him, he responds with intimidation and violence. If he was already incapacitated, assign this role to another surviving Hand. | [[the_humans|Exohumans]] | +| **Black-Coated Hand — Field Leader** | Recover J.W. · contain the breach · preserve authority | Directs the armed response, positions riflemen and may order the logging chain raised. If he was already incapacitated, replace him with another surviving Hand. His violence toward a defiant worker may trigger the audiobook-inspired uprising. | [[the_humans|Exohumans]] | 
-| **J.W.'s Armed Hands** | Security · pursuit · containment | A comparatively small group of armed Exohuman fugitives carrying Windstrike Rifles, hunting knives and salvaged weapons. They use cover, block routes and target drivers or exposed PCs instead of charging blindly. | [[the_humans|Exohumans]] | +| **J.W.'s Armed Hands** | Security · pursuit · gate control · recovery of J.W. | Small groups armed with Windstrike Rifles, hunting knives and salvaged weapons. They use cover, protect the gate, target the wagon's controls and attempt to surround the PCs. They perform the compound's security duties; the Blues do not. | [[the_humans|Exohumans]] | 
-| **Pale Workers / Blues** | Survival · resistance against coercion · possible assistance | The Blues are workers, not guards. They do not automatically attack either side. Their attitude toward the PCs follows the established Blues Disposition, while any resistance against the Hands grows from their own oppression. | [[the_blues|The Blues]] |+| **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]] |
  
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 === Entry Conditions & Carried State === === Entry Conditions & Carried State ===
  
-//Before beginning the extraction, record the following states from Scene 6a or Scene 6b. Do not reset them when Scene 6c begins.//+//Before beginning the scene, preserve the consequences of the preceding scene. Do not reset the compound simply because J.W. has been captured.//
  
   * **Escalation State:** Retain **Undetected**, **Active Search** or **Full Alarm**.   * **Escalation State:** Retain **Undetected**, **Active Search** or **Full Alarm**.
-  * **Pressure Countdown:** If the Full Alarm is not yet active, retain the remaining Pressure Countdown from Scene 6a. If the PCs seized J.W. during the audience in Scene 6b and no countdown was recorded, begin at **2**. +  * **Pressure Countdown:** If the Full Alarm has not sounded, retain the remaining Pressure Countdown from Scene 6a. If the PCs secured J.W. during the audience in Scene 6b and no countdown was recorded, begin at **2**. 
-  * **Wagon State:** Retain **Departed**, **Departure Interrupted**, **Captured Outside** or **Returned Under PC Control**. If no Wagon State was recorded, use **Departed**. +  * **Wagon State:** Retain **Departed**, **Departure Interrupted**, **Captured Outside** or **Returned Under PC Control**. If no state was recorded, use **Departed**. 
-  * **Blues Disposition:** Retain **Uncertain**, **Sympathetic** or **Alienated**. If no disposition was recorded, use **Uncertain**.+  * **Blues Disposition:** Retain **Uncertain**, **Sympathetic** or **Alienated**. If no disposition was established, use **Uncertain**.
   * **J.W.'s Condition:** Record whether he is **Conscious and Properly Restrained**, **Conscious and Poorly Restrained**, or **Sedated/Unconscious**.   * **J.W.'s Condition:** Record whether he is **Conscious and Properly Restrained**, **Conscious and Poorly Restrained**, or **Sedated/Unconscious**.
-  * **Other Carried States:** Preserve the PCs' injuries, missing equipment, remaining ammunition, recovered evidence and the established conditions of Marek, Sagan and the Black-Coated Hand.+  * **Other Carried State:** Preserve injuries, missing equipment, recovered evidence, remaining ammunition and the fate of important NPCs such as Marek or Sagan.
  
