Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 6b — AS A PRISONER IN THE REALM OF THE HUNTER
1 | Scene Overview
- Location: A partially sunken holding room inside J.W.'s fenced compound, lower slopes of the Atrana Mountains
- Type: Captivity · Escape · Psychological Pressure
- Era: Beta Age
- Tone: Confinement · uncertainty · mounting pressure · a narrow opportunity
Atmosphere & Sensory Cues: Warm, humid air · damp timber · old animal musk · muffled footsteps overhead · iron scraping against wood · distant machinery · voices falling silent whenever an armed Hand approaches
2 | Read-Aloud Descriptions
Initial Read-Aloud A — PCs Captured Outside the Compound
The wooden gate opens just far enough to admit your captors. Armed Hands push you through the entrance with Windstrike Rifles trained on your backs. Your weapons, packs and tools are gone. Rope bites into your wrists.
Beyond the palisade, drifting mist breaks the compound into fragments. Timber stacks rise beside tracks churned by heavy wagon wheels. Windowless huts line the southern wall. Pale workers stop and watch as you pass, but none of them approaches. An armed Hand orders them back to work, and their eyes immediately fall.
Farther inside stands a massive log house set on a heavy stone basement. It has no windows—only narrow viewing slots glowing with warm light. A broad chimney exhales grey smoke into the humid air, while thick salvaged pipes cross the outer walls.
Near the house, one of the Hands lifts a heavy wooden hatch reinforced with iron bands. Short steps descend to a low door beneath the ground. You are forced down, one after another.
The room beyond was built to contain something. Damp wooden planks line the walls. Deep scratches scar the timber near several iron rings, and heavy chains hang from them. A narrow viewing slit cuts through the reinforced door.
The Hands secure your restraints to the wall rings and leave. Outside, your confiscated equipment lands inside a wooden chest with a series of heavy thuds.
The door closes. The bolt slides into place.
Then the outer hatch falls shut, and the remaining daylight disappears.
Initial Read-Aloud B — PCs Captured During Scene 6a
The struggle ends beneath the weight of numbers. Armed Hands tear away your weapons, packs and tools before binding your wrists behind your backs.
You are dragged through the warm mist. Timber stacks and machinery pass in broken silhouettes as the Hands lead you toward a heavy hatch set into the ground near the main house.
Short steps descend beneath it. At the bottom waits a reinforced wooden door.
The holding room beyond smells of damp timber, old fur and fear. Deep scratches scar its plank walls. Iron rings have been bolted into the wood, with heavy chains hanging from them. A narrow viewing slit admits a thin blade of light.
The Hands secure you to the wall rings. Your equipment is thrown into a chest somewhere outside.
The door closes. An iron bolt scrapes into place.
Footsteps retreat above you. Whether the compound has fallen quiet or remains on alert, you cannot yet tell.
Staged Read-Alouds
| Trigger / Timing | Read-Aloud / Narrative Insert |
| The PCs leave the holding room silently | The reinforced door opens without a shout or alarm. Warm, humid air enters from the narrow stairwell. Beyond the outer hatch, drifting mist conceals the paths between timber stacks, huts and work buildings. The main house rises above them, its viewing slots glowing faintly through the fog. For the moment, no one is looking toward the open holding room. That moment will not last. |
| The Hands bring the PCs before J.W. | The Hands force you into a room warmed by an open fireplace. 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 correspondence cover its surface. Beside the desk, a pointer moves slowly behind the scratched glass of a brass pressure dial. J.W. sits behind the desk, his repaired leather mask illuminated by the fire. He finishes the line he is writing before placing his pen neatly beside the page. Only then does he look at you. “Interesting,” he says. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Captivity & Breakout | Assess the holding room · escape restraints · recover confiscated equipment · leave the room before the Hands return | Provides a compact recovery path after capture. Once the PCs leave the holding room, return to Scene 6a — In the Realm of the Hunter instead of repeating the compound's locations and infiltration options. If the PCs remain imprisoned, a brief audience with J.W. creates one final opportunity to reverse the situation. |
4 | Key (N)PCs
| Name / Role | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| J.W. — “The Hunter” | Assess the threat · protect his operation · retain control | Calm, analytical and unnervingly patient. He does not gloat or deliver a lengthy monologue. He studies what the PCs say, asks concise questions and behaves as though their imprisonment has already settled the outcome. | Jareth Wyrick |
| J.W.'s Armed Hands | Guarding · restraint · escort · pursuit | Armed Exohuman fugitives carrying Windstrike Rifles and hunting knives. They confiscate equipment, guard prisoners and respond to escape attempts. They are distinct from the pale workers and perform all security duties in this scene. | Exohumans |
| Pale Workers / Blues | Coerced labor · witnesses | The Blues may watch prisoners being moved through the compound, but they do not guard cells, restrain prisoners or escort anyone to J.W. Preserve any previously established Blues Disposition. Otherwise, their disposition begins as Uncertain. | The Blues |
5 | Triggers, Clues & Consequences
Entry Conditions & Carried State
Before beginning the scene, record the circumstances under which the PCs were captured. These circumstances determine what happens if they escape.
