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hauh_escape_empty_handed

102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter

SCENE 6d — ESCAPE EMPTY-HANDED

1 | Scene Overview

  • Location: Inside J.W.'s compound, moving toward the fortified perimeter and the surrounding rainforest
  • Type: Escape · Evasion · Survival · Consequence
  • Era: Beta Age
  • Tone: Urgency · bitter compromise · fragile momentum · survival under pressure

Atmosphere & Sensory Cues: Warm, humid air beneath drifting mist · perpetual late-afternoon twilight · mud churned by boots and wagon wheels · armed voices passing between timber stacks · the hiss of salvaged machinery · pressure moving through the Main House pipes · the distant forest hidden beyond the palisade


2 | Read-Aloud Descriptions

Initial Read-Aloud — Survival Becomes the Mission

J.W. is not with you.

Perhaps you never found him. Perhaps the danger forced you to turn back before reaching him. Perhaps he escaped, was abandoned or lies dead somewhere inside the compound. Whatever happened, you are now trying to leave his realm without a living captive.

That does not mean you have achieved nothing. You may still carry evidence, weapons or discoveries recovered during the infiltration. Or you may have nothing except the equipment on your backs and the knowledge of what you witnessed here.

Warm mist drifts between the timber stacks, workshops and windowless huts. Somewhere within it, J.W.'s armed Hands are moving—or may already be searching for you. Beyond them stand the three-meter palisade and its heavily reinforced gate.

The mission has narrowed to a single immediate objective.

Carry whatever you still possess. Reach the forest. Survive.

What do you do?


Staged Read-Alouds

Trigger / Timing Read-Aloud / Narrative Insert
The Pressure Countdown reaches zero The ticking inside the Main House stops. A heavy metallic CLACK travels through the pipes. A moment later, compressed air erupts from an outlet beneath the roof, releasing a deep mechanical howl across the compound. Armed voices answer from within the mist as the Hands abandon their search pattern and move toward the gate and known escape routes.
The PCs reach an available freight wagon Two massive Manual Labor Bots stand in their harnesses, connected by heavy chains to an armored freight wagon. Rain-darkened canvas covers its cargo compartment. The unfamiliar control levers wait above the driver's bench while armed voices draw closer through the fog.
The PCs reach the main gate The reinforced timber gate rises through the mist. Three heavy iron latches secure it from the inside. Beyond it lies the forest—but the exposed ground, wall-walk and nearby timber stacks offer the Hands several positions from which to defend the only visible entrance.
The PCs reach the palisade Moisture runs down the massive squared logs. The upper edge is protected by coils of wire, and the wall-walk disappears into mist on either side. Beyond the timber lies the rainforest. Reaching it means climbing quickly and leaving nothing behind that you cannot carry.
Open resistance begins among the Blues Wooden latches lift along the row of huts. Pale workers emerge carrying knives, hatchets, logging hooks and splitting mauls. Their anger is directed toward the armed Hands who have controlled them. Whether they also recognize you as allies depends on everything that happened before this moment.
The PCs clear the compound The palisade disappears behind drifting mist and wet foliage. The shouts, rifle reports and mechanical howl become muffled beneath the rainforest canopy. J.W. is not with you—but whatever evidence, injuries and consequences remain have escaped with you.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Survival Escape & Consequence Preserve evidence and equipment · choose an available escape route · evade or overcome the Hands · reach the forest alive Resolves an escape without a living captive while preserving the PCs' actual achievements. “Empty-handed” refers to J.W.'s absence, not necessarily to a complete lack of evidence or partial success.

4 | Key (N)PCs

Name / Role Motivation / Function Dynamic Cues — How They React in Play Wiki Link
Black-Coated Hand — Field Leader Contain the breach · recover or protect J.W. · prevent escape If he remains active, he directs the response and positions riflemen near the gate and important routes. If he was previously incapacitated, replace him with another surviving Hand. Exohumans
J.W.'s Armed Hands Security · pursuit · gate control · recovery of evidence Armed Exohuman fugitives carrying Windstrike Rifles, hunting knives and salvaged weapons. They move in small groups, use cover and attempt to cut off escape routes. They may capture isolated PCs when possible, but lethal force becomes increasingly likely during the Full Alarm. Exohumans
Pale Workers / Blues Survival · freedom from coercion · protection of their own The Blues are coerced workers rather than guards. They do not pursue or capture the PCs. Their attitude follows the recorded Blues Disposition, while any resistance against the Hands grows from their own oppression. The Blues

5 | Triggers, Clues & Consequences

Entry Conditions & Carried State

Begin at the exact location and moment at which the PCs lost, abandoned or killed J.W. Do not return them to the Main House or reset an obstacle that was already in progress.

  • Starting Position: Preserve the PCs' current location and any immediate threat, blocked route or disabled vehicle.
  • Target Outcome: Record whether J.W. is Alive Inside the Compound, Escaped from the PCs, Dead, or Unknown.
  • Escalation State: Retain Undetected, Active Search or Full Alarm.
  • Pressure Countdown: If the Full Alarm has not sounded, retain the remaining countdown from Scene 6a or 6c.
  • Wagon State: Retain Departed, Departure Interrupted, Captured Outside, Returned Under PC Control, or any later outcome such as Disabled.
  • Blues Disposition: Retain Uncertain, Sympathetic or Alienated. If none was established, use Uncertain.
  • Blues Resistance: Record whether the workers remain controlled or whether Open Defiance has already begun.
  • Carried Resources: Preserve injuries, ammunition, missing equipment and every piece of evidence the PCs still possess.

The Pressure Countdown: Reduce the countdown by 1 whenever the PCs spend significant time searching, treating injuries, debating their route or recovering from a failed action. At 0, read the staged Full Alarm description. A gunshot, shout or discovery may begin an Active Search, but does not activate the pneumatic alarm by itself.

The One-Setback Rule: The first failed escape probe creates a complication rather than immediate capture. The Hands gain position, a route becomes blocked, the wagon stalls or a PC becomes separated. The group must address that setback before continuing. A second failure while the setback remains unresolved forces a desperate final action, surrender or capture.


Phase I — Break for the Perimeter

Without J.W. to transport, the PCs can move more quickly. Resolve the journey from their current position to their chosen escape route with one coordinated group action rather than testing every few meters.

Trigger / Cue Immediate Reaction Clue / Consequence / Mechanic
MOVEMENT BY ESCALATION STATE
The PCs move while the compound remains Undetected Routine work and patrols continue, while drifting mist conceals the paths between structures. Mechanic: A group DEX (Stealth), WIS (Survival) or appropriate CHA (Deception) probe (DC 13). Success reaches the chosen perimeter route unseen. Failure begins an Active Search and creates a setback.
The PCs move during an Active Search Armed Hands challenge movement, inspect hiding places and secure the principal paths. Mechanic: A group DEX (Stealth), WIS (Survival), CHA (Deception) or coordinated distraction probe (DC 14). Success reaches the selected escape route. Failure brings 2–4 Hands into the path and creates a setback.
The PCs move during the Full Alarm The Hands abandon ordinary patrols and converge upon the gate, wall-walk and known intruder positions. Mechanic: Stealth alone cannot complete the escape. Ask how the group uses cover, speed, suppression or diversion. Resolve one coordinated probe against DC 15. Success reaches the perimeter. Failure places the Hands in an effective firing position and creates a setback.
COMPLICATIONS & RESOURCES
Armed Hands block the chosen route The Hands spread between cover rather than charging directly into the PCs. Consequence: The PCs may return fire, create a diversion, change routes or overcome the group in combat. A successful reaction resolves the current setback and allows the escape to continue.
The PCs use workshops, machinery or timber stacks as cover The indirect path provides concealment but requires additional time. Consequence: Grant Advantage on the movement probe, but reduce the Pressure Countdown by 1 if the Full Alarm has not yet sounded.
The PCs abandon heavy equipment or evidence to move faster Packs, weapons or collected objects disappear into the mud and mist behind them. Consequence: The DM may grant Advantage or resolve a relevant physical setback automatically. Record exactly what was abandoned; it cannot be recovered after the PCs clear the compound.
The group becomes separated Mist and gunfire divide the PCs into smaller groups moving toward different sections of the perimeter. Consequence: Resolve each separated group using the same escape route rules. Do not automatically reunite them outside. Their individual outcomes may lead to different following scenes.

Phase II — Escape Routes

The PCs may use the gate, scale the palisade, exploit an available freight wagon or create another credible route. Consult only the rows relevant to their plan.

Trigger / Cue Immediate Reaction Clue / Consequence / Mechanic
THE MAIN GATE
The PCs reach an undefended gate Three heavy iron latches secure the gate from the compound side. There is no conventional lock to pick. Mechanic: One PC can release the latches and push the gate open without a probe. Doing so requires one meaningful action.
The Hands defend the gate Riflemen use the wall, gateposts and nearby timber stacks as cover while another Hand protects the latches. Mechanic: The PCs must suppress, deceive, outflank or overcome the defenders. Resolve the coordinated plan against DC 15. Success creates enough time to release the latches. Failure creates or preserves a setback.
A gate latch is jammed Wet grit and corrosion hold the iron mechanism inside its housing. Mechanic: A STR (Athletics) or INT (Engineering/Tinkering) probe (DC 14) releases it. Suitable tools or assistance grants Advantage.
THE PALISADE
The PCs attempt to climb the palisade The three-meter timber wall is slick with moisture, and coils of wire protect its upper edge. Mechanic: A STR (Athletics), DEX (Acrobatics) or suitable technical probe (DC 14). Rope, climbing equipment or a credible team plan grants Advantage. Success clears the wall. Failure creates a setback and may inflict Light Damage.
The wall-walk guard notices the climb An armed Hand moves along the walkway and attempts to gain a firing angle. Consequence: Another PC may suppress, distract or intercept the guard. Success allows the climbers to continue. Failure preserves the setback and forces the climbers to change their approach or attempt a desperate final action.
THE FREIGHT WAGON
The Wagon State is Departure Interrupted or Returned Under PC Control The freight wagon and its two Manual Labor Bots remain inside the compound. Its exact position is determined by the preceding scene. Consequence: The PCs may attempt to reach and use it. If the wagon was returned under their control, no further probe is required to understand the basic controls.
The PCs attempt to start unfamiliar Labor Bots Heavy control levers and faded symbols cover the driver's panel. Mechanic: An INT (Engineering/Tinkering) probe (DC 13) activates the Bots. Failure creates a setback while the Hands close on the vehicle.
The PCs drive toward the gate The Bots pull the armored wagon through the mud while riflemen target the exposed driver and controls. Mechanic: An INT (Engineering/Tinkering), DEX-based vehicle or appropriate alternative probe (DC 14). Success reaches the gate. Failure creates a setback as the wagon strikes a rut, stalls or gives the Hands time to block the track.
The Hands raise a logging chain A heavy chain tightens across the track between two reinforced timber posts. Mechanic: Use this obstacle if the Full Alarm was already active or the wagon suffered a setback. A WIS (Perception) probe (DC 13) spots it before impact. Clearing or bypassing it requires a suitable attack, INT (Engineering/Tinkering) or group STR (Athletics) probe (DC 14). Failure preserves the setback and allows the Hands to close in.
The wagon is disabled The Bots stop or the vehicle loses momentum while the Hands approach. Consequence: The PCs may attempt an INT (Engineering/Tinkering) repair probe (DC 15) or abandon the vehicle and continue toward the gate or palisade on foot.
The Wagon State is Captured Outside The wagon remains beyond the palisade, provided the Hands have not recovered it. Consequence: The PCs must first clear the compound on foot. They may then use the waiting wagon as their escape transport.
The Wagon State is Departed The wagon has continued into the forest and is no longer near the compound. Consequence: It cannot be used in this scene. The PCs must choose another route.
PLAYER-CREATED ROUTES
The PCs propose another credible escape plan The compound contains tools, ropes, timber, workshops and salvaged machinery that may be exploited. Consequence: Adapt the closest mechanic above. Reward a practical plan with Advantage or a reduced DC rather than forcing the group toward the gate or wagon.

Phase III — The Hands and the Blues

The Hands provide the armed opposition. The Blues are coerced workers whose response depends on their disposition and the current level of resistance.