-//__Pressure Countdown:__ Reduce the countdown by 1 whenever the PCs spend significant time searching, treating injuries, debating their route, repairing equipment or recovering from a failed action. At 0, read the staged Full Alarm description. A gunshot or shouted warning begins an Active Search but does not independently activate the pneumatic alarm.//+//__The Pressure Countdown:__ Reduce the countdown by 1 whenever the PCs spend significant time searching, treating injuries, debating their route, repairing equipment or recovering from a failed action. At 0, read the staged Full Alarm description. A gunshot, shout or visible escape attempt may begin an Active Search, but it does not activate the pneumatic alarm by itself.//
  
-//__The One-Setback Rule:__ The first failed extraction probe should complicate the escape rather than end it. The Hands close in, J.W. exploits the delay, the wagon stalls or an escape route becomes blocked. The PCs must respond with a different action or changed plan. A second failure before they resolve the setback leaves them surrounded: they must abandon J.W. and flee, surrender, or risk a final combat encounter.//+//__The One-Setback Rule:__ The first failed extraction probe should create a complication rather than end the scene: the Hands close in, J.W. exploits an opening, the wagon stalls or a route becomes blocked. The PCs must address that setback before continuing. If they suffer another unresolved extraction failure, they are pinned down and must abandon J.W., surrender or attempt a desperate final action.//
  
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 === Phase I — Moving J.W. Out of the Main House === === Phase I — Moving J.W. Out of the Main House ===
  
-//The basement ventilation shaft is too narrow to extract an unconscious, resisting or securely bound J.W. The normal route leads down the main staircase and through the front entrance.//+//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.//
  
 | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** |
-^  TRANSPORTING J.W.  ^^^ +^  J.W.'S CONDITION  ^^^ 
-| **J.W. is conscious and properly restrained** | He walks when forced, conserving his strength and studying the PCs for mistakes. | __Consequence:__ One PC must remain beside him and control his movement. No carrying penalty applies. J.W. may attempt one deliberate act of resistance during the scene when the controlling PC becomes distracted. | +| **J.W. is conscious and properly restrained** | He can be forced to walk, but he studies every doorway, staircase and distraction. | __Mechanic:__ One PC must remain beside him and maintain physical control. No routine movement penalty applies. Once during the scene, J.W. may deliberately resist when the controlling PC becomes distracted. Resolve this using STR (Athletics), DEX (Acrobatics) or CHA (Intimidation) against DC 14. Failure creates a setback. | 
-| **J.W. is conscious but poorly restrained** | The bindings shift whenever he turns his wrists or changes his posture. | __Mechanic:__ A DEX (Sleight of Hand) or INT (Tinkering) probe (DC 12) reinforces the restraints. On a failure, J.W. receives one escape attempt at a dramatically appropriate moment. Stopping him requires STR (Athletics), DEX (Acrobatics) or a suitable Tinkerer action (DC 14). Failure applies one extraction setback. | +| **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:__ A DEX (Sleight of Hand) or INT (Tinkering) probe (DC 12) reinforces the restraints. On a failure, J.W. receives one opportunity later in the scene to slip free or interfere with the PCs' movement. | 
-| **J.W. is sedated or unconscious** | His full weight must be supported through the house and across the compound. | __Consequence:__ Two PCs can carry him safely without a probe. A stretcher, freight wagon or suitable Tinkerer device can reduce this to one PC. A single PC carrying him without assistance requires exceptional strength and cannot freely use a two-handed weapon. | +| **J.W. is sedated or unconscious** | His full weight must be supported through the hallways and down the stairs. | __Mechanic:__ Two PCs can carry him without a probe outside immediate danger. A stretcher, suitable Tinkerer device or exceptional strength may reduce this to one PC. PCs actively carrying him cannot freely use two-handed weapons or perform actions requiring both hands. |
-| **J.W. deliberately goes limp or refuses to move** | He attempts to turn his own body into an obstacle without shouting for help. | __Mechanic:__ The controlling PC may use STR (Athletics), CHA (Intimidation) or a suitable improvised method (DC 14). Success: J.W. is forced onward. Failure: Apply one extraction setback. The PCs may instead sedate, carry or place him on an improvised stretcher. |+
  