- Captured Outside: No general search is underway unless the events leading to capture already caused one.
- Captured During an Active Search: The Active Search continues while the PCs are imprisoned.
- Captured During the Full Alarm: The pneumatic Full Alarm remains active. Imprisonment does not reset it.
- Confiscated Equipment: Unless the preceding scene established another location, the PCs' weapons, packs and tools are stored in a locked chest in the small guard alcove immediately outside the holding room.
- Carried States: Preserve the Wagon State, Blues Disposition, injuries, missing equipment and any evidence already collected.
Blues Disposition: If the PCs already interacted with the Blues before being captured, retain the established disposition. Otherwise, begin with Uncertain. The Blues do not guard the holding room or routinely visit the prisoners. If the PCs deliberately attempt to communicate with workers while being moved through the compound, use the interaction described below.
- Uncertain: The Blues avoid involvement but do not report the PCs without a reason.
- Sympathetic: The PCs previously treated the workers respectfully or established that they oppose J.W. Sympathetic Blues may later overlook suspicious movement or misdirect a Hand.
- Alienated: The PCs threatened, attacked or treated the workers as enemies. Alienated Blues offer no assistance and avoid the PCs.
Blues Disposition determines how the workers regard the PCs. It does not turn them into guards, nor does it determine whether they may later resist J.W.'s Hands for their own reasons.
Phase I — The Holding Room
Captivity Rounds: One Captivity Round represents one meaningful group action: examining the room, listening outside, working on restraints, manipulating the door or preparing an ambush. Set the Escort Timer to 3. Reduce it by 1 after each Captivity Round. If the Full Alarm is already active, begin at 2 instead. Brief questions and discussion do not consume a round. When the timer reaches zero, resolve the arrival of the Hands.