Situation Reaction Effect on the Escape
The Armed Hands control the perimeter Small groups defend the gate and patrol the wall-walk while others pursue the PCs through the mist. Use only the Hands needed to pressure the chosen route. Do not place every surviving Hand into a single combat encounter.
Blues Resistance is already Open Defiance Workers engage the Hands near the huts, workshops or gate with tools and improvised weapons. The Hands must divide their attention. Once during the escape, grant the PCs Advantage on a movement, gate, wall or wagon action.
The Blues are Sympathetic but resistance has not begun A worker may conceal movement, point toward an unguarded route or misdirect one Hand. Once during the scene, the PCs may gain Advantage on an appropriate escape probe. The worker does not escort them or fight openly without a further trigger.
The Blues are Uncertain The workers withdraw from the paths and avoid becoming involved. They neither help the PCs nor automatically report them. They may still resist the Hands if confronted with visible brutality.
The Blues are Alienated The workers avoid the PCs and protect themselves. They provide no direct assistance. Any later resistance remains directed toward the Hands rather than performed for the PCs' benefit.
A Hand publicly brutalizes or shoots a defiant worker The violence may push the surrounding Blues into open resistance. The DM may set Blues Resistance to Open Defiance. This resistance originates from the workers' own oppression and is not guaranteed merely because the PCs need assistance.
The PCs threaten or attack the Blues Workers scatter, defend themselves or call attention to the danger. Set Blues Disposition to Alienated. The PCs receive no direct assistance during the escape.

Scene Outcome & Transition

Outcome Immediate Consequence Transition
The PCs clear the compound without J.W. They reach the rainforest with whatever evidence, equipment and injuries remain. Their ultimate success or failure has not yet been judged. Proceed to Scene 8a — Return to New Kourou.
Some PCs escape while others are captured The group is separated. Escaped characters continue into the forest, while captured characters are disarmed and confined. Escaped PCs proceed to Scene 8a. Captured PCs proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.
The entire group is captured or surrenders The Hands disarm and restrain them. The existing Active Search or Full Alarm remains in effect. Proceed to Scene 6b.
The PCs unexpectedly regain control of a living J.W. The objective changes from survival alone to extracting the captive. Proceed immediately to Scene 6c — Escape With the Hunter, preserving the current position, escalation and any setback.
The PCs abandon the escape before the Full Alarm and resume the mission The compound remains aware of whatever disturbances have already occurred. Return to Scene 6a — In the Realm of the Hunter with the current Active Search, Wagon State and Blues Disposition. Once the Full Alarm is active, this return should no longer be offered as an ordinary option.

Before leaving the scene, record:

  • Target Outcome: Alive Inside the Compound · Escaped · Dead · Unknown
  • Escape Method: Freight Wagon · On Foot · Other
  • Escalation at Exit: Undetected · Active Search · Full Alarm
  • Blues Disposition: Uncertain · Sympathetic · Alienated
  • Blues Resistance: None · Open Defiance
  • Wagon Outcome: Escaped With PCs · Available Outside · Left Behind/Disabled · Departed
  • Carried Resources: Evidence · equipment · ammunition · injuries · separated or captured PCs

6 | DM Notes

  • Keep the Scene Short: The PCs no longer need to transport J.W. Resolve their movement to the perimeter, their chosen escape route and any final opposition. Do not turn every few meters into a separate probe.
  • Empty-Handed Does Not Mean No Evidence: The PCs may still possess notebooks, correspondence, pelts, weapons or other discoveries. Preserve everything they successfully carried out.
  • Do Not Judge the Mission Here: Reaching the forest does not automatically end the campaign or determine payment. The consequences belong to the return and case-resolution scenes.
  • Preserve the Starting Position: If the PCs entered from Scene 6c during a gate confrontation, wagon crash or firefight, continue from that exact moment. Do not restart the escape elsewhere.
  • Hands Guard; Blues Work: Armed Hands pursue, shoot, capture and defend the perimeter. The Blues are coerced workers and must never become a hostile security swarm.
  • Active Search Is Not Full Alarm: Gunfire, discovery and shouted warnings begin an Active Search. Only the Pressure Countdown reaching zero activates the pneumatic howl.
  • The Gate Opens From Inside: The PCs do not need to pick an external lock. If they reach the gate uncontested, they can release its three internal latches.
  • Respect the Wagon State: The freight wagon appears only when preceding events left it available. Do not restore it merely to provide an easier escape.
  • Use the One-Setback Rule: The first failure changes the situation. Give the PCs an opportunity to respond with a new idea before capture becomes unavoidable.
  • Resistance Belongs to the Blues: Any uprising grows from the workers' oppression. Their disposition determines whether they also assist the PCs.
  • End at the Perimeter: Once the surviving PCs enter the forest, stop this scene. Scene 8a handles the journey away from the compound.

DM Tutorial: How to approach the scene

hauh_escape_empty_handed.txt · Last modified: 2026/09/04 03:59 by admin

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