 ^  LEAVING THE HOUSE  ^^^ ^  LEAVING THE HOUSE  ^^^
-| **The PCs descend the staircase with J.W.** | The timber steps creak beneath the group's combined weight. | __Mechanic:__ No probe is required while the route is uncontested. If the PCs are rushing, carrying an unconscious J.W. under fire or crossing a damaged staircase, use a group STR (Athletics) or DEX (Acrobatics) probe (DC 12). Failure applies one setback rather than causing an automatic fall. | +| **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:__ No probe is required if the PCs move carefully and are not under immediate pressure. If they rush, fight or carry him with only one suitable PC, resolve a group STR (Athletics) or DEX (Acrobatics) probe (DC 12). Failure creates a setback and may inflict Light Damage on J.W. or a carrier. | 
-| **The PCs pause to search J.W.'s room or another part of the house** | The pressure mechanism continues ticking while the Hands gain time to organize. | __Consequence:__ Allow one focused search using the relevant table in Scene 6a. Reduce the Pressure Countdown by 1. Further searches require another reduction and should make the approaching danger clear. | +| **The PCs spend time collecting additional evidence or supplies** | The ticking inside the walls continues while they search. | __Consequence:__ Allow the PCs to take clearly visible items without a probe. A broader search reduces the Pressure Countdown by 1. Evidence already collected in Scene 6a or 6b remains in their possession. | 
-| **The PCs leave while the compound remains Undetected** | Mist obscures the yard, and no one is yet watching the front entrance. | __Mechanic:__ A group DEX (Stealth) or suitable deception probe (DC 13) reaches the nearest cover without discovery. Failure begins an **Active Search** and applies one setback. | +| **The PCs leave while the compound remains Undetected** | Routine work continues outside. Mist and timber stacks conceal much of the yard. | __Mechanic:__ A group DEX (Stealth) or suitable CHA (Deception) probe (DC 13) reaches the first exterior cover without discovery. Failure begins an **Active Search** and creates a setback. | 
-| **The PCs leave during an Active Search** | Armed Hands move between the timber stacks and investigate the main house. | __Mechanic:__ Use a group DEX (Stealth), WIS (Survival), CHA (Deception) or coordinated diversion probe (DC 14). Success: The PCs reach cover in the yard. Failure: A search party blocks the route and applies one setback. | +| **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 Hands abandon their search pattern and move toward the house, gate and known escape routes. | __Mechanic:__ Stealth alone can no longer complete the crossing. The PCs must create a diversion, break through a search party or use a coordinated STR, DEX or Tinkering action (DC 15). Success: They reach their chosen extraction route. Failure applies one setback. |+| **The PCs leave during the Full Alarm** | The pneumatic howl draws the Hands toward the Main House and gate. Stealth is no longer a reliable complete solution. | __Mechanic:__ Ask the PCs how they break through, misdirect or suppress the approaching Hands. Resolve one coordinated probe against DC 15. Success reaches the yard. Failure creates a setback and places the nearest Hands in firing range. |
  
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 === Phase II — Choosing the Extraction Route === === Phase II — Choosing the Extraction Route ===
  
-//The audiobook's freight-wagon escape is available only when the established Wagon State places the vehicle within reach. Do not return or relocate the wagon merely to force that route.//+//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.//
  
-| **Wagon State** | **Where the Wagon Is** | **Available Extraction Route** | +| **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, salvage yard or wherever the interruption occurred. | The PCs may attempt the **Freight-Wagon Route**. Armed Hands are likely to be watching or securing it. | +| **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 brought the wagon back through the gate. Use the location where they left it. | The PCs may use the **Freight-Wagon Route** and already understand its basic controls. | +| **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 unless the PCs previously returned it. | The PCs must first escape on foot. If they reach the wagon outside and it remains operational, it may become their transport for the following scene. | +| **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 freight wagon has continued into the forest and is no longer available at the compound. | The PCs must use the **On-Foot Route**, the palisade or another player-created extraction plan. | +| **Departed** | The wagon has continued into the forest and is no longer present at the compound. | Use Phase IIb. The PCs must reach the gate, cross the palisade or create another extraction method. | 
-| **The PCs create another viable plan** | Their equipment, surroundings or previous preparations provide another option. | Resolve the plan with one or two relevant probes between DC 13 and DC 16. A well-prepared solution may bypass one obstacle, but should not erase the need to keep J.W. alive and under control. |+| **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's escape. |
  
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-=== Phase IIa — The Freight-Wagon Route ===+=== Phase IIa — Freight-Wagon Extraction ===
  
