Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting An Unknown Hunter
SCENE 2c — NEW KOUROU FOOD MARKET
1 | Scene Overview
- Location: Phoenix Square, Public Services Ring, New Kourou
- Type: Supplies · Social · Light Risk
- Era: Beta Age
- Tone: Bright · Bustling · Slightly chaotic
Atmosphere & Sensory Cues: Sizzling eel fat · drifting steam · shouting vendors · clatter of crates · children weaving between stalls · heavy smell of driftwood smoke and sweet, heavy fruit.
2 | Read-Aloud Description
Initial Read-Aloud (Scene Opening)
You step into Phoenix Square, and the noise is instant — a wall of shouting, sizzling grease, and clattering knives. Tarp sails snap overhead, casting restless, shifting shadows across the raised decking. The air is thick with the smell of driftwood smoke, sweat, and sweet, heavy fruit.
Through the haze, a rhythmic shout cuts through the chaos: “Tasty Tandora! Healthy fruits! Smoothies - one K!”
The voice belongs to a broad-shouldered man in a juice-stained apron, standing behind a stall stacked high with orange pyramids. He leans over a mechanical press, wrestling a lever to fill cups with one hand while waving in customers with the other.
Around him, the market is a dense, shifting maze. Steaming Zelor rolls, racks of drying Mirel Leaf, and rows of curing Hoo and Odo meat crowd the aisles.
The crowd is thick here — a sea of shoulders and elbows. It's a good place to disappear, but it's also a place with a thousand eyes. In a crush like this, you wouldn't see a threat coming until it was standing right next to you.
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Supplies · Social · Light Risk | Buy food · meet vendors · discover rumors · avoid being robbed | Provide provisions required for travel · add world texture · introduce pickpocket tension · enforce the Ticking Clock if Wanted PCs drop their guard. |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues — How They React | Wiki Link |
| Sola Enu | Tandora vendor | Sell smoothies & fruit · friendly banter | Warm, chatty. Squints to recognize returning PCs; automatic discount if met before. | Food Market |
| Ira Venn | Second-hand garments | Sell jackets & pants | May recognize PCs from previous adventure and offer a discount. | Food Market |
| Finlay Hyden | Pickpocket | Lift purses · avoid trouble | Strikes only if PCs weren’t robbed before or didn’t catch him previously. Freezes if spotted. | — |
| Guarding Trooper Patrol | Guarding Troopers | Maintain order, watch manifests | Move through the crowd. The noise makes them hard to track. | Guarding Troopers |
5 | Triggers, Actions & 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 by drawing weapons, using magic/tech loudly, or failing a disguise check.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🚨 PCs blow their cover in the crowd (The Micro Clock Starts) | A vendor shouts in alarm, or a Guarding Trooper spots a recognized face across the aisle. The Trooper raises a whistle to their lips. A sharp, piercing trill cuts through the noise of the market. | The Clock Starts: The PCs have exactly 1d4 rounds (a few tense seconds) to break line of sight and lose themselves in the maze of stalls before the market exits are sealed. |
| ⏳ The Ticking Clock Expires (The Arrest) | If the PCs fail to hide, or if the Market is their +1 Location visited after triggering the Macro Clock on the streets, time runs out. | Guarding Troopers push through the crowd from three sides, batons drawn, pinning the PCs against a meat stall. “Don't make this messy. Hands up.” |
| 💥 Guarding Troopers attempt to arrest the PCs | The PCs must make an immediate choice. | If PCs submit: Arrest and detention. If PCs resist/flee: A violent, chaotic escape sequence begins, tearing down stalls and causing panic. |
—
Phase 1b — Supplies & Interaction (Standard)
This phase applies if the PCs are Low Exposure or successfully maintain their disguises.
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 🍞 PCs buy provisions | Vendors describe trail rations (dried meat, hard bread, water skins). Costs roughly 5 Kourou per day of travel. | PCs obtain food for travel; avoids exhaustion penalties later if they choose to walk or take the cart. |
| 👋 Vendor Recognition (From previous adventure) | If PCs purchased from a stall during *The Man Without A Name*, Sola or Ira smiles broadly: “Hey! I know you!” | The vendor gives a 1 Kourou discount or a free sample. *(Note: If the PCs are in disguise, this interaction threatens their cover!)* |
| 💬 Ask about Morningstar | Vendors snort: “Trees, fog, lumberjacks, and bar brawls. Hope you like splinters.” | Foreshadows Morningstar’s rough, unforgiving vibe. |
—
Phase 2 — The Pickpocket Event (Finlay Hyden)
Finlay attempts theft only if: The PCs were not robbed by him previously, and the PCs have a Passive Perception < 13, OR the group splits up / gets distracted.
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 💰 Finlay attempts to steal | The DM rolls a Sleight of Hand check (+4) against the target PC's Passive Perception. | On a success, the PC loses 40–100 Kourou (2d10 × 2). They only realize it later. |
| 👀 PC actively notices the theft | Finlay freezes, eyes wide with panic, drops the coin purse, and bolts into the crowd. | Triggers a 3-step chase (DC 12 Athletics/Acrobatics) weaving through the dense stalls. |
| 🏃 If PCs give chase | The market erupts in chaos as crates topple and vendors shout. A Courier Drone might clip a tarp overhead in the confusion. | If caught: Finlay returns the money, begs for mercy, and offers a rumor about the Trade Route. |
| ❌ If PCs fail to catch him | Finlay disappears into the service alley, laughing. | Loss of funds directly impacts their ability to afford mounts or caravan tickets later. |
6 | DM Notes
- Tone: Bright, bustling, chaotic in a friendly-but-overwhelming way. Nothing here is lethal — but everything is distracting. The market should feel like a living organism with constant motion, noise, and temptation.
- The Ticking Clock in a Crowd: If Wanted PCs are spotted here, do not use a standard combat encounter immediately. Turn it into a tense game of hide-and-seek. The 1d4 round Micro-Clock represents how long it takes the Troopers to push through the dense sea of shoppers to reach the PCs.
- Focus the Stakes: Food and water are crucial for the journey to Morningstar. Losing money to Finlay here may force the PCs to change their travel plans (e.g., they can no longer afford Veyras and must buy the Mortician's Cart instead).
- Continuity & Recognition: Use the vendor recognition (Phase 1b) to make the world feel alive. However, if the PCs are wearing the *Covenant of the New Dawn* capes, having Sola Enu suddenly yell, *“Hey, I remember you!”* is a brilliant way to accidentally threaten their disguise!
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: Scene 2 – Travel Preparations
- → Next Scene: Return to the New Kourou Hub Overview below to choose your final travel option, or proceed directly to Scene 3 - Traveling to Morningstar if preparations are complete.
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 | Bureaucratic · Busy | → Scene 2a – Courier Station |
| Mandala’s Mounts | Travel · Mount Rental | Rent Veyras · Speak with Mandala | 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 |