| Trigger / Cue | Immediate Reaction | Clue / Consequence / Mechanic |
| ASSESSING THE HOLDING ROOM | ||
|---|---|---|
| PCs assess their restraints | Their wrists are bound behind their backs. A shared chain connects the bindings to iron rings fixed into the wall. | Consequence: The PCs cannot move freely until they release either their individual bindings or the shared chain. PCs who secretly escaped or loosened their restraints before capture may retain that advantage at the DM's discretion. |
| PCs listen outside | What they hear depends on the compound's current escalation state. | Mechanic: A WIS (Perception) probe (DC 11). Undetected: The PCs hear isolated footsteps and routine work outside. Active Search: Armed Hands exchange reports and move rapidly between compound locations. Full Alarm: The pneumatic howl and shouted orders make quiet movement outside nearly impossible. No Blues are stationed as guards. |
| PCs examine the room | The plank walls bear deep scratches. Long pale hairs remain caught around one iron ring. Near the floor, one board has begun to split away from its nails. | Mechanic: An INT (Investigation) or WIS (Perception) probe (DC 12). Success: The PCs conclude that pale prisoners were once confined here. They also find a thin, bent shard of steel wedged beneath the damaged board. The shard can serve as an improvised lock pick or cutting tool. |
| PCs look through the viewing slit | The slit reveals part of the stairwell and a small guard alcove beyond the door. An iron-bound equipment chest stands against the opposite wall. | Consequence: The PCs locate their confiscated gear. If a Hand is currently outside, only part of the guard's silhouette is visible through the slit. |
| ESCAPING THE RESTRAINTS | ||
|---|---|---|
| PCs attempt to free themselves quietly | The rope can be worked loose, cut or manipulated against the edge of the wall ring. | Mechanic: A DEX (Sleight of Hand) or suitable Tinkering probe (DC 14). Using the hidden steel shard grants Advantage. Success: One PC frees their hands without raising suspicion and can assist the others. Failure: The bindings remain in place and the Escort Timer advances normally. |
| A freed PC releases the others | With both hands available, the remaining knots and chain fastenings are much easier to reach. | Mechanic: With the steel shard, suitable tools or an appropriate background, no additional probe is required. Without any useful implement, make a DEX (Sleight of Hand) probe (DC 11). |
| PCs force their restraints | Rope tightens, chain links scrape against the rings and the wall timbers begin to strain. | Mechanic: A STR (Athletics) probe (DC 16). Success: The restraint or wall ring breaks. Failure: The PC remains restrained. Whether successful or not, the noise brings the Escort Timer immediately to zero. If the PCs escape the arriving Hands, an Active Search begins. |
| OPENING THE HOLDING ROOM | ||
|---|---|---|
| PCs inspect the reinforced door | A heavy iron bolt secures it from the stairwell side. Through the viewing slit, the PCs can see part of the bolt and its simple guide brackets. | Mechanic: An INT (Investigation/Tinkering) probe (DC 12) identifies how the bolt might be lifted using the steel shard, a length of chain or another improvised hook. |
| PCs manipulate the exterior bolt | The improvised tool must pass through the viewing slit and lift the iron bolt without dropping it against the door. | Mechanic: A DEX (Sleight of Hand) or INT (Tinkering) probe (DC 14). Success: The bolt lifts quietly and the door can be opened. Failure: The tool slips and metal strikes timber. Bring the Escort Timer to zero. |
| PCs force the door | The reinforced planks flex against the bolt while the hinges groan beneath the impact. | Mechanic: A group STR (Athletics) probe (DC 17). Success: The door bursts open. Failure: It remains closed. Either result alerts nearby Hands and begins an Active Search. |
| PCs call for a guard or create a deception | A Hand approaches the viewing slit but initially keeps the door closed. | Mechanic: A CHA (Deception/Performance) probe (DC 14). A credible medical emergency, internal conflict or concealed freed restraint may grant Advantage. Success: The Hand opens the door cautiously, giving the PCs one opportunity to overpower or evade him. Failure: The Hand recognizes the deception and summons another guard. Bring the Escort Timer to zero. |
| EQUIPMENT & THE RETURNING HANDS | ||
|---|---|---|
| PCs reach the equipment chest | The iron-bound chest contains their confiscated weapons, packs, tools and collected evidence unless the preceding scene established otherwise. | Mechanic: A key taken from a Hand opens it automatically. Otherwise, a DEX (Sleight of Hand/Thieves' Tools) or INT (Tinkering) probe (DC 13) opens the lock. Forcing the chest requires STR (Athletics) (DC 15) and creates enough noise to begin an Active Search. |
| The Escort Timer reaches zero | Two armed Hands open the outer hatch and descend the steps. One carries a Windstrike Rifle while the other prepares to unlock the holding-room door. | Consequence: PCs who have freed themselves may hide their progress, prepare an ambush, attempt another deception or attack when the door opens. Silently overcoming both Hands allows a quiet escape. A shouted warning, gunshot or prolonged struggle begins an Active Search. |
| The PCs remain restrained or surrender | The Hands unlock the shared chain and prepare to march the PCs to the main house while keeping their wrists bound. | Consequence: Proceed to Phase III — Conditional Audience with J.W. |
Phase II — Leaving the Holding Room
Once the PCs leave the holding room, stop using Scene 6b. Do not repeat the compound locations or infiltration tables here. Transfer the relevant states to Scene 6a and continue from the indicated phase.
