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hauh_in_the_realm_of_the_hunter [2026/09/01 18:22] – [Staged Read-Alouds — Progressive Descriptions] adminhauh_in_the_realm_of_the_hunter [2026/09/04 03:23] (current) – old revision restored (2026/09/01 18:53) admin
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 The palisade, the guarded gate and the signal bell block the way into J.W.'s realm. How you enter is up to you. The palisade, the guarded gate and the signal bell block the way into J.W.'s realm. How you enter is up to you.
  
-{{ :hauh_readaloud_scene6b_intherealmofthehunter_2.mp3 |}} +{{ :inital_readaloud_readscene_6a_new.mp3 |}}
  
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 | **PCs create a diversion as the wagon exits** | The driver must concentrate on guiding the Bots between the gateposts while the wall guard divides his attention between the wagon and the disturbance. | __Mechanic:__ A suitable CHA, Tinkering or ranged-distraction probe against DC 12. __Success:__ PCs attempting to enter behind the wagon gain Advantage. __Failure:__ The guard becomes suspicious and orders the gate closed as soon as the wagon clears it. | | **PCs create a diversion as the wagon exits** | The driver must concentrate on guiding the Bots between the gateposts while the wall guard divides his attention between the wagon and the disturbance. | __Mechanic:__ A suitable CHA, Tinkering or ranged-distraction probe against DC 12. __Success:__ PCs attempting to enter behind the wagon gain Advantage. __Failure:__ The guard becomes suspicious and orders the gate closed as soon as the wagon clears it. |
 ^  SPECIAL CONDITIONS & ESCALATION  ^^^ ^  SPECIAL CONDITIONS & ESCALATION  ^^^
-| **PCs silently neutralized the wall guard before the wagon's departure** | The wagon stops behind the closed gate, but no guard answers the internal request to open it. | __Consequence:__ After one additional Perimeter Round, the driver and another Hand investigate the missing guard. The departure is delayed, and the compound begins a localized search. PCs already inside may attempt to open the gate themselves; PCs outside lose the automatic open-gate opportunity. |+| **PCs silently neutralized the wall guard before the wagon's departure** | The wagon stops behind the closed gate, but no guard answers the internal request to open it. | __Consequence:__ After one additional Perimeter Round, the driver and another Hand investigate the missing guard. The departure is delayed and an **Active Search** begins. PCs already inside may attempt to open the gate themselves; PCs outside lose the automatic open-gate opportunity. Record the Wagon State as Departure Interrupted. |
 | **An active search begins before the wagon leaves** | The departure is cancelled. The Bots halt inside the compound and the gate remains closed. | __Consequence:__ The wagon stays inside, usually near the gate or salvage yard. It may become available later as an extraction vehicle, but armed Hands remain close to it. | | **An active search begins before the wagon leaves** | The departure is cancelled. The Bots halt inside the compound and the gate remains closed. | __Consequence:__ The wagon stays inside, usually near the gate or salvage yard. It may become available later as an extraction vehicle, but armed Hands remain close to it. |
 | **PCs attack or seize the driver after the wagon leaves** | The Labor Bots stop when pressure is released from the controls. The gate continues closing behind the wagon. | __Consequence:__ Capturing the wagon outside does not grant immediate entry. The PCs may inspect the controls, steal evidence from the cargo or attempt to turn the wagon around and bluff their way back through the gate. | | **PCs attack or seize the driver after the wagon leaves** | The Labor Bots stop when pressure is released from the controls. The gate continues closing behind the wagon. | __Consequence:__ Capturing the wagon outside does not grant immediate entry. The PCs may inspect the controls, steal evidence from the cargo or attempt to turn the wagon around and bluff their way back through the gate. |
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 | **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 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. | | **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. |
