Atmosphere & Sensory Cues: Neshi whining around exposed skin · sweat beneath damp clothing · vines striking packs and shoulders · boots sinking into mud · rotting leaves concealing roots · branches snapping somewhere out of sight · temporary trail markers hidden in plain view · silence deepening as the compound draws closer
—
J.W.’s compound cannot be reached by following a permanent road.
Instead, his Hands use a shifting sequence of temporary signs. Each marker points toward the next. Sagan calls this system the Roman Way, after the old-Earth saying that every road leads to Rome.
Possible markers include:
The route remains invisible to anyone who does not know what to look for. Sagan understands the system and remembers the approximate direction, but he has not travelled the route for eight months. J.W.’s Hands may have altered, removed or replaced individual markers.
Track Route Integrity from 3 to 0. The scene begins at Route Integrity 3.
Route Integrity measures how reliably the group can follow the current marker sequence.
| Route Integrity | Meaning |
| 3 — Clear | The sequence remains largely intact. Sagan moves confidently and identifies markers without delay. |
| 2 — Disturbed | One or more markers have been moved, damaged or concealed by weather and vegetation. Navigation requires closer attention. |
| 1 — Fragmented | Large parts of the route have changed. The PCs must reconstruct the path through tracks, terrain and Sagan’s memory. |
| 0 — Lost | The marker sequence can no longer be followed reliably. The PCs must locate the compound through wilderness tracking or another lead. |
Route Integrity may decrease through failed navigation probes, deliberate damage, environmental changes or evidence that J.W.’s Hands recently altered the route.
Sagan’s presence prevents a single failed probe from ending the journey. Failure creates delay, exposure or danger instead.
The journey is best undertaken on foot.
The PCs may take the Hoo-drawn Mortician’s Cart or another vehicle, but dense vegetation, mud, exposed roots and narrow passages make further travel increasingly difficult. A vehicle is also easier to hear, leaves obvious tracks and cannot be concealed quickly.
If the PCs take a vehicle deep into the forest, apply Disadvantage to relevant group Stealth probes. A failed probe may set the Approach State to Alerted.
Travelling on foot allows the PCs to follow Sagan through the vegetation, leave the marked route when necessary and conceal themselves more effectively.
The forest closes behind you within minutes of leaving Morningstar.
Broad leaves overlap above the route until the violet twilight becomes a dim green haze. Vines hang between the trees like loose cables. Roots twist through the mud beneath your boots, while carpets of rotting leaves conceal holes, stones and whatever else the forest has decided to keep out of sight.
The air is thick enough to drink. Neshi circle every patch of exposed skin, their translucent wings flashing whenever they pass through the filtered light.
Sagan keeps moving. He pushes through the vegetation with the caution of someone who knows that familiar ground cannot always be trusted. Every so often, he slows, studies a branch or patch of earth and changes direction without explanation.
Then he points toward a vine knotted around a low-hanging branch.
“First sign,” he says.
“The Roman Way starts here.”
| Trigger / Timing | Read-Aloud / Narrative Insert |
| Sagan explains the Roman Way | Sagan touches the knotted vine without untying it. “Old saying from Mother Earth,” he says. “Every road leads to Rome.” He points farther into the forest, where another branch bends at an unnatural angle. “Same idea. You don’t need to know the whole road. You only need to find the next sign.” |
| The PCs struggle with the Neshi and terrain | A Neshi whines beside an ear before disappearing into the leaves. Mud pulls at every step. Vines catch on packs, sleeves and weapons. The forest seems determined to slow you without presenting any single obstacle large enough to fight. |
| The PCs discover that the route has been altered | Sagan stops beside a tree and studies its trunk. A pale rectangle of untouched bark marks the place where something was recently removed. He crouches and searches the mud beneath it. “There should be a marker here,” he says. “Someone changed the road.” |
| The PCs notice supervised Blue trappers | Sagan raises one hand and the group freezes. Two pale figures crouch beside a trap line half-concealed beneath wet foliage. Their patched work clothes carry tools, cord and trapping equipment. A third figure stands several steps behind them in a reinforced harness, one hand resting close to a firearm. He does not help with the work. His attention moves constantly between the forest and the two trappers. |
| The supervised work group moves on | A brief gesture from the armed figure sends the two workers into motion. They gather their tools and lift a bundle of pelts between them. One glances back into the trees before the Hand directs them north. Moments later, the mist and vegetation conceal all three. |
| Sagan explains what he remembers | Sagan continues watching the place where the workers disappeared. “I saw people like them during the timber deliveries,” he says quietly. “Never alone. There was always someone watching them.” |
| The rain begins | A heavy drop strikes the leaves. Another follows. Then the canopy erupts. Rain crashes through the vegetation in warm sheets. Branches bow beneath the sudden weight, mud loosens underfoot and the route ahead begins to dissolve beneath running water. |
| The compound comes into view | Through the rain and foliage, a wooden wall rises between the trees—rough timbers sunk deep into the ground and reinforced with scavenged metal plates and wire. It stands nearly three metres high, cutting cleanly across the forest floor. A heavy timber gate breaks the palisade. Above it, a rough wooden frame supports a massive steel pressure vessel scavenged from the Last Frontier, its weathered surface stained by rust and tropical rain. Off to one side, a weathered post bears a faded warning: NO TRESPASSING — PRIVATE PROPERTY. Above the sign hangs the yellowed skull of a Moar. Whatever rules applied behind you no longer reach this place. You have arrived. |
This final Read-Aloud ends the scene. If the PCs arrive freely, proceed to Scene 6a — In the Realm of the Hunter. If they arrive captured, bound or escorted under force, proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.
