hauh_in_the_realm_of_the_hunter

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

SCENE 6a — IN THE REALM OF THE HUNTER

1 | Scene Overview

  • Location: Outside and inside the fenced property of J.W., lower slopes of the Atrana Mountains
  • Type: Infiltration · Stealth · Investigation · Confrontation
  • Era: Beta Age
  • Tone: High tension · predator vs. predator · quiet infiltration

Atmosphere & Sensory Cues: Warm, humid air beneath drifting mist · mud churned by boots and wagon wheels · the smell of woodsmoke, tanning chemicals, wet fur and old ash · salvaged machinery ticking and hissing inside massive timber walls · frightened voices that fall silent whenever one of J.W.'s armed Hands approaches.


2 | Read-Aloud Descriptions

Initial Read-Aloud (Scene Opening)

The rainforest thins before a three-meter palisade of massive squared logs. Scavenged metal plates reinforce the rain-darkened timber, while coils of wire run along its upper edge. Mist gathers at the foot of the wall and drifts across the muddy clearing separating it from the surrounding forest.

The compound has only one visible entrance: a broad timber gate strengthened with heavy iron bands. There is no lock or handle on the outside. A narrow viewing slot has been cut into the wall beside it.

Above the gate hangs a rust-stained steel vessel suspended from a heavy wooden frame. A thick rope passes through a guide ring beneath it and hangs within reach outside the palisade. It resembles a crude bell—large enough for its sound to carry across the entire property.

A narrow walkway follows the inside of the wall. After several breaths, an armed guard emerges through the mist above the gate. A Windstrike Rifle rests across his chest. He stops, studies the forest and the open ground below, then continues along the wall-walk until the fog conceals him again.

Beyond the palisade, only fragments of the property reveal themselves: the upper edge of a steep timber roof, a broad chimney exhaling grey smoke and the occasional hiss of unseen machinery. Warm, humid air carries the smells of woodsmoke, wet fur, tanning chemicals and old ash over the wall.

The palisade, the guarded gate and the signal bell block the way into J.W.'s realm. How you enter is up to you.


Staged Read-Alouds — Progressive Descriptions

Trigger / Timing Read-Aloud / Narrative Insert
After the first Perimeter Round At first, the sound resembles distant thunder. Then it repeats in a measured mechanical rhythm. Hydraulic pistons hiss beyond the palisade. Chains strain, heavy wheels grind through mud and enormous metal feet strike the ground inside the compound. Whatever is making the noise is approaching the gate from the other side.
The gate opens for the departing freight wagon Heavy iron latches move within the gate. One after another, they release with dull metallic blows. The broad timber entrance opens, revealing two massive Manual Labor Bots standing inside the compound. Their refurbished bodies are patched with mismatched armor plates and exposed hydraulic lines. Heavy chains connect their harnesses to an armored freight wagon covered by rain-darkened canvas. An armed Hand sits on the driver's bench. The Bots lean forward and draw the wagon through the opening. Beneath the canvas lie tightly bound bundles of animal pelts, their wet scent spreading across the clearing as the wagon passes into the forest. Behind it, the gate begins to close.
The PCs gain their first clear view inside the compound Beyond the palisade, the property reveals itself in fragments through the drifting mist. Timber stacks and outbuildings stand beside narrow tracks churned by boots and wagon wheels. Twelve windowless huts line the southern wall. Farther inside, neatly ordered machinery fills a salvage yard. Above everything rises the main house—a massive three-story log structure with no windows, only narrow viewing slots glowing faintly with warm light. A broad chimney exhales grey smoke into the fog.
The PCs enter the pelt workshop Warm, humid air rolls through the doorway, carrying the overpowering smell of tanning chemicals, fresh blood and wet animal fur. Rows of workbenches fill the building beneath a smoke-darkened ceiling. Half-finished coats hang from iron hooks, while scraping blades, awls, heavy needles and coils of thread cover the scarred tables. Along the rear wall, processed pelts have been tied into carefully sorted bundles. One stack shimmers faintly beneath the light entering through the ventilation slits. The iridescent fur is unmistakable. Veyra.
The PCs observe J.W. in his Second-Floor Room Through the partly open door, a fireplace burns against the far wall. A simple mattress lies on the floor near the hearth. Thick salvaged pipes cross beneath the ceiling before descending behind a massive wooden desk. Maps, ledgers, Hale & Hook notebooks and bundles of handwritten correspondence cover its surface. Beside the desk, a brass housing has been bolted to one of the pipes. Behind its scratched glass face, a pointer rests only a few divisions from zero. J.W. sits behind the desk, his repaired leather mask illuminated by the restless firelight. The crackling fire and measured ticking of the mechanism are the only sounds inside the room.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Reconnaissance, Infiltration & Confrontation Study the perimeter · exploit the guard’s patrol · breach the compound unseen · gather proof · locate and extract J.W. Rewards the PCs for reaching the property without already becoming prisoners, whether through The Roman Way, the Errand Runner lead, following one of J.W.’s Hands, or independent tracking. Establishes the compound’s visible security and lets the PCs choose their own entry method rather than prescribing the novel’s infiltration plan.

—-

4 | Key (N)PCs

Name / Role Motivation / Function Dynamic Cues — How They React in Play Wiki Link
J.W. — “The Hunter” Protect his operation · maintain control · avoid capture Calm, observant and unnervingly composed. His initial reaction follows his Awareness State: Unaware, Suspicious or Alert. Even when surrounded, he speaks as though he is studying the PCs rather than fearing them. He may answer limited questions, but does not willingly expose the full extent of his network. He relies on his armed Hands and the compound's systems—not on the loyalty of the Blues. Jareth Wyrick
Marek — Hand inside the Main House Household access · basement encounter · warning J.W. A tall fugitive with long dreadlocks and a hunting knife at his belt. He enters the basement carrying a resin torch to collect a tin marked “Life.” If surprised, he attempts to fight his way back to the staircase and warn J.W. If silently subdued, his absence gradually makes J.W. suspicious. Beneath Marek's left eye is an uncrossed Free State Mark of Shame for violence. Exohumans
Black-Coated Hand — Field Leader Freight-wagon operation · supervision · directing searches A hard-faced, unnamed Hand in a long black coat. Use him as the recurring face of the compound's armed security: he may drive or accompany the freight wagon, force the Blues back to their huts, report developments to J.W. and lead search parties once intruders are discovered. Beneath his left eye is an uncrossed Free State Mark of Shame for sabotage. Exohumans
Perimeter Guard — Armed Hand Sentry duty · gate control · responding to the signal bell One visible Hand patrols the wall-walk with a Windstrike Rifle. His route is slow and predictable. He stops above the gate to scan the forest, responds when the steel vessel sounds and helps coordinate the wagon's departure. If silently incapacitated, his absence is not noticed immediately, but eventually causes the driver or another Hand to investigate. Exohumans
J.W.'s Armed Hands Security · coercion · containment · pursuit A comparatively small group of armed Exohuman fugitives carrying Windstrike Rifles, hunting knives and other salvaged weapons. They patrol tactically, report confirmed intruders and attempt to block important routes rather than simply charging into combat. They maintain J.W.'s authority over the Blues through intimidation and violence. Exohumans
Pale Workers / Blues Trapping · pelt processing · timber work · coerced labor Approximately thirty pale workers live in the huts and perform most of the compound's labor. They fear and resent J.W.'s Hands but are not guards and do not automatically expose intruders. Their reaction to the PCs follows the recorded Blues Disposition. Any later resistance grows primarily from their own oppression; sympathy toward the PCs determines whether they also regard the group as possible allies. The Blues

