hauh_in_the_realm_of_the_hunter

This is an old revision of the document!


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

SCENE 6c — ESCAPE WITH THE HUNTER

1 | Scene Overview

  • Location: J.W.'s Main House, the surrounding compound and the fortified perimeter on the lower slopes of the Atrana Mountains
  • Type: Extraction · Escort · Vehicle Escape · Tactical Crisis
  • Era: Beta Age
  • Tone: Urgency · controlled chaos · fragile momentum · rebellion waiting beneath the surface

Atmosphere & Sensory Cues: Warm, humid air beneath drifting mist · perpetual late-afternoon twilight · mud churned by boots and wagon wheels · the hiss of hydraulic machinery · salvaged pipes ticking inside the Main House · rifle reports echoing between timber walls · frightened workers watching the armed Hands


2 | Read-Aloud Descriptions

Initial Read-Aloud — The Hunter in Your Hands

You have J.W. alive.

That does not mean you have escaped.

The Main House creaks around you. Warm air moves through the salvaged pipes beneath the ceiling, accompanied by faint metallic ticks and changes of pressure. Beyond the narrow viewing slots, mist drifts across the salvage yard and the paths between the workshops, timber stacks and windowless huts.

Somewhere outside, J.W.'s armed Hands continue their patrols—or have already begun searching for you. Beyond them stand the palisade and its heavily reinforced gate. The forest begins on the other side.

Whether J.W. walks under guard, resists his restraints or hangs unconscious between you depends on what has already happened. In every case, he must remain alive if Ezrah's mandate is to be fulfilled.

The evidence may be in your possession. The Hunter may be under your control. But the compound still lies between you and freedom.

How you cross it is up to you.


Staged Read-Alouds

Trigger / Timing Read-Aloud / Narrative Insert
The Pressure Countdown reaches zero The ticking inside the walls stops. A heavy metallic CLACK travels through the Main House. The pipes jolt against their brackets as compressed air surges through them. Then a broad outlet beneath the roof releases a deep mechanical howl. The note rises from an industrial moan into a piercing shriek before falling and beginning again. Across the compound, doors open and armed voices answer the alarm.
The PCs reach an available freight wagon Two massive Manual Labor Bots stand in their harnesses, patched armor glistening beneath the mist. Heavy chains connect them to an armored freight wagon covered by rain-darkened canvas. The smell of processed pelts escapes from the cargo compartment. Faded symbols mark the unfamiliar levers on the driver's panel.
Armed Hands intercept the wagon Figures emerge between the timber stacks with Windstrike Rifles raised. They spread apart instead of charging, taking cover beside machinery and wood piles while searching for clear angles on the driver's bench, the exposed side ledges and the controls.
The logging chain is raised A metallic rasp rises beneath the howl of the alarm. Ahead, a heavy logging chain pulls free of the mud and tightens across the track between two reinforced posts. Armed Hands strain at either end as the iron links rise toward the wagon's axle.
Open resistance begins among the Blues Wooden latches lift along the row of huts. Pale workers emerge carrying skinning knives, hatchets, logging hooks and splitting mauls. Their attention is fixed upon the armed Hands who have controlled them—not automatically upon you. One defiant voice rises through the mist. Others answer.
The PCs escape with the freight wagon The final obstacle gives way. The Labor Bots surge forward, dragging the armored wagon through the gate. Enormous wheels tear through the mud as the palisade slides past on either side. Ahead, the forest track disappears into rain and mist. Behind you, the compound's mechanical howl begins to fade.
The PCs escape on foot The palisade falls behind you as warm mist closes around the trees. Roots, wet leaves and uneven ground replace the churned mud of the compound. J.W. is still with you, and the forest offers concealment—but not safety.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Live Extraction & Escort Keep J.W. alive and under control · choose an extraction route · exploit the freight wagon when available · cross the compound · overcome the gate or palisade Resolves the live-capture mandate while preserving the consequences of Scene 6a or 6b. The audiobook's freight-wagon escape is available as one route, but the PCs may escape on foot or create another workable plan.