| Scene Type | Player Intents | DM Function / Story Link |
| Guided Wilderness Expedition | Follow Sagan · endure the terrain · understand the hidden route · reach the compound | Establishes the Roman Way and carries the investigation from Morningstar into J.W.’s controlled territory. |
| First Blues Encounter — conditional | Observe · communicate · avoid · threaten or assist | Introduces the Blues as supervised workers and establishes their disposition without treating them as J.W.’s armed patrol. |
| Transition | Reach the compound freely or in captivity | Leads to Scene 6a or Scene 6b and carries forward the Approach State, Blues Disposition and Transport Location. |
| Name / Role | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| Sagan Belmont | Guide · former timber contractor for J.W. | Finds the old route, explains the Roman Way and confronts the place that destroyed his company. He moves confidently while the route remains familiar but becomes quieter as the compound draws closer. He does not pretend to know what he does not know. | Sagan Belmont |
| Blue Trappers and Workers — conditional | Maintain trap lines · collect game and pelts · survive within J.W.’s system | Pale, cautious and accustomed to being watched. Outside the compound, they are always accompanied by at least one of J.W.’s Hands and cannot speak or act freely. | The Blues |
| J.W.’s Hands — conditional | Supervision · surveillance · communication · interception · capture | One Hand accompanies every Blue work group outside the compound. Additional Hands may investigate prolonged noise, damaged markers or reported intruders. Individual Hands may themselves be Blues, but their security role must not define the wider Blue population. | — |
| Neshi | Native blood-feeding insects | Create irritation, distraction and involuntary movement. They are harmless individually but relentless in groups. | Neshi |
| Moar — conditional | Apex predator · environmental danger | Investigates prolonged noise, blood or immobilized prey. It does not serve J.W. and does not distinguish between factions. | Moar |
| State | Possible Results | Application |
| Route Integrity | 3 — Clear · 2 — Disturbed · 1 — Fragmented · 0 — Lost | Measures how reliably the group can follow the current Roman Way marker sequence. |
| Approach State | Quiet · Alerted | Determines whether Scene 6a begins Undetected or under an Active Search. Scene 4a+2 cannot trigger the Full Alarm. |
| Blues Disposition | Uncertain · Sympathetic · Alienated | If no earlier event established the disposition, begin at Uncertain. Change it only through meaningful interaction and carry it into Scene 6a or Scene 6b. |
| Transport Location | With the PCs · Hidden along the route · Left near Morningstar · Lost | Record where the Mortician’s Cart, mounts or other transport remain for the return journey. |
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| The PCs ask how Sagan knows which direction to take | Read “Sagan explains the Roman Way.” | The PCs learn that J.W.’s Hands navigate through temporary signs rather than a permanent path. |
| The PCs actively search for route markers | Sagan allows them to examine the surrounding vegetation before indicating the next sign. | Mechanic: A WIS (Perception), WIS (Survival), INT (Investigation) or relevant background probe (DC 12) identifies the marker. Future navigation probes may gain Advantage after several successes. |
| The PCs examine the logic of the markers | The signs use common materials and reveal no complete map. | An INT (Investigation) or relevant analysis probe (DC 13) confirms that the markers are cheap, replaceable and understandable once someone demonstrates the system. |
| The PCs follow Sagan without investigating | Sagan leads them onward while the sequence remains intact. | The party progresses safely but may miss evidence that the route has recently been used or altered. |
| The PCs struggle with the Neshi or terrain | Read “The PCs struggle with the Neshi and terrain.” | No damage is normally required. Repeated failures may impose Disadvantage on the next Stealth or Perception probe. |
| The PCs bring the Mortician’s Cart deep into the forest | Wheels sink into the mud while branches scrape against the cart and harness. | Apply Disadvantage to relevant group Stealth probes. A failed probe sets the Approach State to Alerted. The terrain may force the PCs to leave the cart before the final approach. |
| The PCs conceal or leave their transport | The group draws the vehicle away from the marked route and conceals it beneath vegetation or behind suitable terrain. | Record the Transport Location. A WIS (Survival) or INT (Investigation) probe (DC 12) conceals its tracks. |
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| The PCs successfully identify consecutive markers | The sequence becomes easier to recognize and Sagan confirms their interpretation. | Maintain the current Route Integrity. After reconstructing a previously broken sequence, the DM may restore Route Integrity by 1, up to a maximum of 3. |