5 | Triggers, Clues & Consequences

Phase I — Breaching the Perimeter

Perimeter Rounds: Outside combat, one Perimeter Round represents one meaningful group action at the wall: observing a patrol, inspecting the gate, attempting a climb, using the signal bell or spending a short period discussing and preparing a plan. Advance the Perimeter Time Track after resolving each such action. Brief questions and clarifications do not consume a round.

The Freight Wagon: The wagon approaches independently of the PCs. Its arrival does not automatically expose them or end the infiltration. Instead, it temporarily changes the guard's attention and creates new ways to enter the compound.

Noise and Discovery: A gunshot, explosion, shouted warning or visibly failed infiltration attempt begins an active search. It does not automatically activate the pneumatic alarm inside the main house; that alarm is governed by the pressure system described in Phases III and IV.

Perimeter Time Freight-Wagon Event Effect on the Scene
Opening — Round 0 The freight wagon is not yet visible or audible. Resolve the Initial Read-Aloud. The PCs may observe the guard, inspect the gate, approach the signal bell or attempt to scale the wall.
After Perimeter Round 1 The PCs hear hydraulic machinery and heavy wheels approaching the gate from inside the compound. Read the staged description “After the first Perimeter Round.” No probe is required to hear the machinery.
After Perimeter Round 2 The wagon stops behind the gate. Chains strain and the internal latches begin to move. The wall guard returns to the gate and carefully scans the exterior. The PCs know that the entrance is about to open.
After Perimeter Round 3 The gate opens and the freight wagon begins leaving the compound. Read “The gate opens for the departing freight wagon.” The wagon temporarily blocks several lines of sight and creates new entry opportunities.
After Perimeter Round 4 The wagon continues toward the forest while the gate closes behind it. PCs aboard the wagon are carried away from the compound. PCs who did not exploit the opening must return to another entry plan.
Trigger / Cue Immediate Reaction Clue / Consequence
PERIMETER RECONNAISSANCE — WALL, GATE & GUARD
PCs take a moment to observe or listen at the wall The mist shifts along the top of the palisade, revealing movement. Mechanic: A WIS (Perception) probe (DC 12). Success: The PCs hear the slow, rhythmic crunch of heavy boots on a wooden walkway and spot the silhouette of a guard pacing the perimeter with a Windstrike Rifle.
PCs observe one complete patrol cycle The guard reaches the far corner of the palisade, pauses and turns. His pace never changes. For a brief interval, the section of wall above the gate lies completely unattended. Consequence: The PCs identify a short opening in the patrol. Attempts to cross the clearing or scale this section during that interval gain Advantage or reduce the relevant DC by 2.
PCs inspect or attempt to open the gate from outside No lock, handle, or opening mechanism is visible. A narrow viewing slot is cut into the heavy timber beside it. Mechanic: An INT (Investigation), DEX (Thieves’ Tools), or relevant technical probe (DC 15). Success: The PCs determine that the gate is secured by several heavy iron latches on the inside. It cannot be picked like a conventional lock. Opening it quietly requires someone inside the compound, specialized equipment, or a successful deception that convinces the guard to release the latches. Failure: Manipulating the gate creates a dull metallic noise and draws the guard toward the viewing slot.
PCs inspect the steel vessel and hanging rope The vessel is a mechanical signal bell used by visitors and deliveries requesting entry from outside the compound. Pulling the rope produces a deep metallic BOOOONG that carries across the property. The guard immediately returns to the gate, checks the viewing slot and demands the visitor's identity and purpose. This may create a deception route or distraction, but it also confirms that someone is waiting outside.
DIRECT ENTRY — WALL, GATE & GUARD
PCs attempt to scale the timber wall The wall is slick with moisture. The guard's pacing is rhythmic, offering a brief window. Mechanic: Requires a DEX (Stealth) probe vs the Guard's Passive Perception, followed by a STR/DEX (Athletics/Acrobatics) probe (DC 14) to climb quietly. Success: PCs drop into the compound unseen. Failure: Noise alerts the guard, who moves to investigate.
PCs pull the rope and attempt to bluff their way inside The guard returns, watches through the viewing slot, and keeps the gate closed while questioning them. Requires an appropriate CHA, Deception, Performance, or professional-background probe. Sagan’s presence or credible delivery documents may grant Advantage. Success: The guard releases the internal latches or leaves his patrol position vulnerable. Failure: He raises his rifle and alerts the compound.
PCs silently neutralize the wall-guard The guard patrols close to the edge. Mechanic: PCs can use Tinkerer gear (Rootcoil Vine) or a readied stealth attack. If they incapacitate him silently in one round, the perimeter is temporarily secured.
FREIGHT WAGON — ARRIVAL & OBSERVATION
PCs hear the approaching wagon The sounds originate beyond the palisade and grow louder as the machinery approaches the gate from inside. No probe is required to notice the approaching machinery. An INT (Engineering/Tinkering) or WIS (Perception) probe (DC 11) identifies the rhythm as two refurbished Manual Labor Bots drawing a heavy wheeled load.
PCs observe the gate as the wagon approaches The wall guard abandons his normal patrol route and returns to the gate. He studies the forest clearing before signaling to someone below. Consequence: The PCs learn that the gate is about to open. Until the wagon passes, the guard's attention is divided between the clearing, the Bots and the gate mechanism.
PCs remain hidden while the gate opens The outgoing wagon fills much of the entrance and blocks several lines of sight from inside the compound. Consequence: The wagon provides temporary cover, but the wall guard and driver remain potential observers. Attempts to use the opening gain Advantage if the PCs previously studied the patrol and selected suitable cover.
PCs inspect the wagon as it passes Beneath the rain-darkened canvas lie tightly bound bundles of processed animal pelts. Several bundles shimmer with the iridescent sheen of Veyra fur. Mechanic: A WIS (Perception) or INT (Investigation) probe (DC 12). Success: The PCs identify the cargo as processed pelts originating from J.W.'s operation. This provides an early clue connecting the compound to the illegal fur trade.
FREIGHT WAGON — ENTRY OPPORTUNITIES
PCs use the departing wagon as moving cover The Bots and armored cargo compartment pass between the PCs and the guard. To enter, the PCs must move against the wagon's direction and slip through the gate behind its front section. Mechanic: A group DEX (Stealth) probe (DC 13). Success: The PCs pass through the open gate and reach cover among the timber stacks. Failure: The driver or wall guard notices movement beside the wagon and calls out. The PCs must retreat, bluff or force their way inside before the gate closes.
PCs wait until the wagon has cleared the gate and then rush inside For a few breaths, the gate remains open behind the departing wagon. The guard watches the wagon's rear and the forest trail beyond it. Mechanic: A group DEX (Stealth) or DEX (Acrobatics) probe (DC 14). Success: The PCs cross the entrance before the gate closes. Failure: The heavy gate begins closing while they are exposed. Each affected PC must immediately retreat or pass a DEX (Acrobatics) probe (DC 14) to slip through.
PCs climb aboard the departing wagon The canvas and pelt bundles provide several places to hide, but the wagon is travelling away from the compound. Mechanic: A DEX (Stealth) or DEX (Acrobatics) probe (DC 13). Success: The PC hides among the pelts without being noticed and is carried along the trail into the forest. Failure: The driver notices movement or hears the cargo shift. Important: Boarding the wagon does not provide entry to the compound. It removes the PC from the immediate infiltration area unless they jump off and return on foot.
PCs jump from the wagon after secretly boarding it The wagon continues deeper into the forest while the PC drops beside the muddy trail. Consequence: The PC may rejoin companions who remained outside, but the gate has closed by the time they return. The Perimeter Time Track does not reset, and the wagon cannot create a second opening.
PCs move along the side opposite the wall guard The wagon's armored cargo compartment briefly conceals the lower half of the gate from the guard above. Mechanic: A DEX (Stealth) probe (DC 12). Success: The PC reaches the inner side of the gate while remaining concealed by the moving wagon. Failure: The driver spots the PC moving against the wagon and calls to the guard.
PCs create a diversion as the wagon exits The driver must concentrate on guiding the Bots between the gateposts while the wall guard divides his attention between the wagon and the disturbance. Mechanic: A suitable CHA, Tinkering or ranged-distraction probe against DC 12. Success: PCs attempting to enter behind the wagon gain Advantage. Failure: The guard becomes suspicious and orders the gate closed as soon as the wagon clears it.
SPECIAL CONDITIONS & ESCALATION
PCs silently neutralized the wall guard before the wagon's departure The wagon stops behind the closed gate, but no guard answers the internal request to open it. Consequence: After one additional Perimeter Round, the driver and another Hand investigate the missing guard. The departure is delayed, and the compound begins a localized search. PCs already inside may attempt to open the gate themselves; PCs outside lose the automatic open-gate opportunity.
An active search begins before the wagon leaves The departure is cancelled. The Bots halt inside the compound and the gate remains closed. Consequence: The wagon stays inside, usually near the gate or salvage yard. It may become available later as an extraction vehicle, but armed Hands remain close to it.
PCs attack or seize the driver after the wagon leaves The Labor Bots stop when pressure is released from the controls. The gate continues closing behind the wagon. Consequence: Capturing the wagon outside does not grant immediate entry. The PCs may inspect the controls, steal evidence from the cargo or attempt to turn the wagon around and bluff their way back through the gate.
PCs attempt to turn the captured wagon around The Bots respond slowly to the unfamiliar controls while the closed gate stands ahead. Mechanic: An INT (Engineering/Tinkering) probe (DC 13) operates the Bots. Convincing the gate guard to reopen the gate requires a separate CHA (Deception) probe (DC 15). Success: The PCs return with the wagon and may enter under the guise of a mechanical problem or changed order. Failure: The guard recognizes that something is wrong and begins an active search.
PCs ignore the departing wagon The wagon disappears into the forest and the gate closes behind it. Consequence: The PCs retain their original infiltration options, but the wagon is no longer present inside the compound and cannot automatically be used during the extraction of J.W.

Track the Wagon's State: At the end of Phase I, record one of the following outcomes. This state remains relevant during the rest of Scene 6a and during Scene 6c — Escape With the Hunter.

  • Departed: The wagon successfully left for the forest. It is no longer available inside the compound.
  • Departure Interrupted: An alarm, missing guard or other disturbance stopped the wagon before it passed through the gate. It remains inside the compound.
  • Captured Outside: The PCs seized the wagon after it left. It remains outside unless they successfully turn it around and re-enter.
  • Returned Under PC Control: The PCs captured the wagon and successfully brought it back through the gate. It may later serve as an extraction vehicle.

Conditional Entry — Sagan as Guide

Use this block only if the PCs reached the compound through Scene 4a+2.

Trigger / Cue Immediate Reaction Clue / Consequence
The PCs ask Sagan what has changed Sagan studies the wall-walk, wire, viewing slot, and steel vessel. He confirms that the palisade and gate existed during his final deliveries, but the wall-walk and expanded security are new. He cannot provide information about the compound interior.
The PCs ask Sagan how deliveries entered Sagan explains that workers stopped outside and used the hanging rope. J.W.’s Hands opened the gate and unloaded every wagon themselves. Confirms the function of the steel vessel and establishes a possible social or distraction-based entry route.
The PCs ask Sagan what lies behind the wall Sagan admits that he does not know. His deliveries ended at the gate. The PCs must perform their own reconnaissance.

—

Phase II — Exploring the Compound

The mist within the compound obscures long lines of sight and provides cover between the major locations. A clearly spotted intruder, shouted warning, gunshot, explosion or similarly unmistakable disturbance begins an Active Search as described in Phase IIb. Such a disturbance does not activate the pneumatic Full Alarm, which is controlled by the pressure system inside the main house.

The Blues in the Compound: The pale workers move between the huts, pelt workshop, timber stacks and storage areas while performing their daily labor. Once during Phase II, the first time the PCs travel openly between two major locations, introduce a small work group of three to five Blues. The encounter can be avoided through Stealth and should not automatically become combat or raise the alarm.

Blues Disposition: Record one of the following states after the PCs' first direct interaction with the workers. Carry this state forward into Scene 6c — Escape With the Hunter.

  • Uncertain: Default. The Blues avoid the PCs but do not report them unless forced.
  • Sympathetic: The PCs treated them respectfully, lowered their weapons or successfully communicated that they oppose J.W. The Blues may later misdirect a Hand, overlook suspicious movement or assist the PCs during the escape.
  • Alienated: The PCs threatened, attacked or treated them as enemies. The Blues avoid helping the PCs and may alert an armed Hand if they feel endangered.

The Blues' later optional resistance against J.W.'s Hands is not solely dependent on this disposition. They possess their own grievances. The disposition determines whether they also recognize the PCs as possible allies.

Trigger / Cue (PC Action) Immediate Reaction / What Happens Clue / Consequences / Mechanics
PCs examine the freight wagon's tracks inside the compound Deep wheel ruts lead from the gate through the timber stacks toward the pelt workshop and salvage yard. Strands of wet animal fur cling to the churned mud. Mechanic: A WIS (Survival) or INT (Investigation) probe (DC 11). Success: The PCs determine that the wagon regularly transports processed pelts from the workshop to the gate. Following the tracks leads toward the pelt workshop and then the main house's salvage yard.
The wagon's departure was interrupted The two Manual Labor Bots and freight wagon remain inside the property, guarded near the gate or salvage yard. Consequence: The wagon may later be captured and used for J.W.'s extraction. Reaching or inspecting it while the compound is alert requires an appropriate Stealth or diversion plan.
PCs explore the southern perimeter (The Huts) The mist clears to reveal twelve identical, windowless log structures lined up along the inside of the wall. Mechanic: A WIS (Perception) or INT (Investigation) probe (DC 12). Success: Peeking through a crack in the wood, the PCs witness the unsettling culture of the Blues. There are no beds. A Blue sleeps on a weathered bedroll on the floor. Beneath the bedroll, the ground is reinforced with scavenged starship metal. A self-made EchoHorn hums loudly, filling the hut with the exact same deafening machine white-noise the PCs will later find in J.W.'s room. It is a cult-like, deeply conditioned collective.
PCs explore the eastern perimeter They find a large, windowless storage building. The air inside is thick with the smell of tanning chemicals, blood, and wet fur. Mechanic: An INT (Investigation) probe (DC 13). Success: Workbenches are covered in half-finished winter coats, heavy leather boots, bone-handled tools, and sorted bundles of processed hides. Most come from common local animals such as Nokari, but several pieces are unmistakably made from the rare, iridescent fur of Veyra. The PCs realize this is not merely a communal workshop but a hidden production site where isolated workers process the pelts that make J.W. rich. The presence of genuine Veyra fur directly confirms the supply chain connecting J.W.’s compound to Hale & Hook and the Kettler Twins. Rule Trigger: After the PCs have had a brief opportunity to inspect the room and recover evidence, the compound alarm sounds. They must flee. Proceed to Scene 6d — Escape Empty-Handed.
PCs explore the western clearing (The Burn Pits) The air turns bitter and charred. The ground opens into a wide area blackened by fire, dominated by large, deep pits filled with white ash. Mechanic: A WIS (Medicine/Survival) probe (DC 13). Success: Sifting through the ash, the PCs notice melted synthetic fabrics, zipper teeth, and distinct, charred human remains mixed in with the animal bones. This is the final disposal site for J.W.'s targets, ensuring no bodies are ever found.
PCs explore the northern perimeter (The Main House) The massive log structure looms above the salvage yard. It has no conventional windows—only narrow viewing slots. Thick salvaged pipes pass through the timber walls at irregular intervals. Mechanic: A WIS (Perception) or INT (Investigation) probe (DC 12). Success: The PCs identify two possible entrances: the exposed front door and a narrow basement ventilation grille set into the rear stone foundation. Proceed to Phase III — Infiltrating the Main House.
PALE WORKERS / BLUES
The PCs move between compound locations for the first time Several pale workers emerge through the mist carrying iron traps, bundles of untreated fur and heavy tools. Their stained leather aprons and exhausted posture distinguish them from J.W.'s armed Hands. When they notice the PCs, they stop. They do not shout or reach for weapons. They simply stare, frightened and uncertain. Mechanic: A group DEX (Stealth) probe (DC 12) allows the PCs to avoid the encounter entirely. If noticed, the PCs may remain still, withdraw or attempt peaceful communication. The Blues raise the alarm only if attacked, openly threatened or pursued.
The PCs attempt to communicate peacefully with the workers The workers exchange short phrases in fragmented French. The rhythm of their language resembles the speech of the Nameless Man. One of them cautiously studies the PCs while the others watch the surrounding mist for armed Hands. Mechanic: A CHA (Persuasion), WIS (Insight) or suitable cultural/language probe (DC 12). Lowering weapons, displaying evidence connected to the Nameless Man or clearly expressing hostility toward J.W.'s operation grants Advantage. Success: Set Blues Disposition to Sympathetic. A worker silently indicates the direction of the nearest armed Hand before leading the others away. Failure: The workers withdraw without exposing the PCs; Blues Disposition remains Uncertain. A threatening or violent approach sets it to Alienated.
A sympathetic worker encounters an armed Hand while the PCs are nearby The worker lowers their head and answers the Hand's questions without looking toward the PCs' hiding place. Consequence: Once during Phase II, the PCs may automatically avoid an approaching Hand or gain Advantage on a Stealth probe because a sympathetic worker misdirects the search. Afterward, no further direct assistance occurs until Scene 6c.

—

Phase IIb — Escalation: Discovery, Search & Full Alarm

Not every discovery activates the compound-wide alarm. A spotted intruder, gunshot or shouted warning begins an Active Search. The pneumatic alarm sounds only when the pressure pointer in the main house reaches zero.

Escalation State Trigger Effect
Undetected The PCs have not been identified as intruders. The compound continues its normal routine. The PCs may use stealth, deception or disguises freely.
Active Search A PC is clearly spotted, a guard raises a warning, Marek escapes and calls for help, or the PCs create an unmistakable disturbance such as a gunshot or explosion. Armed Hands search the affected area and begin securing important routes. The PCs may continue their mission, but moving through the compound becomes considerably more dangerous. Set J.W.'s Awareness to Alert once the search reaches the main house or a Hand reports the intrusion to him.
Full Alarm The pressure pointer in the main house reaches zero. The pneumatic system releases its remaining pressure in a compound-wide howl. Stealth within Scene 6a is no longer a viable way of completing the mission. Resolve the appropriate scene transition described below.
Trigger / Situation Immediate Reaction Mechanic / Consequence
TRIGGERS THAT BEGIN AN ACTIVE SEARCH
A PC is clearly identified as an intruder The witness shouts a warning or runs to alert the nearest armed Hand. Begin an Active Search. If the witness is stopped before communicating the discovery, the DM may delay the search, but nearby Hands can still investigate any resulting struggle or noise.
A gunshot, explosion or similarly unmistakable disturbance occurs Armed Hands abandon their normal positions and converge on the source of the noise. Begin an Active Search. This does not activate the pneumatic alarm by itself.
Marek escapes from the basement Marek runs for the nearest exit and calls for the Hands. He describes the PCs and identifies the main house as their likely objective. Begin an Active Search immediately. J.W.'s Awareness becomes Alert as soon as Marek or another Hand reaches him.
The PCs use the signal bell above the gate The guard responds according to the normal gate procedure. Ringing the bell does not begin an Active Search by itself. A failed deception, visible weapon or obviously suspicious action may do so.
A Blue encounters the PCs The worker's reaction depends on the current Blues Disposition. Uncertain: The Blue withdraws and avoids involvement unless threatened. Sympathetic: The Blue remains silent or quietly misdirects a Hand. Alienated: The Blue attempts to withdraw and may alert the nearest Hand if pursued or threatened. An encounter with a Blue therefore does not automatically begin an Active Search.
RUNNING THE ACTIVE SEARCH
PCs move between major compound locations Armed Hands patrol the paths, examine hiding places and challenge anyone moving through the mist. Make one group Dexterity (Stealth) or Wisdom (Survival) probe (DC 14) for each major relocation. A suitable disguise or convincing explanation may allow Charisma (Deception) (DC 14) instead. On a success, the PCs reach their destination without meeting the search party. The Active Search nevertheless continues.
PCs fail an Active Search evasion probe A search party of 2–4 armed Hands blocks the route or approaches the PCs' hiding place. The PCs must misdirect, evade or overcome the search party. A quiet resolution allows them to continue. A prolonged fight or further gunfire draws additional Hands and will usually force the PCs to flee or risk capture.
The search reaches the main house while the PCs are inside Hands secure the entrance, porch and stairway before beginning a room-by-room search. Their voices and heavy footsteps carry through the house. The PCs may press toward J.W., hide and allow the search party to pass, or retreat through a route they have already discovered. The building has viewing slots rather than ordinary windows; the PCs cannot simply smash a window or open a shutter to escape.
The Blues are present during the search The Hands order the workers away from the paths and back toward their huts or workplaces. The workers do not join the search as guards. If the Blues are Sympathetic, they may provide Advantage on one Active Search evasion probe by leaving a route open, concealing evidence or misdirecting a Hand. Uncertain Blues remain out of the way. Alienated Blues offer no assistance.
The freight wagon has not yet passed through the gate The Hands halt its departure while the compound is searched. Record the Wagon State as Departure Interrupted. The wagon remains inside the compound and may become available during the later escape.
The freight wagon has already departed The Hands concentrate on searching the compound rather than recalling the wagon. Retain the existing Wagon State of Departed or Captured Outside. The wagon is not available within the compound.
The freight wagon was returned under PC control The Hands attempt to block its route and regain control of the gate area. Retain the Wagon State Returned Under PC Control. The PCs may still use it, but doing so requires them to break through or misdirect the Hands securing the route.
THE FULL PNEUMATIC ALARM
The pressure pointer reaches zero A sharp mechanical CLACK sounds inside the main house. A moment later, a deep pneumatic howl travels through the pipes and across the compound. The Hands immediately abandon the search pattern and close on the main house, gate and known escape routes. The Full Alarm is now active. Do not require an additional alarm trigger, bell or gunshot.
The PCs have secured J.W. when the alarm sounds The Hands attempt to surround the PCs before they can leave the compound. Proceed to Scene 6c — Escape with the Hunter. Carry forward the Wagon State, the Blues Disposition, the PCs' injuries and any equipment or allies they have acquired.
The PCs do not have J.W. when the alarm sounds The Hands close the routes toward the main house and gate. Remaining inside the compound becomes untenable. The PCs must escape without their target. Proceed to Scene 6d — Escape Empty-Handed. Carry forward the Wagon State, the Blues Disposition, the PCs' injuries and any equipment they have acquired.
The PCs are surrounded or surrender The Hands disarm and restrain the group rather than killing them immediately. Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.
The Blues hear the full alarm Workers emerge cautiously or watch from doorways while the Hands rush toward the source of the alarm. They do not automatically attack either side. Preserve the current Blues Disposition for the following scene. Sympathetic Blues may become an important source of confusion or resistance during the escape; Uncertain Blues hesitate, while Alienated Blues keep their distance.

—

Phase III — Infiltrating the Main House

The main house is a massive log structure with no conventional windows, only narrow viewing slots. Salvaged pipes from the Last Frontier pass through the cellar, ceilings and walls, carrying warm air and releasing faint ticks, hisses and changes of pressure. The PCs may enter through the exposed front door or through the narrow ventilation shaft in the rear stone foundation.

Trigger / Cue (PC Action) Immediate Reaction / What Happens Consequences / Mechanics
PCs examine the rear foundation A narrow metal grille interrupts the main house's heavy stone foundation. Its rusted frame conceals a short ventilation shaft descending into a dark basement. Mechanic: A WIS (Perception) or INT (Investigation) probe (DC 11) identifies the grille as a possible entrance. Removing it quietly requires a DEX (Stealth) or relevant tool probe (DC 12). Success: The PCs expose a shaft large enough for one person at a time. Failure: The metal scrapes against the stone, prompting a search party to investigate the floor above.
BASEMENT
PCs enter through the basement ventilation shaft The shaft descends little more than a meter before opening into absolute darkness. Cool air carries the smell of old stone, oil and sealed provisions. Consequence: The PCs enter the basement without crossing the exposed ground in front of the main house. The last PC may pull the grille back toward its frame, concealing the entry route. The shaft is too narrow to extract an unconscious or resisting J.W. through it later.
PCs inspect the first basement storage area Rows of sturdy wooden shelves line the stone walls. The basement contains no fixed lighting. Without a flashlight, torch, bioluminescent object or another item that gives off light, the PCs can perceive only vague shapes and whatever lies within reach. Mechanic: With sufficient light, an INT (Investigation) or relevant cultural probe (DC 11) reveals neatly stacked tins bearing the handwritten labels “Life” and “Luck.” Their quantity indicates that the main house stores provisions for the compound's substantial permanent population, including its Hands and coerced workers. Without sufficient light, the PCs suffer Disadvantage on sight-based WIS (Perception) and INT (Investigation) probes. They can identify the objects as stacks of sealed tins by touch, but cannot read the labels or examine their contents until they obtain light.
PCs listen to activity above the basement Three muffled knocks sound through the ceiling. Footsteps cross the room above, followed by the creak of an old door. Voices report that the search parties have examined the property but found no intruders. Consequence: The PCs learn that J.W.'s Hands are actively searching the entire compound. Remaining in the basement for an extended period increases the next group Stealth DC by 1.
PCs explore beyond the food stores The shelves of provisions give way to heavy timber racks. With sufficient light, steel jaws glint in carefully ordered rows: dozens of hunting traps, each cleaned and lightly coated with oil. Ammunition crates stand beneath them. In darkness, the PCs hear only the occasional touch of metal and feel the storage area narrowing around them. Mechanic: With sufficient light, the PCs automatically recognize the traps and ammunition crates. Without sufficient light, they suffer Disadvantage on sight-based WIS (Perception) and INT (Investigation) probes. A failed probe may cause a PC to brush against a rack or dislodge a small object, producing noise that can be heard from the floor above.
PCs search the basement equipment store With sufficient light, ten Windstrike Rifles become visible in a reinforced rack beside several repurposed Senti Hunting Bows. On a nearby workbench lies a row of Senti Hunting Knives with pale, bone-like profiles and serrated spines. Without light, the PCs can distinguish the larger weapons only by carefully feeling along the racks. Mechanic: With sufficient light, an INT (Investigation), WIS (Medicine) or relevant weapon-knowledge probe (DC 12) identifies dark crystalline residue on the knife blades as Akzna venom. Without sufficient light, the PCs suffer Disadvantage on sight-based searches, cannot identify the residue and cannot safely examine or remove the knives. They may still locate and take the rifles or bows by touch. Each PC may carry one rifle, bow or knife without additional encumbrance; carrying excessive equipment imposes Disadvantage on subsequent Stealth probes.
Marek enters the basement Warm torchlight spreads across the stone beyond the equipment racks. A Hand with long dreadlocks descends the wooden staircase and approaches the shelves of canned food. Mechanic: The PCs may hide, deceive, ambush or silently incapacitate him. A group DEX (Stealth) probe (DC 13) allows them to remain concealed behind the racks and crates. A successful grapple, sedative attack or non-lethal takedown prevents him from warning J.W. Failure: Marek fights to reach the staircase and call for help, beginning an active search inside the house.
PCs examine Marek after subduing him Beneath his left eye is a black Free State Mark of Shame that has not been crossed out. Consequence: An INT (History/Law) probe identifies the mark as a conviction for violence. Marek is a fugitive who never completed his sentence. This confirms that J.W.'s armed Hands are distinct from the pale workers living in the huts.
PCs bind or sedate Marek Marek is temporarily prevented from raising the alarm, but J.W. expects him to return upstairs. Consequence: If sedated, Marek remains unconscious for approximately one hour. If merely bound, he may begin struggling or making noise after the PCs leave. In either case, his absence will soon make J.W. suspicious.
PCs climb from the basement to the First Floor A narrow wooden staircase rises from the equipment store to a weathered plank door standing slightly ajar. Beyond it lies a wide hallway built from massive untreated logs. Resin torches cast warm light across the timber. Mechanic: A group DEX (Stealth) probe (DC 13). Success: The PCs enter the first-floor hallway unnoticed. Failure: The staircase groans loudly, and J.W. calls Marek's name from the floor above.
FIRST FLOOR — ENTRANCE, HALLWAY & KITCHEN
PCs enter through the Main House's front door The heavy timber door opens directly into the first-floor hallway. The entrance is exposed to the salvage yard and to any Hands returning from the search. Mechanic: Entering this way requires a group DEX (Stealth) probe (DC 14) unless the PCs created a diversion outside. Success: They reach the hallway unseen. Failure: A Hand in the salvage yard spots the movement and calls to the others.
PCs examine the First-Floor Hallway Salvaged metal pipes run beneath the ceiling and branch through the walls at irregular intervals. Warm air passes through some of them. Others vibrate softly or release muted clicks as the pressure changes inside. A staircase at the far end climbs to the second floor. Consequence: The recurring metallic ticking resembles the sounds heard near the basement door. A successful INT (Engineering/Investigation) probe (DC 12) establishes that the pipes belong to a connected mechanical pressure system running throughout the house.
PCs inspect the First-Floor Kitchen A half-open door reveals a spacious kitchen. A heavy iron stove radiates gentle warmth beneath a blackened chimney pipe. Copper pots hang from the beams, while preserving jars, dried herbs and bowls line the shelves. Consequence: The kitchen is currently empty and may provide temporary cover. It contains no essential evidence, but its pipework reveals an important part of the house's alarm system.
PCs examine the mechanism in the Kitchen A small brass housing has been attached to a pipe beside the kitchen doorway. A short iron lever protrudes from its side. Behind scratched glass, a pointer rests near the lower end of a scale marked from thirty to zero. Mechanic: An INT (Engineering/Investigation) probe (DC 13). Success: The PCs determine that the mechanism measures changing pressure within the pipe system. The pointer is moving slowly toward zero, but the exact consequence of reaching zero remains unclear.
J.W. notices that Marek has not returned J.W.'s hollow voice carries down from the second floor: “Marek? Why are you taking so long?” Every other sound in the house seems to stop. Consequence: The PCs now know J.W.'s approximate location. They must advance, imitate Marek's voice, create a distraction or risk J.W. coming to investigate. Any extended delay increases the next Stealth DC by 1.
The PCs secure the First-Floor Hallway From the hallway, the PCs can watch the kitchen, the front entrance, the basement staircase and the stairs leading upward. Consequence: The party may divide its forces. PCs remaining downstairs gain Advantage on WIS (Perception) probes to detect returning Hands. However, reducing the number of PCs confronting J.W. may make a non-lethal takedown more difficult.
SECOND FLOOR — J.W.'S PRIVATE ROOM
PCs climb to the Second Floor The wooden staircase groans beneath their weight. At the landing, a narrow corridor extends between several closed doors. At the far end, one door stands slightly open, firelight flickering across the floorboards. Mechanic: A group DEX (Stealth) probe (DC 14). Success: The PCs reach J.W.'s room without revealing themselves. Failure: J.W. stops writing and becomes alert, but does not immediately sound the alarm. The other closed rooms are not defined investigation locations and contain no mandatory evidence or separate dressing room.
PCs listen outside J.W.'s room The scratching of a pen blends with the crackle of burning wood and the measured ticking of another pressure mechanism. No other person can be heard inside. Consequence: The PCs confirm that J.W. is alone. They may observe him through the partly open door, prepare an ambush or enter openly.
PCs observe J.W.'s Second-Floor Room A fireplace burns against the far wall. Near the hearth, a simple mattress lies directly on the wooden floor. Thick salvaged pipes cross beneath the ceiling before descending behind a massive wooden desk. Maps, ledgers, Hale & Hook notebooks and bundles of handwritten correspondence cover its surface. J.W. sits behind the desk, his repaired leather mask illuminated by the restless firelight. Consequence: This single room combines J.W.'s sleeping and working space. There is no separate master bedroom, dressing room or first-floor office containing the central evidence. Entering the room to confront J.W. begins Phase IV.
PCs make significant noise before confronting J.W. J.W. stops writing. Elsewhere in the house, a door opens and hurried footsteps answer the disturbance. Consequence: The PCs have only moments to enter J.W.'s room or withdraw. If they continue, begin Phase IV with J.W. alert. If they retreat, they may attempt to leave through the basement vent or front door. Two consecutive failed escape probes result in capture and transition to Scene 6b.

Phase IV — The Ambush (Confronting J.W.)

Phase IV begins when the PCs cross the threshold of J.W.'s room, reveal their presence, speak to him or initiate an attack from the corridor. Merely watching or listening through the partly open door remains part of Phase III and allows the PCs to prepare their approach.

Before resolving the PCs' opening action, determine J.W.'s Awareness State from the events in Phase III.

J.W.'s Awareness State Apply This State When… Effect on the Opening Action
Unaware The PCs passed their Stealth probes, made no significant noise and either avoided Marek, allowed him to return upstairs normally or provided a convincing explanation for his absence. J.W. continues writing and does not react until the PCs reveal themselves. The PCs gain Advantage on their first attempt to restrain, sedate or physically overwhelm him. If they enter with weapons already trained on him, he cannot reach cover or call for help before they issue their first command.
Suspicious Marek has not returned, J.W. called for him without receiving a convincing answer, the staircase creaked or the PCs caused an unexplained but inconclusive noise. J.W. remains seated but listens carefully to the hallway. The PCs receive neither Advantage nor Disadvantage on their opening action. He cannot be taken completely by surprise, but he does not automatically call for help.
Alert Marek escaped or warned him, an active search has begun inside the house, the PCs fired a weapon or they made significant noise immediately outside his room. J.W. knows that intruders are approaching. The PCs suffer Disadvantage on their first attempt to restrain or sedate him, or the relevant DC increases by 2. If their opening action fails, J.W. calls to his Hands and an active search begins inside the house.

The Pressure Countdown: When Phase IV begins, set the Pressure Countdown to 3. Reduce it by 1 whenever the PCs spend significant time questioning J.W., searching the room, treating injuries, debating their escape route or recovering from a failed attempt to restrain him. At 0, resolve the pneumatic alarm described in Phase IIb.

Trigger / Cue (PC Action) Immediate Reaction / What Happens Clue / Consequence / Mechanics
OPENING THE AMBUSH
The PCs enter the room or reveal their presence J.W. finishes the line he is writing and places his pen neatly beside the paper. Only then does he raise his head. His repaired leather mask turns toward the intruders. “Interesting,” he says. “The Office for Special Operations.” Consequence: Phase IV begins. Apply J.W.'s established Awareness State and start the Pressure Countdown at 3. J.W. does not panic or immediately call for help.
The PCs order J.W. to place his hands on the desk J.W. studies the weapons trained on him. His right hand rests close to the iron lever beside the pressure dial. After a moment, he slowly moves it away and places both palms flat on the desk. Mechanic: If J.W. is Unaware or Suspicious and at least one PC has a clear weapon trained on him, no probe is required. If he is Alert, resolve a CHA (Intimidation) or DEX-based reaction probe against DC 15. Success: He complies. Failure: He calls for his Hands or attempts to move out of the PCs' line of fire.
The PCs question J.W. before securing him J.W. answers in clipped Common and occasional French, appearing more interested in the PCs than frightened by them. Mechanic: Allow one or two brief questions. He may acknowledge the OfSO, the Nameless Man or his connection to the pelt trade, but he does not reveal his entire operation. Each extended exchange reduces the Pressure Countdown by 1.
The PCs attempt an immediate attack from the corridor J.W. reacts according to his Awareness State, twisting away from the desk or raising an arm to protect himself. Mechanic: Resolve the attack, grapple or Tinkerer action using the modifier granted by his Awareness State. A silent success proceeds to Securing J.W. A loud attack or failed probe begins an active search and reduces the Pressure Countdown by 1.
The PCs' opening action fails J.W. knocks the nearest weapon aside, slips free of the initial hold or shouts toward the hallway. He does not flee blindly; he attempts to place the desk between himself and the PCs. Consequence: Set J.W.'s Awareness State to Alert, begin an active search inside the house and reduce the Pressure Countdown by 1. The PCs may attempt one immediate recovery action. If that action also fails, armed Hands reach the upper hallway. The PCs must abandon the attempt, fight under pressure or risk capture.
SECURING J.W.
The PCs use a sedative J.W. watches the injector approach without resisting. “A sedative?” he asks. “Also correct.” Mechanic: A WIS (Medicine) or relevant medical-tool probe (DC 11), modified by J.W.'s Awareness State. Success: The injector is applied correctly and J.W. becomes unconscious within seconds. Failure: The dose is delivered poorly; J.W. remains conscious long enough to struggle or call for help. Reduce the Pressure Countdown by 1.
The PCs attempt a non-lethal physical takedown J.W. resists only once the PCs commit themselves to the attack. He uses the desk, chair and narrow space to make controlling him difficult. Mechanic: Resolve with STR (Athletics), DEX (Acrobatics) or a suitable Tinkerer ability against DC 15, modified by his Awareness State. Success: J.W. is restrained or rendered unconscious. Failure: He escapes the initial hold and the Pressure Countdown is reduced by 1.
The PCs restrain an unconscious or compliant J.W. J.W.'s wrists and ankles must be secured before he can be moved safely through the house. Mechanic: Proper rope or manufactured restraints require no probe. Improvised restraints require a DEX (Sleight of Hand) or INT (Tinkering) probe (DC 12). A failed probe does not immediately free J.W., but he may escape during Scene 6c. Securing him reduces the Pressure Countdown by 1.
The PCs attempt to move J.W. without restraining him If conscious, J.W. makes himself difficult to control without openly panicking. If unconscious, his full weight shifts across whoever carries him. Consequence: A conscious J.W. imposes Disadvantage on movement-related probes until restrained. An unconscious J.W. requires two PCs to carry safely unless one PC possesses exceptional strength or suitable equipment.
The PCs kill J.W. The Hunter dies before he can be questioned or returned to New Kourou. Consequence: Ezrah's live-capture mandate fails. The PCs may still collect evidence and escape, but they cannot achieve the complete mission outcome. If they flee without a living captive, proceed to Scene 6d — Escape Empty-Handed.
EVIDENCE & THE PRESSURE COUNTDOWN
The PCs collect the documents visible on the desk Hale & Hook notebooks, trade ledgers, maps and bundles of handwritten correspondence cover the desk. Mechanic: No probe is required to gather the visible documents. They fit into one backpack and provide evidence connecting J.W. to Hale & Hook, the illegal pelt trade and his external collaborators. Collecting them reduces the Pressure Countdown by 1.
The PCs search for the most incriminating documents Much of the correspondence is written in abbreviated Common or fragmented French. Several pages contain names, quantities and transport routes. Mechanic: An INT (Investigation) probe (DC 12). Success: The PCs identify the most relevant records and may leave less useful material behind, avoiding additional encumbrance. Failure: They must either take the entire collection or spend more time sorting it. Spending more time reduces the Pressure Countdown by 1.
The PCs conduct an extended search of J.W.'s room The room contains personal possessions, medical supplies and other remnants of J.W.'s private life, but none are as immediately useful as the documents on the desk. Consequence: The DM may reveal additional optional clues established elsewhere in the adventure. An extended search always reduces the Pressure Countdown by 1.
The PCs examine the pressure dial during Phase IV The pointer continues moving toward zero. The ticking grows easier to distinguish once everyone falls silent. Mechanic: An INT (Engineering/Investigation) probe (DC 13) confirms that the dial is connected to the pipe system throughout the house. The PCs cannot safely determine the alarm's full function without spending additional time. Doing so reduces the Pressure Countdown by 1.
The Pressure Countdown reaches zero A heavy metallic CLACK travels through the walls. The pipes jolt against their brackets as air surges through them. A broad outlet beneath the roof erupts in a deep mechanical howl that rises into a piercing shriek. Consequence: The full compound alarm activates. If the PCs have secured J.W., proceed immediately to Scene 6c — Escape With the Hunter under active pursuit. If they do not have him, proceed to Scene 6d — Escape Empty-Handed. If they are already surrounded, they may instead be captured and taken to Scene 6b — As a Prisoner in the Realm of the Hunter.
PREPARING THE EXTRACTION
The PCs consider leaving through the basement ventilation shaft The shaft is barely wide enough for one unencumbered person at a time. J.W.'s body cannot be moved through it safely. Consequence: The basement shaft remains a possible escape route only if the PCs abandon J.W. To complete the live-capture mandate, they must leave through the first-floor hallway and front entrance.
The PCs check the recorded Wagon State The availability of the freight wagon depends on what happened during Phase I. Consequence: If the wagon's Departure Was Interrupted or it was Returned Under PC Control, it remains somewhere inside the compound and may be used during Scene 6c. If it Departed or was Captured Outside, it is not immediately available from the main house. Scene 6c must be resolved using another extraction plan unless the PCs can reach it.
The PCs leave J.W.'s room with him secured Carrying J.W. down the narrow staircase requires time, coordination and at least two free hands. The main entrance lies beyond the first-floor hallway. Consequence: Proceed to Scene 6c — Escape With the Hunter. Carry forward the remaining Pressure Countdown, J.W.'s condition, the collected evidence, Marek's condition, the compound's alert state and the recorded Wagon State.
The PCs abandon J.W. and flee The live-capture mandate is left behind with the Hunter. Consequence: Proceed to Scene 6d — Escape Empty-Handed. The PCs retain any documents or other evidence already collected.
The PCs are overwhelmed before leaving the room Armed Hands enter the upper hallway and cut off the stairs. Consequence: The PCs may attempt one final escape or surrender. If defeated, they are disarmed and taken to Scene 6b — As a Prisoner in the Realm of the Hunter.

6 | DM Notes

  • Flipping the Script: Scene 6a rewards the PCs for reaching the compound while retaining their freedom, whether through the Roman Way, the Errand Runner lead or another successful approach. They can investigate the Hunter's operation before directly confronting him. Even if an Active Search begins, the PCs may continue the mission as long as they can evade the Hands.
  • The Burden of the Captive: Remind the players that Ezrah wants J.W. alive. Subduing him may be easier than extracting him. A restrained or unconscious J.W. must be carried down the narrow staircase, through the first-floor hallway and out of the exposed front entrance. The basement ventilation shaft is too narrow to move him through safely.
  • J.W.'s Arrogance: Even bound, gagged or held at gunpoint, J.W. believes that time and the compound itself favor him. He trusts the Hands, the secured routes and the pressure system—not the loyalty of the Blues. Play him as detached and analytical rather than openly defiant. If allowed to speak, he might quietly observe: “You still have to carry me through my own house. Every way out belongs to me.”
  • The Blues Are Not Guards: Do not use the pale workers as another patrol or combat swarm. Their first instinct is to avoid danger and survive J.W.'s Hands. One brief encounter is enough to establish their fear, their numerical strength and the possibility that they may later resist. Blues Disposition modifies their relationship with the PCs, but their eventual rebellion remains rooted in their own treatment inside the compound.
  • Active Search versus Full Alarm: Keep the two escalation states distinct. A Windstrike Rifle shot, explosion, shouted warning or confirmed intruder begins an Active Search: the Hands mobilize, but the PCs may continue their mission. The compound-wide pneumatic howl occurs only when the Pressure Countdown reaches zero. That Full Alarm ends the infiltration phase and initiates extraction, escape or capture through Scene 6c, Scene 6d or Scene 6b.

DM Tutorial: How to approach the scene

hauh_in_the_realm_of_the_hunter.1788286890.txt.gz · Last modified: 2026/09/01 18:21 by admin

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