4 | Key (N)PCs

Name / Role Motivation / Function Dynamic Cues — How They React in Play Wiki Link
J.W. — “The Hunter” Survive · regain control · exploit mistakes His behavior depends on his condition. If conscious, he watches for poorly secured restraints, divided attention and moments of hesitation. He may resist, mislead or make himself difficult to move, but he does not automatically perform the same act in every playthrough. If sedated or unconscious, his weight becomes the problem instead. Jareth Wyrick
Black-Coated Hand — Field Leader Recover J.W. · contain the breach · preserve authority Directs the armed response, positions riflemen and may order the logging chain raised. If he was already incapacitated, replace him with another surviving Hand. His violence toward a defiant worker may trigger the audiobook-inspired uprising. Exohumans
J.W.'s Armed Hands Security · pursuit · gate control · recovery of J.W. Small groups armed with Windstrike Rifles, hunting knives and salvaged weapons. They use cover, protect the gate, target the wagon's controls and attempt to surround the PCs. They perform the compound's security duties; the Blues do not. Exohumans
Pale Workers / Blues Survival · freedom from coercion · protection of their own The Blues are coerced workers rather than guards. Their attitude toward the PCs follows the recorded Blues Disposition. Any resistance against the Hands grows from their own oppression; sympathy determines whether they also help the PCs. The Blues

5 | Triggers, Clues & Consequences

Entry Conditions & Carried State

Before beginning the scene, preserve the consequences of the preceding scene. Do not reset the compound simply because J.W. has been captured.

  • Escalation State: Retain Undetected, Active Search or Full Alarm.
  • Pressure Countdown: If the Full Alarm has not sounded, retain the remaining Pressure Countdown from Scene 6a. If the PCs secured J.W. during the audience in Scene 6b and no countdown was recorded, begin at 2.
  • Wagon State: Retain Departed, Departure Interrupted, Captured Outside or Returned Under PC Control. If no state was recorded, use Departed.
  • Blues Disposition: Retain Uncertain, Sympathetic or Alienated. If no disposition was established, use Uncertain.
  • J.W.'s Condition: Record whether he is Conscious and Properly Restrained, Conscious and Poorly Restrained, or Sedated/Unconscious.
  • Other Carried State: Preserve injuries, missing equipment, recovered evidence, remaining ammunition and the fate of important NPCs such as Marek or Sagan.

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

The One-Setback Rule: The first failed extraction probe should create a complication rather than end the scene: the Hands close in, J.W. exploits an opening, the wagon stalls or a route becomes blocked. The PCs must address that setback before continuing. If they suffer another unresolved extraction failure, they are pinned down and must abandon J.W., surrender or attempt a desperate final action.


Phase I — Moving J.W. Out of the Main House

The basement ventilation shaft is too narrow to extract an unconscious or resisting adult. Unless the PCs invent another credible route, they must descend through the house and leave through the front entrance.

