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

SCENE 5 — FOLLOW THE ERRAND RUNNER

1 | Scene Overview

  • Location: From Morningstar to the lower slopes of the Atrana Mountains, Habitual Belt side, near the upper reaches of the Arla River
  • Distance: Approximately 10 km by the shifting forest route
  • Type: Pursuit · Environmental Hazard · Escalating Tension · Transition
  • Era: Beta Age
  • Tone: Fading civilization · tightening wilderness · unseen danger · hunter’s ground

Entry Condition: Use this scene if the PCs follow Mustafa “Mu” Metzger or attempt to find J.W.’s compound by following the temporary route markers. If Sagan guides them along the Roman Way, use Scene 4a+2 — The Roman Way instead.

Atmosphere & Sensory Cues: Persistent mist · humid tropical air · soft rainfall · mud sucking at boots and wheels · chainsaw noise fading into forest silence · bioluminescent vines faintly glowing beneath the canopy · distant animal calls · the sense of being watched

2 | Read-Aloud Descriptions

Initial Read-Aloud — Scene Opening

Beyond Morningstar’s Main Gate, the world does not end all at once—it thins.

At first, the road is still paved beneath you, dark stone slick with moisture, cutting straight north between walls of forest. Barkroot trees crowd close on either side, their thick roots pushing through the soil like knotted fingers, but the settlement has not quite let go yet.

Behind you, the Fogwood Sawmill is still audible. Chainsaws whine and bite, metal teeth screaming against timber. The sound is distant, muted by mist, but steady.

Then, step by step, it fades.

The paving breaks apart into packed earth and mud. The forest closes ranks. Humid air clings to skin and fabric, warm and heavy, carrying the smell of wet leaves, resin and slow-moving water. Mist drifts between trunks and low branches, softening distance and swallowing detail.

This is not a new frontier.

This is what lies beyond it.

Staged Read-Alouds — Progressive Descriptions

Trigger / Timing Read-Aloud / Narrative Insert
The PCs notice the hidden route markers At first, the signs appear unrelated. A vine tied around a low branch. Three stones stacked beside an exposed root. A shallow cut in the bark of a Barkroot tree. Farther ahead, the Errand Runner slows only briefly before changing direction. The markers do not form a visible path. Each one merely points toward the next.
The PCs notice Blue trappers beside the route Two pale figures crouch beside a trap line half-concealed beneath wet foliage. Their clothing consists of patched work gear rather than the reinforced harnesses worn by J.W.’s Hands. Large pupils turn toward you, widening in the filtered light. Neither figure reaches for a weapon. One slowly rises while the other looks toward the route ahead, as though deciding whether to retreat or warn someone.
The PCs reach the edge of J.W.’s property The forest changes without warning. Ahead, half-swallowed by mist 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. The vessel hangs like an improvised bell over the entrance. 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 are no longer following someone. 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.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Pursuit and Escalation Track the Errand Runner · interpret the hidden markers · manage transport · avoid traps · decide how far to commit Establishes the controlled approach to J.W.’s territory and determines whether the PCs reach the compound unnoticed, under an Active Search or as prisoners.
First Blues Encounter — conditional Observe · communicate · avoid · threaten or assist Establishes the initial Blues Disposition without treating every Blue as one of J.W.’s armed enforcers.
Transition Reach the compound freely or in captivity Leads to Scene 6a or Scene 6b and carries forward the Approach State and Blues Disposition.