-//Use this phase only if the wagon is inside the compound and still operational. The wagon provides protection and momentum, but it does not make the PCs invulnerable.//+//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 / Mechanic** | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** |
-^  REACHING & STARTING THE WAGON  ^^^ +^  REACHING AND STARTING THE WAGON  ^^^ 
-| **The PCs move from the main house to the wagon** | The distance and opposition depend on where the wagon was left. Mist, timber stacks and salvaged machinery provide intermittent cover. | __Mechanic:__ Use a group DEX (Stealth), WIS (Survival) or coordinated diversion probe. DC 13 while Undetected, DC 14 during an Active Search and DC 15 during the Full Alarm. Failure applies one setback and allows Hands to take positions around 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 vehicle. | __Mechanic:__ Resolve one group DEX (Stealth), WIS (Survival), STR (Athletics) or coordinated distraction probe. Use DC 13 while Undetected, DC 14 during an Active Search and DC 15 during the Full Alarm. Failure creates a setback and allows Hands to take cover near the wagon. | 
-| **The Wagon State is Returned Under PC Control** | The controls remain as the PCs previously left them. | __Consequence:__ No further probe is required to awaken the Labor Bots unless the controls were damaged or deliberately disabled. | +| **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 controls. | 
-| **The Wagon State is Departure Interrupted** | The heavy controls carry faded symbols and a recessed safety catch. | __Mechanic:__ An INT (Engineering/Tinkering) probe (DC 13) releases the safety and starts the Bots. Success: The harness tightens and the wagon begins moving. Failure: The controls refuse to respond and one setback is applied. The PCs may try a different technical approach or defend the operator while they work. | +| **The PCs load J.W. into the armored cargo compartment** | Bundles of processed pelts provide a place to conceal and secure him. | __Mechanic:__ Two PCs can load an unconscious J.W. without a probe. A conscious, properly restrained J.W. can be forced aboard under guard. He must be secured inside before the wagon moves; otherwise, he may exploit the first violent turn or collision. | 
-| **The PCs load J.W. into the armored cargo compartment** | Bundles of processed pelts provide a place to conceal and support the captive. | __Consequence:__ Loading an unconscious J.W. requires two PCs but no probe while uncontested. A conscious, properly restrained J.W. requires one PC to guard him. Poor restraints should be reinforced before the wagon moves. |+| **The PCs assign positions on the wagon** | One PC must operate the controls. The armored cargo compartment protects J.W. and anyone inside, while the driver's bench and narrow exterior ledges remain exposed. | __Consequence:__ Ask the players to assign a driver, a guard for J.W. and any defenders. The armor provides strong cover but does not make the wagon invulnerable. |
  
 ^  CROSSING THE COMPOUND  ^^^ ^  CROSSING THE COMPOUND  ^^^
-| **The PCs assign positions on the wagon** | One PC must operate the controls. Other PCs may guard J.W., protect the driver or use the narrow exterior ledges. | __Consequence:__ The armored cargo compartment provides strong cover. The driver, anyone beside the driver and PCs standing on the exterior ledges remain exposed to aimed attacks and sudden movement. | +| **The wagon begins moving** | The Bots lean into their harness, the chains draw taut and the wheels bite into the mud. | __Mechanic:__ The driver makes an INT (Engineering/Tinkering), DEX-based vehicle or other appropriate probe (DC 14) to guide the wagon through the salvage yard and timber tracks. Success reaches the final approach to the gate. Failure creates a setback: a wheel strikes a rut, the vehicle stalls briefly or the Hands gain a clear firing position. | 
-| **The wagon crosses the salvage yard and workshop track** | The Labor Bots pull the vehicle through mud and between machinery while Hands fire from cover. | __Mechanic:__ The driver makes an INT (Engineering/Tinkering), DEX-based vehicle or suitable professional-background probe (DC 14). Success: The wagon reaches the final track between the huts and the gate. Failure: It strikes a rut, machinery or timber stack and applies one setback. | +| **Armed Hands attack the moving wagon** | Riflemen use timber stacks and salvaged machinery as cover. They concentrate on the driver, controls and exposed defenders rather than firing blindly into J.W.'s compartment. | __Consequence:__ Use small groups of Hands instead of placing every surviving guard on the field. Returning fire, suppressing a position or creating a diversion may grant Advantage on the driver's next probe. | 
-| **The Hands attack the moving wagon** | Small teams fire at the driver, controls and exposed defenders while another Hand attempts to approach from the flank. | __Consequence:__ Use limited groups of 2–4 Hands rather than every guard in the compound. The cargo armor absorbs ordinary stray fire, but exposed PCs can still be attacked normally. The Hands hesitate to risk a clear shot through J.W., but they do not automatically surrender. | +| **The wagon is disabled or the Bots cannot be restarted** | The armored vehicle loses momentum while the Hands converge. | __Consequence:__ The PCs may repair the immediate problem with an INT (Engineering/Tinkering) probe (DC 15). Alternatively, they may remove J.W. and continue with **Phase IIb — Extraction Without the Wagon**. Preserve any existing setback. |
-| **The wagon or Labor Bots become disabled** | The vehicle loses momentum and the Hands begin closing from multiple directions. | __Consequence:__ The PCs may attempt an INT (Engineering/Tinkering) repair (DC 14). Success restores movement. Failure applies one setback. The PCs may abandon the wagon and continue through **Phase IIb — The On-Foot Route**. |+
  