Trigger / Cue Immediate Reaction Clue / Consequence / Mechanic
J.W.'S CONDITION
J.W. is conscious and properly restrained He can be forced to walk, but he studies every doorway, staircase and distraction. Mechanic: One PC must remain beside him and maintain physical control. No routine movement penalty applies. Once during the scene, J.W. may deliberately resist when the controlling PC becomes distracted. Resolve this using STR (Athletics), DEX (Acrobatics) or CHA (Intimidation) against DC 14. Failure creates a setback.
J.W. is conscious but poorly restrained The bindings shift when he moves. He tests them without drawing attention to what he is doing. Mechanic: A DEX (Sleight of Hand) or INT (Tinkering) probe (DC 12) reinforces the restraints. On a failure, J.W. receives one opportunity later in the scene to slip free or interfere with the PCs' movement.
J.W. is sedated or unconscious His full weight must be supported through the hallways and down the stairs. Mechanic: Two PCs can carry him without a probe outside immediate danger. A stretcher, suitable Tinkerer device or exceptional strength may reduce this to one PC. PCs actively carrying him cannot freely use two-handed weapons or perform actions requiring both hands.
LEAVING THE HOUSE
The PCs descend the staircase with an unconscious J.W. His weight shifts with every step while the old timber creaks beneath the group. Mechanic: No probe is required if the PCs move carefully and are not under immediate pressure. If they rush, fight or carry him with only one suitable PC, resolve a group STR (Athletics) or DEX (Acrobatics) probe (DC 12). Failure creates a setback and may inflict Light Damage on J.W. or a carrier.
The PCs spend time collecting additional evidence or supplies The ticking inside the walls continues while they search. Consequence: Allow the PCs to take clearly visible items without a probe. A broader search reduces the Pressure Countdown by 1. Evidence already collected in Scene 6a or 6b remains in their possession.
The PCs leave while the compound remains Undetected Routine work continues outside. Mist and timber stacks conceal much of the yard. Mechanic: A group DEX (Stealth) or suitable CHA (Deception) probe (DC 13) reaches the first exterior cover without discovery. Failure begins an Active Search and creates a setback.
The PCs leave during an Active Search Armed Hands move between cover and challenge anyone approaching the Main House. Mechanic: Use a group DEX (Stealth), WIS (Survival), CHA (Deception) or coordinated distraction probe (DC 14). Success reaches exterior cover. Failure brings a search party of 2–4 Hands into the route and creates a setback.
The PCs leave during the Full Alarm The pneumatic howl draws the Hands toward the Main House and gate. Stealth is no longer a reliable complete solution. Mechanic: Ask the PCs how they break through, misdirect or suppress the approaching Hands. Resolve one coordinated probe against DC 15. Success reaches the yard. Failure creates a setback and places the nearest Hands in firing range.

Phase II — Choosing the Extraction Route

The freight wagon is an opportunity created by preceding events, not an object that appears automatically. Use the recorded Wagon State to determine which routes are available.

Wagon State Current Situation Available Route
Departure Interrupted The freight wagon and its two Manual Labor Bots remain inside the compound, usually near the gate or salvage yard. Armed Hands may be guarding them. The PCs may attempt Phase IIa — Freight-Wagon Extraction or ignore the wagon and continue with Phase IIb — Extraction Without the Wagon.
Returned Under PC Control The PCs previously returned the captured wagon through the gate. Use the location in which they left it. The freight-wagon route remains available. The PCs already understand enough of the controls to start the Bots without another technical probe.
Captured Outside The wagon remains beyond the palisade where the PCs seized it. The wagon cannot assist them inside the compound. Use Phase IIb. If they clear the gate and reach it, they may use it as their escape transport.
Departed The wagon has continued into the forest and is no longer present at the compound. Use Phase IIb. The PCs must reach the gate, cross the palisade or create another extraction method.
The PCs propose another workable plan The environment includes timber stacks, work buildings, ropes, tools, Manual Labor Bots and salvaged machinery. Adapt the closest route below. Reward a credible plan with Advantage or a reduced DC rather than requiring the PCs to reproduce the audiobook's escape.

Phase IIa — Freight-Wagon Extraction

Use this phase only when the wagon remains inside the compound. The wagon provides mobility and armor, but the driver, controls and exterior ledges remain exposed.