----+| **The PCs cannot find another way inside, or ask Sagan whether he can open the gate** | Sagan studies the guard, the signal bell and the heavy gate. Quietly, he tells the PCs that he can create an opening, but makes it clear that he may not survive doing so. He does not act until the PCs accept his plan or allow him to continue. | __Optional Novel Path:__ If the PCs accept, Sagan uses his knowledge of the delivery procedure to draw the guard into position and sacrifices himself to create an opening through the gate. The PCs may enter without an additional infiltration probe while the compound is still reacting. Once Sagan's death, the fallen guard or the open gate is discovered, begin an Active Search. This option is irreversible and should never be triggered merely because the PCs failed an earlier probe. | 
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 | **PCs fail an Active Search evasion probe** | A search party of 2–4 armed Hands blocks the route or approaches the PCs' hiding place. | The PCs must misdirect, evade or overcome the search party. A quiet resolution allows them to continue. A prolonged fight or further gunfire draws additional Hands and will usually force the PCs to flee or risk capture. | | **PCs fail an Active Search evasion probe** | A search party of 2–4 armed Hands blocks the route or approaches the PCs' hiding place. | The PCs must misdirect, evade or overcome the search party. A quiet resolution allows them to continue. A prolonged fight or further gunfire draws additional Hands and will usually force the PCs to flee or risk capture. |
 | **The search reaches the main house while the PCs are inside** | Hands secure the entrance, porch and stairway before beginning a room-by-room search. Their voices and heavy footsteps carry through the house. | The PCs may press toward J.W., hide and allow the search party to pass, or retreat through a route they have already discovered. The building has viewing slots rather than ordinary windows; the PCs cannot simply smash a window or open a shutter to escape. | | **The search reaches the main house while the PCs are inside** | Hands secure the entrance, porch and stairway before beginning a room-by-room search. Their voices and heavy footsteps carry through the house. | The PCs may press toward J.W., hide and allow the search party to pass, or retreat through a route they have already discovered. The building has viewing slots rather than ordinary windows; the PCs cannot simply smash a window or open a shutter to escape. |
-| **The Blues are present during the search** | The Hands order the workers away from the paths and back toward their huts or workplaces. The workers do not join the search as guards. | If the Blues are **Sympathetic**, they may provide Advantage on one Active Search evasion probe by leaving a route open, concealing evidence or misdirecting a Hand. **Uncertain** Blues remain out of the way. **Alienated** Blues offer no assistance. |+| **The Blues are present during the search** | The Hands order the workers away from the paths and back toward their huts or workplaces. The workers do not join the search as guards. | If the Blues are Sympathetic, they may provide Advantage on one Active Search evasion probe by leaving a route open, concealing evidence or misdirecting a Hand. Uncertain Blues remain out of the way. Alienated Blues offer no assistance. |
 | **The freight wagon has not yet passed through the gate** | The Hands halt its departure while the compound is searched. | Record the Wagon State as Departure Interrupted. The wagon remains inside the compound and may become available during the later escape. | | **The freight wagon has not yet passed through the gate** | The Hands halt its departure while the compound is searched. | Record the Wagon State as Departure Interrupted. The wagon remains inside the compound and may become available during the later escape. |
 | **The freight wagon has already departed** | The Hands concentrate on searching the compound rather than recalling the wagon. | Retain the existing Wagon State of Departed or Captured Outside. The wagon is not available within the compound. | | **The freight wagon has already departed** | The Hands concentrate on searching the compound rather than recalling the wagon. | Retain the existing Wagon State of Departed or Captured Outside. The wagon is not available within the compound. |
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 | **The PCs do not have J.W. when the alarm sounds** | The Hands close the routes toward the main house and gate. Remaining inside the compound becomes untenable. | The PCs must escape without their target. Proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. Carry forward the Wagon State, the Blues Disposition, the PCs' injuries and any equipment they have acquired. | | **The PCs do not have J.W. when the alarm sounds** | The Hands close the routes toward the main house and gate. Remaining inside the compound becomes untenable. | The PCs must escape without their target. Proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. Carry forward the Wagon State, the Blues Disposition, the PCs' injuries and any equipment they have acquired. |
