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Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 2b — NEW KOUROU COURIER STATION
1 | Scene Overview
- Location: New Kourou Courier Station, Public Services Ring, New Kourou
- Type: Travel · Logistics · Decision Point
- Era: Beta Age
- Tone: Busy · Procedural · Slightly frustrating (caravan already gone)
Atmosphere & Sensory Cues: Hoof-clatter in the covered yard · calls of porters and clerks · scent of beast sweat, dust, and canvas · occasional drone whirr from the dispatch bay
2 | Read-Aloud Description
Initial Read-Aloud (Scene Opening)
You push through the station doors, and the roar of the street is instantly cut off, replaced by a heavy silence.
The passenger hall is a hollow shell. The benches are empty, save for a few discarded ticket stubs and the ghost of a recent crowd. Through the open archway to the loading dock, you see the fresh, churned mud of heavy wagon wheels — but no wagons.
The only movement comes from behind the iron-mesh counter. A single clerk is there, head bent low over a ledger. The scratch of his quill against rough paper echoes loudly in the stillness, rhythmic and indifferent to your presence.
He doesn’t look up. He just keeps writing, marking off names from a list that looks completely full.
Staged Read-Alouds (Progressive Descriptions)
| Trigger / Timing | Read-Aloud or Narrative Insert |
| PCs ask about travel time | “One and a half days,” the clerk replies. “We stop for a 4 hours break at the Courier Station of Hope. Food’s decent. Don’t expect privacy.” |
| PCs ask about accommodation etc. | The clerk nods: We run an Asari Inn in town. Pretty simple, but reliable. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Travel · Logistics | Check caravan schedules · buy tickets · weigh time, cost, and comfort · ask about overnight options | Confirm missed caravan · set up decision: wait for morning caravan vs. choose another travel method |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues — How They React in Play | Wiki Link |
| Ticket Clerk Tamas Reeve | Administrative Clerk, New Kourou Courier Service | Sell tickets, keep schedules on time | Tired, procedural, not rude. Speaks in short sentences. Softens if PCs stay patient and respectful. | New Kourou Courier Station |
| Guarding Trooper Patrol (optional) | Guarding Trooper Station of New Kourou | Maintain order, watch manifests | Only important if PCs are wanted; otherwise background presence. | Guarding Troopers |
Special Notes (PC-dependent):
- PCs from New Kourou (e.g., Hana Lee, Lexa Rourke) can plausibly mention couch-surfing as a cheap overnight option.
5 | Triggers, Options & Consequences
A. Schedules & Tickets
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| ⏰ PCs ask about Morningstar caravan | Clerk informs them that today’s caravan left hours ago; next departure is tomorrow morning, about 11 o' clock. | Enforces long waiting time if they choose caravan. |
| 🧭 Ask about travel time | “About a day and a half. We rest at the Hope Courier Station for four hours.” | Introduces Hope as a future location; sets pacing for journey. |
| 💰 PCs buy tickets | Fare quoted: 20 Kourou per person from New Kourou to Morningstar. Names added to manifest. | Locks in caravan as chosen route; PCs must now decide where to sleep. |
—
B. If PCs Are Wanted (Optional Tension)
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 🚨 PCs are known fugitives / wanted | Trooper patrol lingers near manifest desk; clerk double-checks names; asks more questions. | PCs may need disguises, false names, or to abandon caravan idea. |
| 🧾 PCs give real names despite being wanted | Troopers exchange looks; one steps closer, pretending to check notice board. | You can either escalate into a confrontation or let them feel “watched” and rethink their plan. |
| 🎭 PCs use cover identities | Clerk notes down the names with a shrug. | Caravan remains possible but risky; tension carries into departure scene. |
—
C. Information & Rumors
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 🗺️ Ask porter/guide about the route | Guide grunts: “Well, if the skies don’t turn on us, and nothing big gets hungry, and nobody decides to rob us — then sure, it’s a perfectly pleasant trip.” | Confirms caravan as relatively safe option; but it is not 100% safe. |
| 🏚️ Ask about Hope Courier Station | “Hot stew, stiff beds, noisy snorers. You’ll live.” | Sets expectations for mid-journey rest scene. |
—
D. Overnight Stay in New Kourou
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 🛏️ PCs ask where they can sleep | The clerk rubs his eyes and nods toward the street. “Plenty of options, depending on your purse. Cheap bunks at the Asari Inn New Kourou, cleaner rooms at the New World Hotel… and if you’ve got friends in town, most couriers end up crashing on someone’s floor.” | Reinforces lodging choices → PCs may seek out Lexa or Hana, check into a hostel/hotel, or return to the OfSO to ask for a couch. |
| 🧍 Lexa or Hana present | They can offer limited, cramped floor space in their own flats. | Keeps costs down but emphasizes their “always on the move” lifestyle. |
| ↩️ PCs decide not to wait | They can leave the station and head back to Scene 2 Hub. | Opens up alternative travel routes: mounts, mortician’s cart, or on foot. |
6 | DM Notes
- Tone: Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for them.
- Agency: This scene confirms that caravan travel is safe and structured — but not mandatory. PCs can still walk away and pursue mounts, the mortician’s cart, or walking.
- Clerk Personality: Tamas is not an obstacle; he’s a tired functionary. Let patience and politeness pay off in the form of small bits of route info or rumors, not discounts.
- Overnight Pressure: Emphasize the overnight gap without making it feel like a punishment. Staying in New Kourou can create nice character scenes with Lexa, Hana, or OfSO staff — or strain the party’s budget in a cheap hostel.
- If PCs Are Wanted: Use Troopers and manifests as soft pressure. You don’t have to start a fight here; it’s enough if players feel that caravan travel would put them under constant observation.
- Continuity: Keep prices and travel times aligned with the station’s services. Remember: about 1.5 days to Morningstar, with an overnight stop at Hope Waystation.
DM Tutorial: How to approach the scene
Related Pages and Further Information
- ↑↑ Start: Hunting An Unknown Hunter
- ★ Overview: All Scenes of Hunting An Unknown Hunter
- ☞ Resolution: Case Resolution and discoverable Backstory
- ← Previous Scene / Hub: Scene 2 – Travel Preparations
- → Next Scene: If the PCs select this travel option, improvise the waiting time in the settlement with the help of the Wiki-Article about New Kourou. Then continue with Scene 3 – Traveling to Morningstar. If they decline, let them walk on foot to Morningstar or check the New Kourou Hub below to choose another travel option.
New Kourou Hub Overview (Travel Options)
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| New Kourou Courier Station | Travel · Ticket Purchase | Buy caravan tickets · Check departures · Assess risk if wanted | Bureaucratic · Busy | → Scene 2a – Courier Station |
| Mandala’s Mounts | Travel · Mount Rental | Rent Veyras · Speak with Mandala · Handle “dead/lost Veyra” conversation | Loud · Mildly tense | → Scene 2b – Mandala’s Mounts |
| New Kourou Food Market | Supplies · Provisions | Buy trail food & water · Spot Sola Enu’s Tandora stall | Crowded · Friendly | → Scene 2c – Food Market |
| Schmitz Funeral Home | Vehicle Purchase | Inspect & buy mortician’s cart · Meet undertaker apprentice | Quiet · Slightly eerie · Low pressure | → Scene 2d – Buying a Mortician’s Cart |