 ---- ----
  
-=== Phase IIb — The On-Foot Route ===+=== Phase IIb — Extraction Without the Wagon ===
  
-//Use this phase when the wagon is unavailable, disabled or deliberately rejected. The main gate is the most direct route, but the PCs may still attempt to cross the palisade.//+//Use this phase when the wagon is unavailable, abandoned or disabled. The main gate is the most direct route, but scaling the palisade remains possible when the players develop a credible method.//
  
 | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** |
-| **The PCs move toward the main gate** | Timber stacks, huts and drifting mist divide the route into short exposed crossings. | __Mechanic:__ Use one group STR (Athletics), DEX (Stealth/Acrobatics), WIS (Survival) or coordinated diversion probe. DC 13 while Undetected, DC 14 during an Active Search and DC 15 during the Full Alarm. Success: They reach the inner gate area. Failure applies one setback. | +^  APPROACHING THE PERIMETER  ^^^ 
-| **The PCs use timber stacks or work buildings as cover** | The route becomes less direct but breaks several lines of fire. | __Consequence:__ A sensible route grants Advantage on the movement probe. If the group spends significant time waiting or circling around the Hands, reduce the Pressure Countdown by 1. | +| **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:__ Resolve one group DEX (Stealth), WIS (Survival), STR (Athletics) or coordinated diversion probe. Use DC 13 while Undetected, DC 14 during an Active Search and DC 15 during the Full Alarm. Success reaches the gate area. Failure creates a setback and brings a group of Hands into the route. | 
-| **The PCs attempt to scale the palisade with J.W.** | The rain-darkened timber is slick, and the captive must be raised or controlled during the crossing. | __Mechanic:__ The PCs need rope, a human ladder, Tinkerer equipment or another credible method. Resolve with a group STR (Athletics), DEX (Acrobatics) or technical probe (DC 15). An unconscious J.W. requires at least two PCs or suitable lifting equipment. Success: The group clears the perimeter and proceeds to the scene outcome. Failure applies one setback and may inflict Light Damage on J.W. | +| **The PCs use workshops or timber stacks as cover** | The indirect route takes longer but avoids part of the open yard. | __Consequence:__ Grant Advantage on the movement probe, but reduce the Pressure Countdown by 1 if the Full Alarm has not yet sounded. | 
-| **The Wagon State is Captured Outside** | The captured wagon waits somewhere beyond the gate or along the forest track. | __Consequence:__ Once the PCs clear the perimeter, they may return to it if it has not been recovered by the Hands. Operating unfamiliar controls requires INT (Engineering/Tinkering) (DC 13). Success sets the Escape Transport to **Freight Wagon**. | +| **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 PCs require a credible method involving rope, leverage, Tinkerer gear or a human ladder. Resolve a group STR (Athletics), DEX (Acrobatics) or suitable technical probe (DC 15). An unconscious J.W. requires at least two PCs or appropriate lifting equipment. Success clears the compound and proceeds to the Scene Outcome. Failure creates a setback and risks Light or Heavy Damage to J.W. depending on the plan. | 
-| **The PCs split up to create a diversion** | The Hands must divide their attention between the captive and the disturbance. | __Mechanic:__ A successful diversion using CHA, DEX, ranged fire or Tinkering against DC 14 grants Advantage on the group's next movement or gate action. A PC who remains behind must still find a credible route out. |+| **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:__ After clearing the gate or palisade, the PCs may reach the wagon and use it as their escape transport. An INT (Engineering/Tinkering) probe (DC 13) is required only if no PC previously mastered its controls. |
  