 | **The PCs are surrounded or surrender** | The Hands disarm and restrain the group rather than killing them immediately. | Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | **The PCs are surrounded or surrender** | The Hands disarm and restrain the group rather than killing them immediately. | Proceed to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. |
-| **The Blues hear the full alarm** | Workers emerge cautiously or watch from doorways while the Hands rush toward the source of the alarm. They do not automatically attack either side. | Preserve the current Blues Disposition for the following scene. Sympathetic Blues may become an important source of confusion or resistance during the escape; Uncertain Blues hesitate, while Alienated Blues keep their distance. |+| **The Blues hear the full alarm** | Workers emerge cautiously or watch from their doorways while the Hands rush toward the source of the alarm. They do not automatically attack either side. | Preserve the current **Blues Disposition** for the following scene. The disposition determines how the workers regard the PCs, not whether they may resist J.W.'s Hands for their own reasons. Sympathetic Blues recognize the PCs as possible allies, Uncertain Blues hesitate or help only indirectly, and Alienated Blues avoid the PCs even if they turn against the Hands. |
  
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 === Phase III — Infiltrating the Main House === === Phase III — Infiltrating the Main House ===
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 | **PCs enter through the basement ventilation shaft** | The shaft descends little more than a meter before opening into absolute darkness. Cool air carries the smell of old stone, oil and sealed provisions. | __Consequence:__ The PCs enter the basement without crossing the exposed ground in front of the main house. The last PC may pull the grille back toward its frame, concealing the entry route. The shaft is too narrow to extract an unconscious or resisting J.W. through it later. | | **PCs enter through the basement ventilation shaft** | The shaft descends little more than a meter before opening into absolute darkness. Cool air carries the smell of old stone, oil and sealed provisions. | __Consequence:__ The PCs enter the basement without crossing the exposed ground in front of the main house. The last PC may pull the grille back toward its frame, concealing the entry route. The shaft is too narrow to extract an unconscious or resisting J.W. through it later. |
 | **PCs inspect the first basement storage area** | Rows of sturdy wooden shelves line the stone walls. The basement contains no fixed lighting. Without a flashlight, torch, bioluminescent object or another item that gives off light, the PCs can perceive only vague shapes and whatever lies within reach. | __Mechanic:__ With sufficient light, an INT (Investigation) or relevant cultural probe (DC 11) reveals neatly stacked tins bearing the handwritten labels //"Life"// and //"Luck."// Their quantity indicates that the main house stores provisions for the compound's substantial permanent population, including its Hands and coerced workers. Without sufficient light, the PCs suffer Disadvantage on sight-based WIS (Perception) and INT (Investigation) probes. They can identify the objects as stacks of sealed tins by touch, but cannot read the labels or examine their contents until they obtain light. | | **PCs inspect the first basement storage area** | Rows of sturdy wooden shelves line the stone walls. The basement contains no fixed lighting. Without a flashlight, torch, bioluminescent object or another item that gives off light, the PCs can perceive only vague shapes and whatever lies within reach. | __Mechanic:__ With sufficient light, an INT (Investigation) or relevant cultural probe (DC 11) reveals neatly stacked tins bearing the handwritten labels //"Life"// and //"Luck."// Their quantity indicates that the main house stores provisions for the compound's substantial permanent population, including its Hands and coerced workers. Without sufficient light, the PCs suffer Disadvantage on sight-based WIS (Perception) and INT (Investigation) probes. They can identify the objects as stacks of sealed tins by touch, but cannot read the labels or examine their contents until they obtain light. |