Trigger / Cue Immediate Reaction Clue / Consequence / Mechanic
REACHING AND STARTING THE WAGON
The PCs move from the Main House toward the wagon The route crosses the salvage yard or timber tracks while the Hands attempt to secure the vehicle. Mechanic: Resolve one group DEX (Stealth), WIS (Survival), STR (Athletics) or coordinated distraction probe. Use DC 13 while Undetected, DC 14 during an Active Search and DC 15 during the Full Alarm. Failure creates a setback and allows Hands to take cover near the wagon.
The PCs attempt to start unfamiliar Manual Labor Bots The control panel contains heavy levers, faded symbols and a recessed safety catch. Mechanic: An INT (Engineering/Tinkering) probe (DC 13) activates the Bots. Success brings the hydraulic system to life. Failure creates a setback as the Hands close in. No probe is required if the Wagon State is Returned Under PC Control or a PC already mastered the controls.
The PCs load J.W. into the armored cargo compartment Bundles of processed pelts provide a place to conceal and secure him. Mechanic: Two PCs can load an unconscious J.W. without a probe. A conscious, properly restrained J.W. can be forced aboard under guard. He must be secured inside before the wagon moves; otherwise, he may exploit the first violent turn or collision.
The PCs assign positions on the wagon One PC must operate the controls. The armored cargo compartment protects J.W. and anyone inside, while the driver's bench and narrow exterior ledges remain exposed. Consequence: Ask the players to assign a driver, a guard for J.W. and any defenders. The armor provides strong cover but does not make the wagon invulnerable.
CROSSING THE COMPOUND
The wagon begins moving The Bots lean into their harness, the chains draw taut and the wheels bite into the mud. Mechanic: The driver makes an INT (Engineering/Tinkering), DEX-based vehicle or other appropriate probe (DC 14) to guide the wagon through the salvage yard and timber tracks. Success reaches the final approach to the gate. Failure creates a setback: a wheel strikes a rut, the vehicle stalls briefly or the Hands gain a clear firing position.
Armed Hands attack the moving wagon Riflemen use timber stacks and salvaged machinery as cover. They concentrate on the driver, controls and exposed defenders rather than firing blindly into J.W.'s compartment. Consequence: Use small groups of Hands instead of placing every surviving guard on the field. Returning fire, suppressing a position or creating a diversion may grant Advantage on the driver's next probe.
The wagon is disabled or the Bots cannot be restarted The armored vehicle loses momentum while the Hands converge. Consequence: The PCs may repair the immediate problem with an INT (Engineering/Tinkering) probe (DC 15). Alternatively, they may remove J.W. and continue with Phase IIb — Extraction Without the Wagon. Preserve any existing setback.

Phase IIb — Extraction Without the Wagon

Use this phase when the wagon is unavailable, abandoned or disabled. The main gate is the most direct route, but scaling the palisade remains possible when the players develop a credible method.

Trigger / Cue Immediate Reaction Clue / Consequence / Mechanic
APPROACHING THE PERIMETER
The PCs move toward the gate with J.W. Mist, huts and timber stacks break the compound into short lines of sight, but armed Hands are securing the main routes. Mechanic: Resolve one group DEX (Stealth), WIS (Survival), STR (Athletics) or coordinated diversion probe. Use DC 13 while Undetected, DC 14 during an Active Search and DC 15 during the Full Alarm. Success reaches the gate area. Failure creates a setback and brings a group of Hands into the route.
The PCs use workshops or timber stacks as cover The indirect route takes longer but avoids part of the open yard. Consequence: Grant Advantage on the movement probe, but reduce the Pressure Countdown by 1 if the Full Alarm has not yet sounded.
The PCs attempt to scale the palisade with J.W. The moisture-darkened timber is approximately three meters high and protected by wire along its upper edge. Mechanic: The PCs require a credible method involving rope, leverage, Tinkerer gear or a human ladder. Resolve a group STR (Athletics), DEX (Acrobatics) or suitable technical probe (DC 15). An unconscious J.W. requires at least two PCs or appropriate lifting equipment. Success clears the compound and proceeds to the Scene Outcome. Failure creates a setback and risks Light or Heavy Damage to J.W. depending on the plan.
The captured wagon waits outside the compound The wagon remains where the PCs previously seized it, provided the Hands have not recovered or disabled it. Consequence: After clearing the gate or palisade, the PCs may reach the wagon and use it as their escape transport. An INT (Engineering/Tinkering) probe (DC 13) is required only if no PC previously mastered its controls.

Phase III — The Gate Crisis

Use this phase when the PCs reach the main gate. Combine only the events relevant to their route. The logging chain affects the freight wagon; the internal latches affect every gate-based escape.