| The PCs fail a navigation probe | Sagan backtracks and searches for the last confirmed marker. | Reduce Route Integrity by 1. The group loses time and risks attracting attention. |
| The PCs deliberately damage or remove a marker | Sagan reacts sharply. “That sign is how we find our way back.” | Reduce Route Integrity by 1 unless the PCs record or replace it. If the interference is left obvious, the Approach State may become Alerted before the PCs reach the compound. |
| The PCs look for signs of recent travel | Fresh prints, compressed vegetation and disturbed mud appear between the markers. | A WIS (Survival), WIS (Perception) or relevant tracking probe (DC 13) confirms that the route remains in active use. |
| The PCs discover tracks diverging from the Roman Way | The tracks belong to workers, Hands, wildlife or vehicles crossing between controlled routes. | Following them may reveal a trap line, supervised work group, observation point or dangerous detour. |
| The group accumulates significant delay or produces repeated noise | The forest grows quieter and Sagan notices signs of recent movement near the route. | The DM may introduce the supervised work group, an investigating Hand patrol or an optional complication. |
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| The group reaches a missing or altered marker | Read “The PCs discover that the route has been altered.” | Reduce Route Integrity by 1. The PCs must reconstruct the next direction. |
| The PCs search the disturbed area | Cut fibres, bark scratches and partial footprints remain around the missing sign. | A WIS (Perception), INT (Investigation), WIS (Survival) or relevant tracking probe (DC 14) reveals where the marker was moved. |
| Sagan reconstructs the route from memory | He studies the slope, tree line and surrounding terrain rather than searching for the missing sign. | At Trust 5, Sagan chooses the correct direction after a short delay. At lower Trust, the DM may require a group navigation probe. |
| The PCs infer why the route was changed | The altered sequence prevents old users from relying on a permanent path. | An INT (Investigation) or WIS (Insight) probe (DC 13) reveals that the system preserves dependence on the latest markers. |
| The PCs choose the wrong direction | The terrain becomes denser and shows fewer signs of controlled passage. | Reduce Route Integrity by 1. The group may encounter a trap, environmental danger or a route-maintenance team. |
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| Sagan or a PC notices movement beside the route | Read “The PCs notice supervised Blue trappers.” | Two Blues maintain a trap line while one armed Hand supervises them. The PCs do not have to reveal themselves. |
| The PCs observe from concealment | The Hand gives short instructions but performs none of the physical work. The Blues become tense whenever he moves closer. | A WIS (Insight) or WIS (Perception) probe (DC 12) confirms that the Hand is supervising them rather than protecting or assisting them. |
| The PCs avoid the work group | Read “The supervised work group moves on.” | The Blues Disposition remains Uncertain and the Approach State remains Quiet. |
| The PCs ask Sagan about the workers | Read “Sagan explains what he remembers.” | Sagan confirms that he saw pale workers during earlier timber deliveries and that they were never left unsupervised. |
| The PCs reveal themselves or approach openly | The Hand moves between the PCs and the Blues, draws his weapon and orders the group to stop. | Unless the PCs immediately surrender, retreat or prevent the warning, the Hand reports the encounter. Set the Approach State to Alerted. |
| The PCs address the Blues peacefully | The Hand interrupts or orders the Blues to remain silent. Their response is limited to glances, hesitation and small gestures. | A CHA (Persuasion) or WIS (Insight) probe (DC 12) may shift the Blues Disposition to Sympathetic, but the workers will not openly defy their supervisor. |
| The PCs neutralize the supervising Hand without harming the Blues | The Blues retreat several steps and wait to understand what the PCs intend. | A calm explanation, an offer of freedom or visible restraint shifts the Blues Disposition to Sympathetic. If no report was transmitted, the Approach State may remain Quiet. |
| The PCs demand that the Blues accompany them | The workers hesitate and look toward the compound. Fear for other workers, relatives or the consequences of escape prevents an immediate agreement. | Sympathetic Blues may warn the PCs, identify a danger or point toward the route, but they do not automatically abandon the compound. |
| The PCs threaten, restrain or attack the Blues | The Hand engages while the Blues attempt to withdraw or defend themselves. | Set the Blues Disposition to Alienated and the Approach State to Alerted. |
| The PCs surrender or are subdued | The Hand reports the capture and additional Hands arrive to restrain and search the group. | Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter. |
