hauh_in_the_realm_of_the_hunter
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| hauh_in_the_realm_of_the_hunter [2026/09/01 18:26] – admin | hauh_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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| | **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' |
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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, |
| | **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 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 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 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 |
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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: | | **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: | ||
| | **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: | | **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: | ||
| - | | **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 | + | | **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 |
| | **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: | | **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: | ||
| | **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: | | **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: | ||
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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 | + | | **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, |
| | **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: | | **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: | ||
| | **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: | | **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: | ||
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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 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: | ||
| ^ 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 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 |
| | **The PCs check the recorded Wagon State** | The availability of the freight wagon depends on what happened during Phase I. | __Consequence: | | **The PCs check the recorded Wagon State** | The availability of the freight wagon depends on what happened during Phase I. | __Consequence: | ||
| - | | **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: | + | | **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: |
| | **The PCs abandon J.W. and flee** | The live-capture mandate is left behind with the Hunter. | __Consequence: | | **The PCs abandon J.W. and flee** | The live-capture mandate is left behind with the Hunter. | __Consequence: | ||
| | **The PCs are overwhelmed before leaving the room** | Armed Hands enter the upper hallway and cut off the stairs. | __Consequence: | | **The PCs are overwhelmed before leaving the room** | Armed Hands enter the upper hallway and cut off the stairs. | __Consequence: | ||
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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.1788287186.txt.gz · Last modified: 2026/09/01 18:26 by admin