Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 4g — ESCAPING MORNINGSTAR (THE MANHUNT)
1 | Scene Overview
- Location: The streets, alleys, and perimeter of Morningstar
- Type: Action · Stealth · Consequence Enforcer
- Era: Beta Age
- Tone: Frantic · hostile · high-stakes
Atmosphere & Sensory Cues: The piercing, rhythmic wail of the station’s shortwave alarm siren · the sweeping beams of combat drone searchlights cutting through the thick Atrana mist · the heavy splashing of trooper boots in the mud ·
2 | Read-Aloud Descriptions
Initial Read-Aloud (The Lockdown Begins)
The rowdy, mud-soaked pulse of Morningstar stops dead the moment the siren wails. It is a harsh, mechanical shriek that cuts right through the Atrana fog.
Instantly, the rhythm of the streets changes. There is no mass panic, just a cold, practiced efficiency. Sensible locals pull their collars up and move quickly, ducking into taverns or down narrow alleys to clear the muddy roads. They don't want to be caught in the crossfire. Lantern light still spills from the windows of places like Saw’s End and Django’s Diner, but the faces looking out through the glass are hardened, suspicious, and entirely uninviting.
Down the street, the blinding white searchlight of a Combat Drone sweeps over the rooftops, followed by the heavy, synchronized thud of Guarding Bots and Troopers moving in a grid formation.
You are no longer investigators or travelers here. You are prey. And the hunt has just begun.
Staged Read-Alouds (Progressive Descriptions)
| Trigger / Timing | Read-Aloud / Narrative Insert |
| PCs approach the North Gate to escape (Morningstar Perimeter) | The northern perimeter looms ahead — a heavy timber palisade disappearing into the mist. The main gate is partially closed. Two Guarding Troopers stand behind barricades, their Laser Guns raised and scanning the treeline, while a multi-terrain Guarding Bot idles aggressively by the exit. Beyond them lies the deep, untamed wilderness of the Atrana Mountains. |
| PCs have escaped Morningstar and wander the woods without a lead (Failing Forward) | The fog in the Atrana treeline is thick, swallowing the distant sirens of Morningstar. You are cold, hunted, and moving blind through the freezing mud. Then, you hear it — the heavy, metallic clank of a massive steel trap being reset, followed by a low grunt. Ahead, the narrow beam of a handheld lantern cuts through the mist. Figures are moving among the trees. They don't walk like lumberjacks. They are hunched, their stature shortened, wrapped in thick animal furs and heavy trapping gear. One of them hoists the bloody carcass of a furred beast over his shoulder, turning slightly toward the noise of your approach. The lantern light catches large, light-sensitive pupils and pale, distinctly bluish skin. Their physiology, that eerie blue tint—it brings a cold, sharp flash of memory. They look exactly like the 'Man without a Name'. |
| 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, reinforced with scavenged metal plates and wire. It stands nearly three meters high, cutting cleanly across the forest floor. Set into the wall is a heavy timber gate, closed. Off to one side, a weathered wooden post leans at an angle. A faded sign is nailed to it: NO TRESPASSING – PRIVATE PROPERTY. Above the sign, hanging from iron hooks, is the skull of a Moar — massive, yellowed, its teeth still intact. Whatever rules applied behind you no longer reach this place. You are no longer following someone. You have arrived. |
(This Read-Aloud marks the ending of this scene. If the PCs arrive freely and unrestrained, proceed to Scene 6a — In the Realm of the Hunter. If the PCs 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 |
| Chase & Transition | Evade capture · escape the town limits · survive | The Point of No Return: This scene officially ends the Morningstar investigative phase. It forces the momentum of the story forward. If the PCs failed to gather clues about J.W. or his Errand Runner before this moment, they are out of luck—they must flee blindly into the northern wilderness to survive the manhunt. |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| Hunting Squads | Local Law Enforcement | Recapture the fugitives | 1 Trooper + 1 Guarding Bot. They move methodically, sweeping alleys and checking corners. They use lethal force if engaged. | Local Guarding Troopers Station of Morningstar |