| Escape Situation | Compound State | Transition |
| The PCs were captured outside and escape silently | No general search has begun, and the empty holding room has not yet been discovered. | Proceed to Scene 6a — In the Realm of the Hunter, beginning with Phase II — Exploring the Compound. The PCs receive one Compound Round while the compound remains Undetected. After that round, the empty cell is discovered and an Active Search begins. |
| The PCs escape silently while an Active Search is already underway | Their escape is not immediately noticed, but the search for intruders or accomplices never ended. | Proceed to Scene 6a, Phase IIb — Escalation: Discovery, Search & Full Alarm. Retain the Active Search state. |
| The PCs escape noisily or fight the returning Hands | A warning, gunshot or prolonged struggle mobilizes the compound. | Proceed to Scene 6a, Phase IIb, with an Active Search underway. |
| The Full Alarm was already active | The compound-wide alarm does not reset during imprisonment. | If the PCs escape without J.W., proceed to Scene 6d — Escape Empty-Handed. If they secure J.W. during the breakout, proceed to Scene 6c — Escape With the Hunter. |
| The PCs leave their equipment behind | Their weapons, tools and collected evidence remain in the guard-alcove chest. | Carry the missing-equipment state into the following scene. The PCs may attempt to recover replacements using the locations and equipment described in Scene 6a. |
| The PCs recovered their equipment | The group has regained whatever was stored in the chest. | Carry the recovered equipment, remaining injuries, Wagon State, Blues Disposition and collected evidence into the following scene. |
Phase III — Conditional Audience with J.W.
Use this phase only if the PCs wait, surrender or fail to escape before the Hands return. Keep the audience brief. It is a final pressure point, not a second investigation of the main house.
| Trigger / Cue | Immediate Reaction | Consequence / Mechanic |
| The Hands escort the PCs to the main house | Two armed Hands march the restrained PCs through the mist. Pale workers withdraw from the path but do not participate in the escort. The Hands take the PCs through the front entrance and up the wooden staircase to J.W.'s Second-Floor Room. | Consequence: Read “The Hands bring the PCs before J.W.” The PCs remain without their confiscated equipment unless they secretly recovered an item before the escort. |
| PCs attempt to address nearby Blues during the escort | Pale workers pause beside the paths or watch from the doorways of their huts. The armed Hands immediately order the prisoners to remain silent and continue moving. | Mechanic: The PCs may make one brief appeal using CHA (Persuasion), WIS (Insight) or a suitable cultural/language probe (DC 14). Mentioning the Nameless Man or clearly identifying J.W. as their common enemy grants Advantage. Success: Set Blues Disposition to Sympathetic. The workers do not intervene immediately, but may assist later according to Scene 6a or Scene 6c. Failure: The workers withdraw and disposition remains Uncertain. A threatening appeal changes it to Alienated. |
| PCs attempt to escape during the march | The Hands immediately try to drive the prisoners to the ground and call for assistance. | Mechanic: A group STR (Athletics), DEX (Acrobatics) or appropriate coordinated-action probe (DC 16). PCs who secretly freed their restraints gain Advantage. Success: The PCs break away; proceed to Scene 6a with an Active Search underway. Failure: The Hands subdue them, inflicting appropriate blunt-force damage or exhaustion, and continue the escort. |
| J.W. questions the PCs | J.W. asks why they entered his territory and what they know about his operation. He listens more carefully than he speaks. | Consequence: Allow a brief exchange and no more than two substantial questions from the PCs. J.W. may acknowledge the attack on the OfSO, the Nameless Man, the illegal pelt trade or the Blues, but he does not expose his entire network. Useful revelations should agree with the established case resolution and linked character articles. |
