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Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 2a — 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.
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 |
| Tamas Reeve | Ticket 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 | Guarding Trooper Station of New Kourou | Maintain order, verify manifests | Move in pairs. Will respond immediately if Tamas flags a wanted name on the manifest. | 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
Phase 1a — The Ticking Clock (Wanted & Compromised)
This phase applies only if the PCs have a High Exposure status AND they blow their cover inside the station.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🚨 PCs give their REAL names for the manifest (The Micro Clock Starts) | Tamas writes the first name, pauses, and looks at a wanted ledger pinned to his desk. He does not look up. He slowly shifts his hand toward a silent alarm buzzer under the counter. “Just a moment,” he murmurs. | The Clock Starts: The disguise is blown by bureaucracy. The PCs have exactly 1d4 minutes to snatch their Kourou back, silence the clerk, or flee the station before a Guarding Trooper patrol locks down the building. |
| ⏳ The Ticking Clock Expires (The Arrest) | If the PCs linger, or if the Courier Station is their +1 Location visited after triggering the Clock on the streets, time runs out. | The iron-mesh security gates drop over the exits. Guarding Troopers storm the passenger hall with stun batons drawn. “Step away from the counter. Hands where we can see them.” |
| 💥 Guarding Troopers attempt to arrest the PCs | The PCs must make an immediate choice. | If PCs submit: Arrest and detention at the local Guarding Troopers Station. If PCs resist/flee: A violent breakout sequence begins in the heart of the capital. |
—
Phase 1b — Tickets & Logistics (Standard Interaction)
*(This phase applies if the PCs are Low Exposure, or if they successfully use fake names/disguises while buying 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; the next departure is tomorrow morning at 11:00 AM. | Enforces a long waiting time if they choose the caravan. |
| 💰 PCs buy tickets | Fare quoted: 20 Kourou per person. Tamas asks for their names for the official manifest. | If they provide aliases, Tamas writes them down without looking twice. The caravan is locked in as their chosen route. |
| 🧭 PCs ask about the route/safety | Tamas grunts: “About a day and a half. If the skies don’t turn on us, nothing big gets hungry, and nobody decides to rob us — it’s a perfectly pleasant trip.” | Confirms caravan as relatively safe, but establishes the persistent danger of the Trade Route. |
| 🛏️ PCs ask where they can sleep tonight | Tamas rubs his eyes. “Cheap bunks at the Asari Inn, cleaner rooms at the New World Hotel… or crash on a friend's floor.” | PCs must manage their budget and exposure overnight. Lexa or Hana can offer their cramped flats to save money. |
| ↩️ PCs decide not to wait until tomorrow | They can leave the station and head back to the hub streets. | Opens up alternative travel routes (Mounts, Cart, Foot). |
6 | DM Notes
- Tone: Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for the players.
- The Manifest Trap: The passenger manifest is a brilliant trap for Wanted players. Even if their physical disguises are perfect, giving their real names to Tamas will instantly trigger the Ticking Clock.
- The Ticking Clock Rules: If the Ticking Clock expires here, the iron security gates drop. If they choose to fight their way out, improvise a high-stakes escape through the muddy staging yards of New Kourou.
- 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.
- Agency: This scene confirms that caravan travel is safe and structured — but slow. Let the players debate if they are willing to wait, or if they'd rather risk the open road today.
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 | Quiet · Slightly eerie · Low pressure | → Scene 2d – Buying a Mortician’s Cart |