| Guarding Bot | Automated Muscle | Enforce laws | Unbribable, lethal, and strictly rule-bound. Guards the North Gate checkpoint. | Guarding Bots |
| Combat Drones | Aerial Spotters | Illuminate targets | Hover above the fog. If they spot a PC, they bathe them in a bright spotlight and emit a high-pitched ping, drawing the nearest Hunting Squad in 1 round. | Combat Drones |
| Morningstar Settlers | Civilians | Self-preservation | They will not help the PCs. If a PC tries to force their way into a home, the settlers will scream and point them out to the Troopers to avoid being arrested for harboring fugitives. | Morningstar |
| Hunter’s Trappers | Hands of J.W. | Territory control · capture · enforcement | Their appearance is unsettling. Pale, bluish skin reflecting faintly from luminescent safety wiring woven into their gear. Large, light-sensitive pupils remain permanently dilated, rarely blinking. Their bodies are shortened and hunched, movements economical and quiet — more crawl than stride. They speak little, relying on hand signals and short clicks. They prefer stun weapons, restraints, and silent takedowns. | The Blues |
5 | Triggers, Clues & Consequences
Phase 1 — Evading the Grid Search
The PCs must navigate the muddy streets and alleys to reach the perimeter without being caught in the searchlights.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🏃 PCs attempt to sprint openly through the streets | The heavy fog provides some cover, but the noise of their boots in the mud attracts attention. | Requires a group DEX (Stealth) probe (DC 15). Failure: Means a Combat Drone spots them, illuminating the party and initiating combat with a Hunting Squad. |
| 🛢️ PCs use the environment to hide (drainage ditches, under timber stacks) | The PCs press themselves into the freezing muck as a Guarding Bot rolls past. | Grants Advantage on DEX (Stealth) checks. Success: The patrol passes by, leaving the path to the perimeter clear. |
| 🚪 PCs attempt to hide inside a Hub Location (Saw's End, Django's) | The business is open, but the atmosphere inside is incredibly tense. The alarm siren is clearly audible. | Transition to the rules of the respective location's Scene, but treat the PCs as Wanted. Patrons will recognize them. Shopkeepers or owners (like Orin Hale) will demand they leave immediately to avoid Trooper attention. If the PCs linger or cause trouble, a civilian will slip out and report them, drawing a Hunting Squad to the building in 1d4 rounds. No new clues can be gathered. |
—
Phase 2 — Breaching the Perimeter
To escape Morningstar, the PCs must get past the town's physical defenses, heading North toward the wilderness.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🧱 PCs attempt to scale the timber palisade | The wooden wall is slick with rain and moss, and patrolled intermittently. | Requires a STR (Athletics) or DEX (Acrobatics) probe (DC 14). Success: The PC scrambles over and drops into the wilderness. Failure: The PC slips, taking 1d4 bludgeoning damage, and must try again or find another way. |
| 💥 PCs assault the North Gate checkpoint | The Troopers and the Guarding Bot at the gate return fire immediately. | A direct, lethal combat encounter. The PCs must defeat them quickly (within 3 rounds) before reinforcements arrive. |
| 🎇 PCs create a major distraction | Setting a fire, detonating a Tinkerer pod, or sabotaging a generator elsewhere in town. | The Troopers at the North Gate abandon their post to respond to the emergency. The PCs can slip out of the gate completely uncontested. |
—
Phase 3 — Into the Wilderness
Once the PCs cross the perimeter, the urban hunt ends, but the wilderness survival begins. Without clues from the town, they must rely on their immediate surroundings to find their target.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🌲 PCs escape into the Atrana treeline | The sounds of the siren fade, swallowed by the dense, freezing fog. The PCs are safe from the Guarding Troopers, but entirely lost. | Failing Forward: Triggers the “Failing Forward / The Blues” Staged Read-Aloud. The PCs stumble upon J.W.'s trappers actively hauling their catch through the woods. |