-| **PCs listen to activity above the basement** | Three muffled knocks sound through the ceiling. Footsteps cross the room above, followed by the creak of an old door. Voices report that the search parties have examined the property but found no intruders. | __Consequence:__ The PCs learn that J.W.'s Hands are actively searching the entire compound. Remaining in the basement for an extended period increases the next group Stealth DC by 1. |+| **PCs listen to activity above the basement** | What the PCs hear depends on the current escalation state. While the compound remains Undetected, only isolated footsteps and routine movement cross the floor above. During an Active Search, three muffled knocks sound through the ceiling, followed by voices reporting which parts of the property have already been searched. | __Consequence:__ During an Active Search, the PCs can estimate the search parties' progress. Remaining in the basement for an extended period increases the next group Stealth DC by 1. While Undetected, listening confirms only that the house is occupied and does not change the escalation state. |
 | **PCs explore beyond the food stores** | The shelves of provisions give way to heavy timber racks. With sufficient light, steel jaws glint in carefully ordered rows: dozens of hunting traps, each cleaned and lightly coated with oil. Ammunition crates stand beneath them. In darkness, the PCs hear only the occasional touch of metal and feel the storage area narrowing around them. | __Mechanic:__ With sufficient light, the PCs automatically recognize the traps and ammunition crates. Without sufficient light, they suffer Disadvantage on sight-based WIS (Perception) and INT (Investigation) probes. A failed probe may cause a PC to brush against a rack or dislodge a small object, producing noise that can be heard from the floor above. | | **PCs explore beyond the food stores** | The shelves of provisions give way to heavy timber racks. With sufficient light, steel jaws glint in carefully ordered rows: dozens of hunting traps, each cleaned and lightly coated with oil. Ammunition crates stand beneath them. In darkness, the PCs hear only the occasional touch of metal and feel the storage area narrowing around them. | __Mechanic:__ With sufficient light, the PCs automatically recognize the traps and ammunition crates. Without sufficient light, they suffer Disadvantage on sight-based WIS (Perception) and INT (Investigation) probes. A failed probe may cause a PC to brush against a rack or dislodge a small object, producing noise that can be heard from the floor above. |
 | **PCs search the basement equipment store** | With sufficient light, ten [[windstrike_rifle|Windstrike Rifles]] become visible in a reinforced rack beside several repurposed Senti Hunting Bows. On a nearby workbench lies a row of Senti Hunting Knives with pale, bone-like profiles and serrated spines. Without light, the PCs can distinguish the larger weapons only by carefully feeling along the racks. | __Mechanic:__ With sufficient light, an INT (Investigation), WIS (Medicine) or relevant weapon-knowledge probe (DC 12) identifies dark crystalline residue on the knife blades as [[akzna|Akzna]] venom. Without sufficient light, the PCs suffer Disadvantage on sight-based searches, cannot identify the residue and cannot safely examine or remove the knives. They may still locate and take the rifles or bows by touch. Each PC may carry one rifle, bow or knife without additional encumbrance; carrying excessive equipment imposes Disadvantage on subsequent Stealth probes. | | **PCs search the basement equipment store** | With sufficient light, ten [[windstrike_rifle|Windstrike Rifles]] become visible in a reinforced rack beside several repurposed Senti Hunting Bows. On a nearby workbench lies a row of Senti Hunting Knives with pale, bone-like profiles and serrated spines. Without light, the PCs can distinguish the larger weapons only by carefully feeling along the racks. | __Mechanic:__ With sufficient light, an INT (Investigation), WIS (Medicine) or relevant weapon-knowledge probe (DC 12) identifies dark crystalline residue on the knife blades as [[akzna|Akzna]] venom. Without sufficient light, the PCs suffer Disadvantage on sight-based searches, cannot identify the residue and cannot safely examine or remove the knives. They may still locate and take the rifles or bows by touch. Each PC may carry one rifle, bow or knife without additional encumbrance; carrying excessive equipment imposes Disadvantage on subsequent Stealth probes. |
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 | **Trigger / Cue (PC Action)** | **Immediate Reaction / What Happens** | **Clue / Consequence / Mechanics** | | **Trigger / Cue (PC Action)** | **Immediate Reaction / What Happens** | **Clue / Consequence / Mechanics** |