| PCs negotiate or attempt to mislead J.W. | J.W. studies their answer for inconsistencies, occasionally writing a short note on the paper before him. | Mechanic: A CHA (Deception/Persuasion) or WIS (Insight) probe (DC 15). Success: The PCs create hesitation, reposition one escort or gain Advantage on their next breakout action. J.W. does not simply release them. Failure: He recognizes the attempt and ends the audience. |
| PCs concealed that they escaped their restraints | J.W. and the Hands continue treating them as securely bound. | Consequence: The PCs gain one opening action with Advantage. They may attack an escort, break for the hallway or attempt to seize J.W. |
| PCs attempt to seize J.W. during the audience | J.W. moves behind the desk while the Hands reach for their weapons. | Mechanic: Resolve a coordinated STR, DEX or suitable Tinkerer action against DC 16. Secretly freed restraints or a successfully created distraction grants Advantage. Success: The PCs secure J.W. long enough to begin an extraction; proceed to Scene 6c — Escape With the Hunter with an Active Search underway. Failure: The Hands overwhelm the attempt and J.W. immediately ends the audience. |
| PCs break away without J.W. | The Hands shout a warning as the PCs reach the hallway or staircase. | Consequence: If the Full Alarm is not active, proceed to Scene 6a with an Active Search underway. If the Full Alarm is already active, proceed to Scene 6d — Escape Empty-Handed. |
| The audience ends without an escape | J.W. closes his notebook and gives the Hands a short, dismissive instruction. The prisoners are to be removed and executed away from his private room. | Consequence: Allow the PCs one final coordinated breakout attempt during the transfer. Resolve it as a group STR (Athletics), DEX (Acrobatics) or suitable improvised-action probe (DC 16). Success: They break away and continue under an Active Search. Failure: The Hands carry out J.W.'s order. Unless another established ally or contingency intervenes, the mission and campaign end in failure. |
6 | DM Notes
- Keep the Scene Narrow: Scene 6b concerns confinement, escape and the consequences of capture. Once the PCs leave the holding room, return to Scene 6a instead of describing the compound again.
- Hands Guard; Blues Work: Armed Hands capture, restrain, escort and pursue the PCs. The Blues may witness these events, but they are coerced workers rather than guards. Do not use them as a combat swarm.
- Preserve the Escalation State: Imprisonment does not erase what happened previously. An Active Search continues, and a Full Alarm remains active.
- Noise Does Not Trigger the Pneumatic Alarm: A forced door, gunshot, shouted warning or discovered empty cell begins an Active Search. The pneumatic Full Alarm remains governed by the pressure system established in Scene 6a.
- Equipment Matters: Record what the PCs recover before leaving. Missing weapons and tools should complicate the following scene without making escape impossible.
- Failure Should Create Pressure Before Finality: Give the PCs several clear opportunities: escape the restraints, manipulate the door, ambush the returning Hands, break away during the escort or act during the audience. Only the final failed transfer should threaten an irreversible campaign failure.
- Blues Assistance Remains Limited: A Sympathetic Blue may provide one discreet advantage, but cannot simply open the cell, return every weapon or escort the PCs safely through the compound. Open defiance would endanger the worker and attract the Hands. Carry the resulting Blues Disposition into Scene 6a or the following escape scene.
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
- ← Possible Previous Scenes:
- Scene 6a — In the Realm of the Hunter if the PCs were captured during infiltration or confrontation
- Any preceding scene in which the PCs were captured and transported to J.W.'s compound
- → The outcome determines the next scene:
- If the PCs escape before the Full Alarm: Return to Scene 6a — In the Realm of the Hunter with the appropriate escalation state.
- If the PCs escape with J.W.: Proceed to Scene 6c — Escape With the Hunter.
- If the PCs escape without J.W. during the Full Alarm: Proceed to Scene 6d — Escape Empty-Handed.
- If every final breakout attempt fails: The mission and campaign may end in failure unless an established contingency intervenes.