| 🔍 PCs observe the Trappers or examine their traps | The heavy steel mechanisms are brutal, designed to maim large game or trespassers. | Requires an INT (Investigation/Survival) probe. Success reveals the initials “J.W.” stamped into the metal. If the PCs were captured in Scene 3b, they immediately recognize the design — it is identical to the poacher snare the Honga tribe presented to them. |
| 🥷 PCs follow the Trappers and stay unrecognized | The PCs maintain a safe distance, using the dense fog and ambient forest noise to mask their approach. | Requires successful group DEX (Stealth) and WIS (Survival) probes. The trappers unknowingly guide the party directly to the compound. (Trigger the final Read-Aloud). Proceed to Scene 6a — In the Realm of the Hunter. |
| 🚨 The Trappers become aware of the pursuit | If the PCs fail their stealth probes, the Trappers do not attack immediately. Instead, they alter their route, leading the careless PCs directly into a kill-zone. | A concealed pit-and-net trap collapses beneath the PCs. A weighted net snaps shut mid-fall, barbed hooks biting into flesh as the fall is arrested. PCs suffer 1d6 piercing damage and are immobilized. This is a human-made restraint trap, not meant to kill quickly. |
| 🏳️ PCs choose to surrender from the trap | The Trappers emerge from the fog, weapons drawn and leveled at the pit. | The PCs are bound, searched, and stripped of weapons and valuables. They are marched through the forest toward J.W.’s property. (Trigger the final Read-Aloud). Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter. |
| 💥 PCs choose to fight from the trap (and lose) | The Trappers have initiative, prepared positions, and superior numbers. Firearms and melee weapons are used without hesitation. | This is a controlled takedown, not a fair fight. PCs will suffer serious wounds or lasting injuries (DM discretion). Once defeated, they are stunned, heavily restrained, disarmed, and dragged to the boss. (Trigger the final Read-Aloud). Proceed to Scene 6b under visibly worse physical and psychological conditions. |
6 | DM Notes
- The “Locked Sandbox” Rule: Be incredibly strict about this. Once the manhunt begins, the players cannot go back to the Medical Station to hack logs, they cannot buy supplies at Hale & Hook, and they cannot visit any venue without consequences. The sandbox has turned hostile. If they complain, remind them that their actions have consequences.
- Keep the Pacing Relentless: Do not let the players sit and plan for ten minutes in an alleyway. If they hesitate, tell them a searchlight is sweeping toward them or they hear mechanical treads approaching. Force them to make quick, desperate decisions.
- Failing Forward (No Clues): It is entirely possible the PCs get arrested and trigger this scene before they ever learn about J.W.'s activities in Morningstar and the location of his northern compound. Do not punish them by breaking the campaign. Since the woods around Morningstar are populated by trappers (who are “Blues” — their appearance might remind the PCs of the Man without a Name) and henchmen of the Hunter, let the PCs stumble upon them actively resetting traps and hauling their catch in the fog. Shadowing these hostiles through the wilderness will naturally lead the party directly to the compound and right into the next scene.
- Lethality: The Guarding Bots will use lethal force against fleeing prisoners. If the PCs get caught in a firefight here, it should drain their resources (HP, ammo, Tinkerer gear) right before they enter the dangerous wilderness.
DM Tutorial: How to approach the scene
Related Pages and Further Information
- ↑↑ Start: Hunting An Unknown Hunter
- ★ Overview: All Scenes of Hunting An Unknown Hunter
- ☞ Resolution: Case Resolution and discoverable Backstory
- → Next Scene: If the PCs arrive freely and unrestrained, proceed to Scene 6a — In the Realm of the Hunter. If the PCs arrive captured, bound, or escorted under force, proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.)