 ^  OPENING THE AMBUSH  ^^^ ^  OPENING THE AMBUSH  ^^^
-| **The PCs enter the room or reveal their presence** | J.W. finishes the line he is writing and places his pen neatly beside the paper. Only then does he raise his head. His repaired leather mask turns toward the intruders. //"Interesting,"// he says. //"The Office for Special Operations."// | __Consequence:__ Phase IV begins. Apply J.W.'s established Awareness State and start the Pressure Countdown at 3. J.W. does not panic or immediately call for help. |+| **The PCs enter the room or reveal their presence** | J.W.'s reaction reflects his Awareness State. If Unaware, he finishes the line he is writing and places his pen beside the paper before looking up. If Suspicious, his pen has already stopped and he is listening to the corridor. If Alert, he is watching the doorway when the PCs appear. In every case, his repaired leather mask turns toward them. //"Interesting,"// he says. //"The Office for Special Operations."// | __Consequence:__ Phase IV begins. Apply J.W.'s established Awareness State and start the Pressure Countdown at 3. J.W. does not panic, but an Alert J.W. is ready to resist or call for his Hands. |
 | **The PCs order J.W. to place his hands on the desk** | J.W. studies the weapons trained on him. His right hand rests close to the iron lever beside the pressure dial. After a moment, he slowly moves it away and places both palms flat on the desk. | __Mechanic:__ If J.W. is Unaware or Suspicious and at least one PC has a clear weapon trained on him, no probe is required. If he is Alert, resolve a CHA (Intimidation) or DEX-based reaction probe against DC 15. __Success:__ He complies. __Failure:__ He calls for his Hands or attempts to move out of the PCs' line of fire. | | **The PCs order J.W. to place his hands on the desk** | J.W. studies the weapons trained on him. His right hand rests close to the iron lever beside the pressure dial. After a moment, he slowly moves it away and places both palms flat on the desk. | __Mechanic:__ If J.W. is Unaware or Suspicious and at least one PC has a clear weapon trained on him, no probe is required. If he is Alert, resolve a CHA (Intimidation) or DEX-based reaction probe against DC 15. __Success:__ He complies. __Failure:__ He calls for his Hands or attempts to move out of the PCs' line of fire. |
 | **The PCs question J.W. before securing him** | J.W. answers in clipped Common and occasional French, appearing more interested in the PCs than frightened by them. | __Mechanic:__ Allow one or two brief questions. He may acknowledge the OfSO, the Nameless Man or his connection to the pelt trade, but he does not reveal his entire operation. Each extended exchange reduces the Pressure Countdown by 1. | | **The PCs question J.W. before securing him** | J.W. answers in clipped Common and occasional French, appearing more interested in the PCs than frightened by them. | __Mechanic:__ Allow one or two brief questions. He may acknowledge the OfSO, the Nameless Man or his connection to the pelt trade, but he does not reveal his entire operation. Each extended exchange reduces the Pressure Countdown by 1. |
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 | **The Pressure Countdown reaches zero** | A heavy metallic //CLACK// travels through the walls. The pipes jolt against their brackets as air surges through them. A broad outlet beneath the roof erupts in a deep mechanical howl that rises into a piercing shriek. | __Consequence:__ The full compound alarm activates. If the PCs have secured J.W., proceed immediately to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]] under active pursuit. If they do not have him, proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. If they are already surrounded, they may instead be captured and taken to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | **The Pressure Countdown reaches zero** | A heavy metallic //CLACK// travels through the walls. The pipes jolt against their brackets as air surges through them. A broad outlet beneath the roof erupts in a deep mechanical howl that rises into a piercing shriek. | __Consequence:__ The full compound alarm activates. If the PCs have secured J.W., proceed immediately to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]] under active pursuit. If they do not have him, proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. If they are already surrounded, they may instead be captured and taken to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. |
 ^  PREPARING THE EXTRACTION  ^^^ ^  PREPARING THE EXTRACTION  ^^^