 ---- ----
Line 156: Line 151:
 === Phase III — The Gate Crisis === === Phase III — The Gate Crisis ===
  
-//Use the relevant rows when the PCs reach the gate. The logging-chain obstruction applies only to the freight-wagon route. The Blues' resistance is a possible development, not a guaranteed rescue.//+//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** | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence / Mechanic** |
-^  THE GATE & THE HANDS  ^^^ +^  THE GATE AND LOGGING CHAIN  ^^^ 
-| **The PCs reach an undefended inner gate** | Three heavy iron latches secure the gate from inside the compound. | __Consequence:__ Opening the latches requires one meaningful group action but no probe. The gate has no conventional interior lock that must be picked. | +| **The gate area is undefended** | Three heavy iron latches secure the gate from the inside. There is no conventional lock to pick. | __Mechanic:__ One PC can release the latches and open the gate without a probe. Opening the heavy timber gate requires one meaningful action. | 
-| **The Hands hold or obstruct the gate** | Riflemen use the palisade, huts and timber stacks as cover while another Hand protects the latches. | __Mechanic:__ The PCs must overcome, distract or drive away the defenders. Resolve an appropriate combat action, CHA deception or coordinated STR/DEX/Tinkering probe against DC 14. Success creates enough time to open the gate. Failure applies one setback. | +| **The Hands hold the gate** | Riflemen use the wall, huts and timber posts as cover while another Hand protects the latches. | __Mechanic:__ The PCs must suppress, deceive, outflank or overcome the defenders. Resolve the plan with an appropriate coordinated probe against DC 15. Success creates enough time for one PC to operate the latches. Failure creates or preserves a setback. | 
-| **The PCs threaten J.W. to force the Hands back** | The Hands hesitate, but the field leader studies whether the PCs are truly prepared to kill their captive. | __Mechanic:__ A CHA (Intimidation) probe (DC 15). Success: The Hands give ground long enough for one PC to perform a gate or chain action without interference. Failure: The Hands maintain their positions. They do not deliberately shoot J.W., but continued crossfire still places him at risk. |+| **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:__ Read **“The logging chain is raised.”** The chain blocks the wagon but does not affect PCs escaping elsewhere on foot. | 
 +| **The PCs notice the chain before impact** | The links rise from the mud ahead of the front axle. | __Mechanic:__ A WIS (Perception) probe (DC 13) spots the trap in time. Success allows the driver to stop under control and grants Advantage on the action used to clear or bypass the chain. Failure means the axle strikes the chain. | 
 +| **The wagon strikes the logging chain** | The vehicle stops violently while the Bots continue straining in their harnesses. | __Consequence:__ The wagon becomes trapped but is not automatically destroyed. Exposed riders must pass a DEX (Acrobatics) probe (DC 12) or lose their footing and suffer Light Damage. A properly secured J.W. remains protected inside the cargo compartment. | 
 +| **The PCs attempt to free the wagon** | The chain is held around the posts while Hands defend its ends. | __Mechanic:__ The PCs may drive away the chain crews, cut or release the links with suitable tools, or use a group STR (Athletics) probe (DC 14). An INT (Engineering/Tinkering) probe (DC 13) identifies the fastest release point. Success clears the axle. Failure allows the Hands to close in and creates or preserves a setback. | 
 +| **The final gate latch is jammed** | Wet grit and corrosion hold the iron mechanism in its housing. | __Mechanic:__ A STR (Athletics) or INT (Engineering/Tinkering) probe (DC 14) releases it. Suitable tools or assistance from a Sympathetic Blue grants Advantage. |
  
-^  THE LOGGING CHAIN  ^^^ +^  HOSTAGE LEVERAGE  ^^^ 
-| **The Full Alarm was active before the wagon began moving, or the wagon suffered a setback** | The Hands have time to raise a heavy logging chain across the final track between two braced posts. | __Consequence:__ Read **“The Hands deploy the logging chain.”** If neither condition applies, the PCs may reach the gate before the chain is ready. | +| **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:__ A CHA (Intimidation) probe (DC 15). Success buys one unopposed action to move, release a latch or address another obstacle. The Hands do not surrender permanently. Failure means they continue closing in. Using J.W. as physical cover exposes him to crossfire and may jeopardize the live-capture mandate. |
-| **The PCs watch the track ahead** | Movement and wet iron links become visible through the mist. | __Mechanic:__ A WIS (Perception) probe (DC 13) notices the chain before impact. Success: The driver stops in control and gains Advantage on the first action used to bypass or remove it. Failure: The wagon strikes the chain and stops abruptly. Exposed riders must pass DEX (Acrobatics) (DC 12) or suffer Light Damage, lose a held item or fall from the ledge. | +
-| **The PCs attempt to remove or bypass the chain** | Hands defend the posts while the Labor Bots strain against their harnesses. | __Mechanic:__ The PCs may drive off the chain crews, cut the links, release a post or use STR (Athletics) (DC 14) or INT (Engineering/Tinkering) (DC 13). Success: The chain falls clear. Failure applies one setback. | +
-| **The PCs attempt to force the wagon through the chain** | The Bots lean into the harness while the trapped axle and timber posts groan under the strain. | __Mechanic:__ A combined STR/Engineering probe (DC 16). Success tears the chain or a post free but damages the wagon. Failure leaves the wagon immobilized and applies one setback. |+
  
-^  THE BLUES  ^^^ +^  THE BLUES AT THE GATE  ^^^ 
-| **The Blues hear the Full Alarm or witness the confrontation at the gate** | Workers emerge cautiously from the huts or watch from their doorways. They carry work tools but do not immediately attack either side. | __Consequence:__ Preserve the established Blues Disposition. The workers are assessing the Hands, the PCs and the risk to themselves. | +| **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:__ Preserve the current Blues Disposition. Their presence creates the possibility of resistance, not guaranteed rescue. | 
-| **The PCs make a brief appeal to the workers** | Several Blues listen while keeping their attention on the armed Hands. | __Mechanic:__ A CHA (Persuasion), WIS (Insight) or suitable cultural/language probe (DC 14). Mentioning the Nameless Man, lowering weapons or clearly opposing J.W.'s coercion grants Advantage. Success can change **Uncertain** to **Sympathetic**. Failure leaves the disposition unchanged. Threats or attacks set it to **Alienated**. | +| **The PCs appeal directly to Uncertain Blues** | The workers look between the PCs and the armed Hands, weighing the danger of becoming involved. | __Mechanic:__ One PC may make a brief CHA (Persuasion), WIS (Insight) or suitable cultural/language probe (DC 14). Mentioning the Nameless Man, lowering weapons or clearly identifying J.W. as their common oppressor grants Advantage. Success changes their disposition to **Sympathetic**. Failure leaves it **Uncertain**. Threats or violence change it to **Alienated**. | 
-| **A Hand attacks or shoots a worker who openly defies an order** | The violence is witnessed by workers already gathered near the huts and gate. | __Audiobook Path:__ Open resistance begins. Read the corresponding staged description. The Blues turn primarily against the Hands and chain crews. This event may occur when the Hands try to force workers back into their huts, but it should follow visible brutality rather than appear solely to rescue the PCs. | +| **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. | 
-| **No worker openly resists and the Hands do not attack them** | The Blues remain near their huts or withdraw from the line of fire. | __Consequence:__ No uprising occurs. The PCs must complete the extraction without mass assistance. A Sympathetic Blue may still provide the limited help described below. |+| **The PCs attack or endanger the Blues** | The workers scatter, defend themselves or withdraw from the gate area. | __Consequence:__ Set Blues Disposition to **Alienated**. The PCs receive no direct assistance even if the workers later resist the Hands for their own reasons. | 
 +| **No open resistance begins** | The workers remain in their doorways or withdraw when ordered. | __Consequence:__ The PCs must complete the extraction without an uprising. Sympathetic Blues may still provide one discreet advantage according to the table below. |
  
-^ **Blues Disposition** ^ **Effect During the Escape** ^ +//If open resistance begins, apply the recorded Blues Disposition:// 
-| **Sympathetic** | Before open resistance, one worker may misdirect a Hand, indicate the chain or grant Advantage on one escape action. If resistance begins, the workers recognize the PCs as possible allies and may directly help release the chain or open the gate. | + 
-| **Uncertain** | The workers do not directly assist the PCs. If resistance begins, their attack on the Hands creates a distraction, granting the PCs one unopposed gate or chain action. | +| **Blues Disposition** | **Effect During the Gate Crisis** | 
-| **Alienated** | The workers avoid the PCs. They may still resist the Hands for their own reasons, but they do not release J.W., return equipment or deliberately protect the group. Any distraction created by their resistance is purely incidental. |+| **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, but the PCs must clear the chain and gate themselves. |
  
 ---- ----
  
-=== Scene Outcomes & Transition ===+=== Scene Outcome & Transition ===
  
 | **Outcome** | **Immediate Consequence** | **Transition** | | **Outcome** | **Immediate Consequence** | **Transition** |
-| **The PCs clear the perimeter with J.W. alive** | The compound disappears behind the group as they enter the forest with their captive. | Proceed to [[hauh_return_to_new_kourou|Scene 8a — Return to New Kourou]]. Record the Escape Transport, J.W.'s condition, Blues Disposition, Blues Resistance and carried equipment/evidence. | +| **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 escape with the freight wagon** | The Labor Bots draw the armored vehicle along the forest track. | Record **Escape Transport: Freight Wagon**. J.W. may travel in the armored cargo compartment if properly secured. | +| **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]]. | 
-| **The PCs escape without a vehicle** |+| **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's live-capture mandate fails. The PCs may retain whatever evidence they recovered, but they cannot achieve the complete mission outcome. | If they escape, proceed to Scene 6d and carry forward J.W.'s death. | 
 +| **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:** Freight Wagon · On Foot · Other 
 +  * **J.W.'s Condition:** Conscious · Sedated/Unconscious · Injured 
 +  * **Blues Disposition:** Uncertain · Sympathetic · Alienated 
 +  * **Blues Resistance:** None · Open Defiance 
 +  * **Carried Resources:** Injuries · ammunition · missing equipment · recovered evidence 
 +  * **Wagon Outcome:** Escaped With PCs · Available Outside · Left Behind/Disabled 
 + 
 +---- 
 + 
 +===== 6 | DM Notes ===== 
 + 
 +  * **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. 
 +  * **Preserve Previous Decisions:** Wagon State, Blues Disposition, escalation, equipment, injuries and evidence should matter. Do not restore resources or reposition the wagon merely to create the audiobook outcome. 
 +  * **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:** If the workers rebel, they do so because of their oppression and the Hands' brutality. Their disposition determines their relationship with the PCs, not whether they possess reasons of their own to resist. 
 +  * **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 J.W. creates a carrying problem. A conscious J.W. creates a control problem. Do not force him to perform “dead weight” sabotage if another response fits the established situation better. 
 +  * **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 to do so. 
 +  * **Protect the Mandate Without Granting Immunity:** The Hands prefer to recover J.W. alive and may hesitate when he is exposed, but bullets, collisions and desperate choices can still injure or kill him. 
 +  * **End at the Perimeter:** Once the PCs and J.W. are beyond the compound, stop this scene. Resolve the forest journey and subsequent pursuit in Scene 8a. 
 + 
 +==== DM Tutorial: How to approach the scene ==== 
 + 
 +{{ :dungeon_master_briefing_scene_6_c_new.mp3 |}} 
 + 
 +---- 
 + 
 +===== Related Pages and Further Information ===== 
 + 
 +  * ↑↑ **Start:** [[hunting_an_unknown_hunter|Hunting An Unknown Hunter]] 
 +  * ★ **Overview:** [[All Scenes of Hunting An Unknown Hunter|All Scenes of Hunting An Unknown Hunter]] 
 +  * ← **Possible Previous Scenes:** 
 +      * [[hauh_in_the_realm_of_the_hunter|Scene 6a — In the Realm of the Hunter]] 
 +      * [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]] 
 +  * → **The outcome determines the next scene:** 
 +      * **If the PCs escape with a living J.W.:** Proceed to [[hauh_return_to_new_kourou|Scene 8a — Return to New Kourou]]. 
 +      * **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 or surrender:** Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]].
hauh_escape_with_the_hunter.1788490227.txt.gz · Last modified: 2026/09/04 02:50 by admin

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