4 | Key (N)PCs and Environmental Actors

Name / Role Motivation / Function Dynamic Cues — How They React in Play Wiki Link
Mustafa “Mu” Metzger Errand Runner · Hunter’s Hand Maintains a steady pace. His yellow raincoat remains visible at a distance. If he notices pursuit, he does not flee—he reports the intruders and leads them toward prepared ground. Mustafa Metzger
Blue Trappers and Workers — conditional Maintain trap lines · collect game · survive within J.W.’s system Pale, cautious and accustomed to avoiding direct confrontation. They carry tools and trapping equipment rather than functioning as a patrol. Their response to the PCs depends upon the Blues Disposition. The Blues
J.W.’s Hands — conditional Armed interception · intimidation · capture Equipped with reinforced harnesses, firearms, melee weapons and restraints. They operate as J.W.’s disciplined security force. Some may be Blues, but their role and loyalty must not be used to define the wider Blue population. —
Manla Grazing · flight response Herds scatter noisily when startled, crashing through undergrowth and mud. Their panic may conceal movement or announce the PCs’ presence farther ahead. Manla
Moar Apex predator · dominance Investigates prolonged noise, injury, blood or immobilized prey. It does not rush. If a Moar is close, the forest becomes unnaturally quiet first. Moar

5 | Triggers, Clues and Consequences

Scene States — Record Before Continuing

State Possible Results Application
Approach State Quiet · Alerted Determines whether Scene 6a begins Undetected or under an Active Search. Scene 5 can never begin the Full Alarm, which requires the compound’s pneumatic alarm system.
Blues Disposition Uncertain · Sympathetic · Alienated If no earlier event established the disposition, begin at Uncertain. Change it only through meaningful interaction with the Blue trappers and carry it into Scenes 6a or 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 so they can be recovered or referenced during the return journey.

Phase I — The Hunt Path

Trigger / Cue Immediate Reaction Clue / Consequence
— FOLLOWING MU —
The PCs follow on foot Distance slowly increases. Mu’s yellow coat flickers in and out of the mist. Mechanic: Repeated WIS (Survival) or WIS (Perception) probes (DC 13). Failure risks losing sight of him but does not automatically lose the hidden route if the PCs have already identified its markers.
The PCs follow on mounts The PCs can match Mu’s pace, but vegetation and soft ground make concealment difficult. Mechanic: Repeated DEX (Animal Handling) or WIS (Survival) probes (DC 12). Failure alerts Mu and changes the Approach State to Alerted.
The PCs take the Hoo-drawn Mortician’s Cart deep into the forest The heavy cart struggles through mud, exposed roots and narrow passages. Its wheels and harness make concealment increasingly difficult. Consequence: Mu notices the pursuit and reports it through his Shortwave Device. Set the Approach State to Alerted and continue toward Phase IIb.
The PCs hide or leave the Mortician’s Cart before the terrain becomes impassable The cart can be concealed beneath vegetation or behind suitable terrain while the PCs continue on foot. Record its location. A WIS (Survival) or INT (Investigation) probe (DC 12) conceals its tracks. On failure, the cart may later be discovered by Hands or other travellers.
Mu becomes aware of pursuit His behaviour does not visibly change. He neither flees nor accelerates. He reports the pursuit, chooses prepared terrain and permits the PCs to continue. Set the Approach State to Alerted and continue toward Phase IIb.
— THE HIDDEN ROUTE —
The PCs watch how Mu chooses his route Mu briefly checks branches, roots, tree trunks or disturbed patches of ground before changing direction. A WIS (Perception), WIS (Survival), INT (Investigation) or relevant tracking probe (DC 13) reveals the marker sequence. On success, read “The PCs notice the hidden route markers.”
The PCs examine a discovered marker The sign is simple and easily overlooked: a knotted vine, stacked stones, cut bark, bent branch, strip of fabric or concealed metal tag. Each marker indicates only the direction of the next sign. The route can be changed without constructing a permanent path.
The PCs identify several markers in succession The sequence becomes easier to recognize. Future probes to follow the route gain Advantage or reduce their DC by 2. If the PCs lose sight of Mu, they may continue by following the markers.
The PCs lose sight of Mu after discovering the markers The yellow raincoat disappears, but the last confirmed marker still indicates a direction. A WIS (Survival), INT (Investigation) or group tracking probe (DC 13) locates the next marker. Failure sends the group toward Phase IIa or another dangerous detour.
The PCs lose sight of Mu without discovering the markers The forest offers no obvious road or continuous trail. Recovering the pursuit requires a WIS (Survival) probe (DC 14). Failure increases the likelihood of entering Phase IIa.
The PCs remove, damage or rearrange a marker The hidden route becomes harder to retrace. Mu or the Hands may later recognize the interference. Future route-finding probes suffer Disadvantage unless the PCs record or restore the marker. Discovery of the tampering changes the Approach State to Alerted.
— THE BLUE TRAPPERS —
The PCs notice Blue trappers near the route The workers freeze, watch the PCs and prepare to withdraw rather than attack. Read “The PCs notice Blue trappers beside the route.” The PCs may avoid them or attempt an interaction.
The PCs avoid the Blue trappers The Blues allow distance to grow and disappear into the vegetation. The Blues Disposition remains Uncertain. The encounter does not change the Approach State.
The PCs approach calmly or offer assistance The Blues remain cautious but listen. They continually glance toward the route and the direction of the compound. A CHA (Persuasion) or suitable empathetic probe (DC 12) shifts the Blues Disposition to Sympathetic. Failure leaves it Uncertain without triggering an alarm.
The PCs ask about Mu, the Hands or the compound The Blues avoid naming J.W. directly. If Sympathetic, they indicate that armed Hands are waiting farther ahead or warn the PCs away from the route. A WIS (Insight) probe (DC 12) confirms that these Blues fear J.W.’s security more than they fear the PCs.
The PCs threaten, restrain or attack the Blue trappers The Blues attempt to flee, defend themselves only long enough to escape and alert the Hands if possible. Set the Blues Disposition to Alienated. If one escapes or transmits a warning, set the Approach State to Alerted and continue toward Phase IIb.
— ENVIRONMENTAL PRESSURE —
The PCs linger, stop for a prolonged period or tend serious injuries Ambient animal sounds fade until the forest becomes unnaturally silent. A Moar is moving closer. Continue toward Phase IIa or stage an encounter appropriate to the group’s condition.

Phase IIa — The Capture Trap

Trigger / Cue Immediate Reaction Clue / Consequence
The PCs step into a concealed capture trap A hidden pit-and-net mechanism collapses beneath the leading PCs. A weighted net snaps shut around them. Mechanic: Affected PCs suffer 1d6 piercing damage from barbed hooks and become Immobilized.
The PCs attempt to free themselves The trap tightens and the barbs catch against clothing and flesh. Coordinated STR or DEX probes (DC 15). Each failed attempt causes 1d4 damage and creates additional noise.
The PCs remain trapped After approximately two hours, two Blue trappers arrive expecting captured game. They stop when they recognize the prisoners as people. Their response depends upon the current Blues Disposition.
The Blues Disposition is Sympathetic The trappers silently loosen or cut part of the mechanism and indicate a direction away from the route. The PCs gain Advantage on their next attempt to escape the trap. The Blues do not automatically accompany them or openly confront the Hands.
The Blues Disposition is Uncertain The trappers remain beyond reach and signal for someone else to deal with the prisoners. The PCs have 1d4 rounds to escape before armed Hands arrive. They may still attempt a calm appeal using CHA (Persuasion) DC 13 to shift the disposition to Sympathetic.
The Blues Disposition is Alienated The trappers immediately signal the Hands and interfere with escape attempts from a safe distance. The PCs suffer Disadvantage on their next escape attempt. Armed Hands arrive after 1d4 rounds.
The PCs free themselves while making substantial noise The struggle echoes through the undergrowth and something large begins moving toward it. A Moar is drawn to the disturbance and attacks whichever visible creature appears weakest or most injured.
The PCs fight the Moar The noise of the confrontation carries through the forest. Set the Approach State to Alerted. After 1d4 rounds, armed Hands arrive to investigate and attempt to capture any surviving PCs.
The PCs are captured by the Hands The Hands use stun weapons or overwhelming force, remove the PCs’ weapons and secure their restraints. Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter. Preserve the Blues Disposition.
The PCs defeat or evade the Hands Tracks, equipment and the temporary markers reveal the direction from which the Hands approached. The PCs may continue toward the compound. Proceed to Scene 6a with the compound already under an Active Search.