-| **The PCs consider leaving through the basement ventilation shaft** | The shaft is barely wide enough for one unencumbered person at a time. J.W.'s body cannot be moved through it safely. | __Consequence:__ The basement shaft remains a possible escape route only if the PCs abandon J.W. To complete the live-capture mandate, they must leave through the first-floor hallway and front entrance. |+| **The PCs consider leaving through the basement ventilation shaft** | The shaft is barely wide enough for one unencumbered person at a time. A restrained, resisting or unconscious J.W. cannot be moved through it safely. | __Consequence:__ The basement shaft remains a possible escape route only if the PCs abandon J.W. To complete the live-capture mandate, they must carry him down the staircase and leave through the first-floor hallway and front entrance. |
 | **The PCs check the recorded Wagon State** | The availability of the freight wagon depends on what happened during Phase I. | __Consequence:__ If the wagon's Departure Was Interrupted or it was Returned Under PC Control, it remains somewhere inside the compound and may be used during Scene 6c. If it Departed or was Captured Outside, it is not immediately available from the main house. Scene 6c must be resolved using another extraction plan unless the PCs can reach it. | | **The PCs check the recorded Wagon State** | The availability of the freight wagon depends on what happened during Phase I. | __Consequence:__ If the wagon's Departure Was Interrupted or it was Returned Under PC Control, it remains somewhere inside the compound and may be used during Scene 6c. If it Departed or was Captured Outside, it is not immediately available from the main house. Scene 6c must be resolved using another extraction plan unless the PCs can reach it. |
-| **The PCs leave J.W.'s room with him secured** | Carrying J.W. down the narrow staircase requires time, coordination and at least two free hands. The main entrance lies beyond the first-floor hallway. | __Consequence:__ Proceed to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]]. Carry forward the remaining Pressure Countdown, J.W.'s condition, the collected evidence, Marek's condition, the compound's alert state and the recorded Wagon State. |+| **The PCs leave J.W.'s room with him secured** | Carrying J.W. down the narrow staircase requires time, coordination and at least two free hands. The main entrance lies beyond the first-floor hallway. | __Consequence:__ Proceed to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]]. Carry forward the remaining Pressure Countdown, J.W.'s condition, the collected evidence, Marek's condition, the compound's alert state, the Blues Disposition and the recorded Wagon State. |
 | **The PCs abandon J.W. and flee** | The live-capture mandate is left behind with the Hunter. | __Consequence:__ Proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. The PCs retain any documents or other evidence already collected. | | **The PCs abandon J.W. and flee** | The live-capture mandate is left behind with the Hunter. | __Consequence:__ Proceed to [[hauh_escape_empty_handed|Scene 6d — Escape Empty-Handed]]. The PCs retain any documents or other evidence already collected. |
 | **The PCs are overwhelmed before leaving the room** | Armed Hands enter the upper hallway and cut off the stairs. | __Consequence:__ The PCs may attempt one final escape or surrender. If defeated, they are disarmed and taken to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. | | **The PCs are overwhelmed before leaving the room** | Armed Hands enter the upper hallway and cut off the stairs. | __Consequence:__ The PCs may attempt one final escape or surrender. If defeated, they are disarmed and taken to [[hauh_prisoner_in_realm_of_hunter|Scene 6b — As a Prisoner in the Realm of the Hunter]]. |
 +| **The PCs have secured J.W. when the alarm sounds** | The Hands attempt to surround the PCs before they can leave the compound. | Proceed to [[hauh_escape_with_the_hunter|Scene 6c — Escape With the Hunter]]. Carry forward the Wagon State, the Blues Disposition, the PCs' injuries and any equipment or allies they have acquired. |
  
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 ==== DM Tutorial: How to approach the scene ==== ==== DM Tutorial: How to approach the scene ====
  
-{{ :hauh_dmbriefing_scene6b_intherealmofthehunter_2.mp3 |}}+{{ :dm_tutorial_scene_6a_new.mp3 |}}
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hauh_in_the_realm_of_the_hunter.1788286927.txt.gz · Last modified: 2026/09/01 18:22 by admin

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