Trigger / Cue Immediate Reaction Clue / Consequence / Mechanic
THE GATE AND LOGGING CHAIN
The gate area is undefended Three heavy iron latches secure the gate from the inside. There is no conventional lock to pick. Mechanic: One PC can release the latches and open the gate without a probe. Opening the heavy timber gate requires one meaningful action.
The Hands hold the gate Riflemen use the wall, huts and timber posts as cover while another Hand protects the latches. Mechanic: The PCs must suppress, deceive, outflank or overcome the defenders. Resolve the plan with an appropriate coordinated probe against DC 15. Success creates enough time for one PC to operate the latches. Failure creates or preserves a setback.
The Full Alarm was active before the wagon began moving, or the wagon suffered a setback The Hands stretch a heavy logging chain across the track between two reinforced posts. Consequence: Read “The logging chain is raised.” The chain blocks the wagon but does not affect PCs escaping elsewhere on foot.
The PCs notice the chain before impact The links rise from the mud ahead of the front axle. Mechanic: A WIS (Perception) probe (DC 13) spots the trap in time. Success allows the driver to stop under control and grants Advantage on the action used to clear or bypass the chain. Failure means the axle strikes the chain.
The wagon strikes the logging chain The vehicle stops violently while the Bots continue straining in their harnesses. Consequence: The wagon becomes trapped but is not automatically destroyed. Exposed riders must pass a DEX (Acrobatics) probe (DC 12) or lose their footing and suffer Light Damage. A properly secured J.W. remains protected inside the cargo compartment.
The PCs attempt to free the wagon The chain is held around the posts while Hands defend its ends. Mechanic: The PCs may drive away the chain crews, cut or release the links with suitable tools, or use a group STR (Athletics) probe (DC 14). An INT (Engineering/Tinkering) probe (DC 13) identifies the fastest release point. Success clears the axle. Failure allows the Hands to close in and creates or preserves a setback.
The final gate latch is jammed Wet grit and corrosion hold the iron mechanism in its housing. Mechanic: A STR (Athletics) or INT (Engineering/Tinkering) probe (DC 14) releases it. Suitable tools or assistance from a Sympathetic Blue grants Advantage.
HOSTAGE LEVERAGE
The PCs threaten J.W. to force the Hands back The nearest Hands hesitate, but the field leader attempts to judge whether the threat is genuine. Mechanic: A CHA (Intimidation) probe (DC 15). Success buys one unopposed action to move, release a latch or address another obstacle. The Hands do not surrender permanently. Failure means they continue closing in. Using J.W. as physical cover exposes him to crossfire and may jeopardize the live-capture mandate.
THE BLUES AT THE GATE
The Blues hear the Full Alarm or witness the gate confrontation Workers emerge cautiously from their huts or watch from doorways. They carry work tools but do not automatically attack either side. Consequence: Preserve the current Blues Disposition. Their presence creates the possibility of resistance, not guaranteed rescue.
The PCs appeal directly to Uncertain Blues The workers look between the PCs and the armed Hands, weighing the danger of becoming involved. Mechanic: One PC may make a brief CHA (Persuasion), WIS (Insight) or suitable cultural/language probe (DC 14). Mentioning the Nameless Man, lowering weapons or clearly identifying J.W. as their common oppressor grants Advantage. Success changes their disposition to Sympathetic. Failure leaves it Uncertain. Threats or violence change it to Alienated.
A Hand attacks or shoots a worker who openly defies an order The violence confirms that the Hands will answer defiance with force. A worker raises a cry, and others move against their oppressors. Optional Audiobook Path: Open resistance begins among the Blues. The workers engage nearby Hands with tools, hooks and improvised weapons. This resistance originates from their own grievances and should follow visible brutality or an established moment of defiance—not appear solely to rescue the PCs.
The PCs attack or endanger the Blues The workers scatter, defend themselves or withdraw from the gate area. Consequence: Set Blues Disposition to Alienated. The PCs receive no direct assistance even if the workers later resist the Hands for their own reasons.
No open resistance begins The workers remain in their doorways or withdraw when ordered. Consequence: The PCs must complete the extraction without an uprising. Sympathetic Blues may still provide one discreet advantage according to the table below.