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| The weather turns | Read “The rain begins.” | Heavy rain reduces visibility, masks sound and rapidly degrades tracks and temporary markers. |
| The PCs continue following Sagan through the downpour | Sagan moves from marker to marker while running water alters the forest floor. | A group WIS (Survival), WIS (Perception) or relevant movement probe (DC 13) is required unless Route Integrity remains 3. Failure reduces Route Integrity by 1 and costs time. |
| The PCs use the rain to conceal their approach | The downpour covers careful footsteps and movement through wet vegetation. | A relevant group Stealth probe gains Advantage. On success, preserve the Quiet Approach State. |
| The PCs rush through the rain | Progress becomes faster, but poor visibility, mud and branches make concealment difficult. | The party reaches the compound sooner but may arrive noisily or injured. A failed movement or Stealth probe sets the Approach State to Alerted. |
| The PCs stop to listen near the end of the route | The rain masks most distant sounds. | A WIS (Perception) probe (DC 14) detects faint timber knocks, animal movement or metal striking wood beyond the palisade. |
| The PCs reach the final marker with Approach State Quiet | Sagan stops at the edge of dense foliage. No confirmed warning appears to have reached the compound. | Read “The compound comes into view.” Proceed to Scene 6a with the compound Undetected. |
| The PCs reach the final marker with Approach State Alerted | Sagan stops at the edge of the foliage. Movement is visible beyond the palisade and the approaches are being watched. | Read “The compound comes into view.” Proceed to Scene 6a under an Active Search. |
| The PCs reach the compound as prisoners | The Hands take them through the gate under restraint. | Proceed to Scene 6b. After the PCs escape the holding room, Scene 6a begins under an Active Search. |
Use these complications only if the journey needs additional pressure, the PCs repeatedly fail probes or their actions plausibly attract attention.
| Trigger / Cue | Immediate Reaction | Clue / Consequence |
| A PC steps into a concealed snare or trap line | A buried line snaps tight and restrains the affected character. | Escaping requires a STR (Athletics) or DEX (Acrobatics) probe (DC 15), suitable tools or assistance. Failed attempts cause 1d4 damage and additional noise. |
| The PCs remain trapped until the line is inspected | Two Blue trappers approach with tools while one armed Hand remains behind them. | The Hand reports the prisoners from beyond their immediate reach. Set the Approach State to Alerted. Reinforcements arrive after 1d4 Forest Turns, each representing approximately ten minutes. |
| The trap creates substantial noise or blood | Heavy movement becomes audible beyond the surrounding vegetation. | The disturbance may attract a Moar. The animal is an independent environmental threat. |
| J.W.’s Hands investigate signs of intrusion | Armed figures move along the Roman Way from the compound’s direction. | The PCs may hide, retreat, ambush or surrender. If a warning is transmitted, set the Approach State to Alerted. Captured PCs proceed to Scene 6b. |
| The PCs discover discarded animal remains | Small carcasses have been stripped of fur and useful parts. | The remains demonstrate that the surrounding trap lines are maintained systematically. |
| The PCs find fresh wagon tracks | Broad wheel impressions cross the route and continue through the vegetation. | Wheeled transport regularly moves through J.W.’s controlled territory, although the tracks do not reveal what it carried or in which direction it travelled. |
| Route Integrity reaches 0 | Sagan can no longer identify the next marker with confidence. | The PCs must complete a difficult group tracking probe, follow recent tracks, obtain directions from another source or abandon the journey and pursue another established lead. |
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| Django’s Diner | Food · Pressure · Investigation | Prevent Sagan from harming a civilian · recover J.W.’s torn voucher · survive the Ticking Clock | Warm · Cramped · Volatile | → Scene 4a |
| Saw’s End | Lodging · Social Risk · Rumor Hub | Buy Sagan the drink he was denied · secure lodging · gather rumors · risk recognition by Hammacher | Loud · Smoky · Volatile | → Scene 4b |
| Morningstar Food Market | Supplies · Barter · Public Shelter | Replace supplies · find temporary shelter · question traders · risk exposure in the open | Practical · Busy · Watchful | → Scene 4c |
| Medical Station of Morningstar | Healing · Recovery | Treat injuries · stabilize conditions · risk biometric identification | Clean · Functional · Dangerous if Wanted | → Scene 4d |
| Hale & Hook Outfitters | Investigation · Trade | Verify the voucher · ask about J.W.’s supply chain · purchase equipment | Polite · Guarded · Transactional | → Scene 4e |
| Local Guarding Troopers Station of Morningstar | Risk · Records · Pressure | Find an arrested Sagan · face active warrants · access procedural records | Bureaucratic · Dangerous | → Scene 4f |