Phase IIb — Interception by the Hands

Trigger / Cue Immediate Reaction Clue / Consequence
The Hands intercept the PCs Five armed Hands emerge at a favourable choke point in the mist. Mu remains nearby. Weapons are drawn and the PCs are ordered to surrender and disarm. The Approach State is Alerted.
The PCs surrender The Hands bind and search them, confiscate visible weapons and take control of their remaining equipment. The PCs are marched toward J.W.’s property. Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.
The PCs fight Mu and the Hands use their prepared positions, superior numbers and knowledge of the terrain. Firearms, stun weapons and melee weapons are used without hesitation. Defeated PCs are restrained and taken to Scene 6b under visibly worse conditions.
The PCs evade the interception The Hands pursue briefly but avoid scattering too far from the controlled route. The PCs may continue by tracking the markers or the retreating Hands. Proceed to Scene 6a under an Active Search.
The PCs defeat the Hands Any surviving Hand refuses to reveal J.W.’s location willingly, but their tracks and equipment expose the route ahead. A successful interrogation, tracking or investigation probe (DC 13) locates the next marker. Proceed to Scene 6a under an Active Search unless the PCs prevented every warning from reaching the compound.

Phase III — Reaching the Compound

Trigger / Cue Immediate Reaction Clue / Consequence
The PCs reach the palisade with Approach State Quiet No confirmed warning has reached the compound. Ordinary work and patrol activity continue beyond the wall. Read “The PCs reach the edge of J.W.’s property.” Begin Scene 6a with the compound Undetected.
The PCs reach the palisade with Approach State Alerted Movement is visible beyond the wall and the Hands are already checking routes and likely approaches. Read “The PCs reach the edge of J.W.’s property.” Begin Scene 6a under an Active Search. Do not begin the Full Alarm.
The PCs reach the compound as prisoners The Hands take them through the gate under restraint and remove them from view of the surrounding forest. Proceed directly to Scene 6b. After the PCs escape the holding room, Scene 6a begins under an Active Search.

6 | DM Notes

  • This Scene Is About Pressure, Not Speed: Let the forest create tension through mud, mist, humidity, fading sounds and uncertain movement.
  • Mu Is Bait: He never runs in panic. If he notices pursuit, he reports the PCs and continues toward terrain chosen for an interception.
  • Use the Approach State: You only need to record Quiet or Alerted. Quiet begins Scene 6a Undetected. Alerted begins it under an Active Search. Scene 5 never activates the compound’s Full Alarm.
  • The Roman Way Is Discovered but Not Named: The PCs may understand the temporary marker system here, but its name and old-Earth explanation belong to Sagan in Scene 4a+2 — The Roman Way.
  • Do Not Merge the Blues and the Hands: The Blue trappers are workers maintaining trap lines. The Hands are armed enforcers. Individual Hands may be Blues, but they do not represent the whole population.
  • Keep the Blues Encounter Lean: One short encounter is sufficient. Its main purpose is to establish or adjust the Blues Disposition before the PCs reach the compound.
  • Preserve the Blues Disposition: Carry Sympathetic, Uncertain or Alienated into Scene 6a or Scene 6b. It describes how the workers regard the PCs, not whether they support J.W.
  • Traps Are Infrastructure: Falling into a trap is a consequence of entering a controlled hunting area, not punishment imposed by the DM.
  • The Moar Is an Environmental Threat: It is attracted by noise, blood and immobilized prey. It does not serve J.W. and does not distinguish between factions.
  • Only the Hands Capture the PCs: Ordinary Blues may report, hesitate or help, but they do not automatically become an armed capture squad.
  • Record Abandoned Transport: If the PCs leave the Mortician’s Cart or mounts behind, preserve their location for Scene 8a.
  • The Wall Is the Threshold: The palisade, closed gate, warning sign, Moar skull and suspended pressure vessel announce that the PCs have reached controlled territory. Gate interaction belongs to Scene 6a.

DM Tutorial: How to Approach the Scene

hauh_follow_the_errand_runner.1788758746.txt.gz · Last modified: 2026/09/07 05:25 by admin

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