If open resistance begins, apply the recorded Blues Disposition:

Blues Disposition Effect During the Gate Crisis
Sympathetic The workers recognize the PCs as possible allies. Once during the crisis, they may drive a Hand from a chain post, help release a gate latch, point out an open route or grant an automatic success on one reasonable assistance-based task.
Uncertain The workers resist the Hands but concentrate on their own survival. Their intervention distracts the nearest guards and grants the PCs Advantage on one gate or chain action, but no worker takes direct responsibility for J.W. or the PCs.
Alienated The workers may still turn against the Hands, but they avoid the PCs and provide no direct aid. The Hands' distraction creates an opportunity, but the PCs must clear the chain and gate themselves.

Scene Outcome & Transition

Outcome Immediate Consequence Transition
The PCs clear the compound with a living J.W. The palisade disappears into the mist behind them. Record whether they escaped by freight wagon, recovered a wagon outside or continued on foot. Proceed to Scene 8a — Return to New Kourou.
The PCs are forced to abandon J.W. The Hands recover him while the PCs flee through the gate, over the wall or into the surrounding forest. Proceed to Scene 6d — Escape Empty-Handed.
J.W. escapes from the PCs during the extraction He reaches the Hands or disappears into the compound while the PCs remain under pressure. If the PCs flee, proceed to Scene 6d. If they continue pursuing him, return briefly to the relevant part of Scene 6a under the current escalation state.
J.W. is killed Ezrah's live-capture mandate fails. The PCs may retain whatever evidence they recovered, but they cannot achieve the complete mission outcome. If they escape, proceed to Scene 6d and carry forward J.W.'s death.
The PCs are surrounded, subdued or surrender The Hands disarm and restrain the group. The Full Alarm or Active Search remains in effect. Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.

Before leaving the scene, record:

  • Escape Transport: Freight Wagon · On Foot · Other
  • J.W.'s Condition: Conscious · Sedated/Unconscious · Injured
  • Blues Disposition: Uncertain · Sympathetic · Alienated
  • Blues Resistance: None · Open Defiance
  • Carried Resources: Injuries · ammunition · missing equipment · recovered evidence
  • Wagon Outcome: Escaped With PCs · Available Outside · Left Behind/Disabled

6 | DM Notes

  • The Audiobook Route Is an Option: The freight wagon, logging chain and workers' resistance reproduce the principal beats of Chapter 12, but the players are not required to follow that exact sequence.
  • Follow the Three Steps: First move J.W. out of the house. Then select the route permitted by the Wagon State. Finally resolve the gate or palisade. Most of the tables are conditional and can be ignored when they do not match the PCs' choices.
  • Preserve Previous Decisions: Wagon State, Blues Disposition, escalation, equipment, injuries and evidence should matter. Do not restore resources or reposition the wagon merely to create the audiobook outcome.
  • Hands Guard; Blues Work: The armed Hands search, pursue, shoot and defend the gate. The Blues are coerced workers. Never use them as an automatic hostile swarm.
  • Resistance Belongs to the Blues: If the workers rebel, they do so because of their oppression and the Hands' brutality. Their disposition determines their relationship with the PCs, not whether they possess reasons of their own to resist.
  • Active Search Is Not Full Alarm: Gunfire, discovery and shouting begin or intensify an Active Search. Only the Pressure Countdown reaching zero activates the pneumatic Full Alarm.
  • J.W.'s Condition Is Not Fixed: A sedated J.W. creates a carrying problem. A conscious J.W. creates a control problem. Do not force him to perform “dead weight” sabotage if another response fits the established situation better.
  • Keep the Escape Moving: Use the One-Setback Rule instead of demanding repeated movement probes. Each failed action should change the situation and require a new decision.
  • The Gate Opens From Inside: The gate is secured by heavy internal latches rather than a conventional lock. If the PCs reach it uncontested, they can open it. The challenge is gaining the time and position to do so.
  • Protect the Mandate Without Granting Immunity: The Hands prefer to recover J.W. alive and may hesitate when he is exposed, but bullets, collisions and desperate choices can still injure or kill him.
  • End at the Perimeter: Once the PCs and J.W. are beyond the compound, stop this scene. Resolve the forest journey and subsequent pursuit in Scene 8a.

DM Tutorial: How to approach the scene

hauh_in_the_realm_of_the_hunter.1788490361.txt.gz · Last modified: 2026/09/04 02:52 by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki