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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: Inside the fenced property of J.W., lower slopes of the Atrana Mountains
  • Type: Capture · Containment · Psychological Pressure · Power Imbalance
  • Era: Beta Age
  • Tone: Controlled wilderness · ritualized dominance · procedural cruelty · loss of agency

Atmosphere & Sensory Cues: Persistent mist · humid tropical air · muffled forest sounds · ordered paths amid wild growth · wood, iron, and animal musk · distant animal movement · the constant awareness of being observed


2 | Read-Aloud Descriptions

Initial Read-Aloud A (For PCs captured OUTSIDE the compound)

The wooden gate groans as it opens. Not fast. Not wide. Just enough. Rough hands guide you forward. There is no shouting. No urgency. Just pressure — steady, practiced, inevitable.

You pass through the wall.

On the other side, the forest feels almost unchanged. The same mist clings between the trees. The same damp air presses against skin and fabric. The same smells of wet leaves, wood, and slow rot linger in the air.

You are pushed onto a narrow paved trail, stones set carefully into the soil. It winds deeper into the property, flanked by tall trees whose lower branches have been trimmed away. You pass stacked timber, drying racks heavy with hides, tools hung neatly beneath crude wooden shelters. Everything is where it belongs.

Somewhere nearby, a Veyra snorts softly.

Ahead, a low, windowless wooden hut stands beside the path. Two pale figures linger near it, watching you in silence. Their skin, their hunched posture, and the way their reflective eyes catch the dim light instantly send a chill down your spine. They bear a striking, undeniable resemblance to the Nameless Man – the man whose death brought you here. And then you see the Main House.

A massive log structure rises from the mist, three stories high, its walls darkened by weather and smoke. A wide stone chimney climbs along one side, exhaling a thin ribbon of gray into the fog. Warm light flickers behind shuttered windows.

Near the house, set directly into the ground, is a heavy wooden hatch reinforced with iron bands.

One of your captors steps forward and pulls it open. A staircase descends into darkness. You are pushed down, boots scraping against wood, hands firm on your shoulders. The hatch closes above you with a solid, final sound.

When the light returns, it is dim.

You find yourselves in a low wooden room, the walls lined with thick planks scarred by age and claw marks. The air smells of animals — sweat, fur, fear — old and familiar, like a place meant to hold what does not belong outside. A narrow slit in the door lets in a thin blade of light. Along one wall, iron rings are bolted into the timber. Heavy chains hang slack from them.

Footsteps retreat. No voices linger. You are alone. For now.

Initial Read-Aloud B (For PCs captured during Scene 6a)

There is no prolonged struggle. You are overwhelmed, disarmed, and dragged out of the main house into the freezing mist. The pale figures holding you are silent, their grip like iron.

Near the house, set directly into the ground, is a heavy wooden hatch reinforced with iron bands. One of your captors pulls it open.

A staircase descends into darkness. You are pushed down, boots scraping against wood, hands firm on your shoulders. The hatch closes above you with a solid, final sound.

When the light returns, it is dim.

You find yourselves in a low wooden room, the walls lined with thick planks scarred by age and claw marks. The air smells of animals — sweat, fur, fear — old and familiar, like a place meant to hold what does not belong outside. A narrow slit in the heavy reinforced door lets in a thin blade of light. Along one wall, iron rings are bolted into the timber. Heavy chains hang slack from them.

Footsteps retreat. No voices linger. You are alone. For now.


Staged Read-Alouds

Trigger / Timing Read-Aloud / Narrative Insert
PCs leave the holding room unescorted The door opens. No alarm. No shout. Just a quiet hinge and the humid air waiting outside. Beyond the threshold, the property reveals itself in fragments. The massive main house looms in the mist. Ordered paths cut through trimmed undergrowth, stacked timber, and work shelters. The wall itself looms close — three meters of timber and iron, high enough to block sight, not sound. No one is watching you in this moment. But this place is not empty. Every path, every structure, every shadow belongs to someone who expects things to be exactly where they left them. You have a very brief window before your empty cell is discovered.
The guards bring the PCs into J.W.’s presence The door closes behind you with a heavy, final sound. Warmth presses in immediately, dominated by the crackle of an open fireplace set into the far wall. Firelight crawls across rough wooden beams. A tall man stands with his back to you, hands clasped behind him, staring into the fire. When he turns, the firelight does not reveal his face — it breaks against it. A rough mask covers his features: heavy leather and metal brackets, tightly buckled. Exposed skin along his neck shows horrific, tight burn scars. In his hands, he gently oils and sharpens a heavy hunting knife with slow, rhythmic precision. He does not stop his work as he looks at you, one by one. Not angry. Not curious. Measuring. He sets the pristine knife on the table, picking up a pen and a small notebook. He extends a single sheet of paper toward you. The handwriting is unmistakable — the same geometric script from the notes. Only one sentence is written on it: Why did you come here?
PCs look through any narrow viewing slot facing the yard (Phase IIc - only if PC haven't watched the assembly in Scene 6a) Through the narrow viewing slot, you look down into the central yard. The mist hangs heavy under a large, weathered canvas canopy, but the space is packed. Nearly thirty people stand in the freezing rain. On the edges, the heavy-set guards watch with uneasy silence. In the center stands a large group of pale, hunched figures, uniform and completely still. On a raised wooden platform stands a broad-shouldered, tall guard. Where his left eye should normally be, the skin has been crudely sewn together. Kneeling before him is one of the pale figures, stripped to the waist, shivering violently in the cold. The one-eyed guard holds a heavy, dark leather whip. When he speaks, his booming voice carries a brutal, heavily accented French: “Un pour l'acte.” (One for the deed). The whip cracks. The kneeling figure gasps, but the pale crowd immediately chants in a hollow, unified voice: “Un.” The guard raises the whip again. “Un pour la menace.” (One for the threat). Crack. The crowd answers: “Deux.” > “Et deux pour l'égoïsme!” (And two for selfishness). The whip cracks. “Trois.” It rises one last time. The final crack echoes through the yard. “Quatre.” The kneeling figure does not gasp. He simply slumps forward into the mud, falling unconscious before he even hits the ground. The unified chanting stops instantly, leaving only the sound of the freezing rain. Another guard steps onto the platform, casually hoisting a wooden bucket, and violently sloshes freezing water over the raw, bleeding gashes on the man's back. Pink runoff pools in the dirt as two guards step forward to drag his limp body away into the mist.

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Captivity · Confrontation · Power Imbalance Escape confinement · understand their situation · survive interrogation · find a way to turn the tables and capture J.W. Shifts the PCs from active pursuit to enforced stillness. Establishes J.W. as the dominant force. Tests the PCs' ability to negotiate or escape when stripped of their gear and advantages.

4 | Key (N)PCs

Name / Role Motivation / Function Dynamic Cues — How They React in Play Link
J.W. — “The Hunter” Territorial authority · judge · orchestrator Calm, controlled, and absolute. He views the PCs as data points rather than enemies. If he learns they were sent to capture him alive, he finds it coldly amusing. Jareth Wyrick
Valen Vanlith Cult Mouthpiece · Enforcer A broad-shouldered, tall guard. Where his left eye should normally be, the skin has been crudely sewn together. He acts as the terrifying voice of J.W.'s will and handles the ritualized public punishments during the assembly. Valen Vanlith
Mustafa “Mu” Metzger Errand Runner · Observer · Escort Present but silent. He avoids eye contact with the PCs once inside the property. Mustafa Metzger
Hunter’s Trappers & Hands Containment & enforcement Pale, hunched Blues. They communicate through gestures. Inside the property, they defer instantly to J.W.’s authority. The Blues

5 | Triggers, Clues & Consequences

Phase I — Containment & Observation

Trigger / Cue Immediate Reaction Clue / Consequence
PCs listen for guards or activity outside Silence answers deliberately. Mechanic: A successful WIS (Perception) probe (DC 11). Success: Confirms this absence is intentional, not careless — the PCs are left alone by design to let the psychological weight settle.
PCs examine the holding room carefully The room tells a quiet story. Mechanic: An INT (Investigation) probe (DC 12). Success: PCs notice deep claw marks and long white hairs (strongly reminiscent of the Nameless Man). A subsequent WIS (Survival) or DEX (Investigation) probe (DC 13) uncovers a thin, bent shard of steel wedged between the floorboards.
PCs attempt to free themselves from restraints The room tests intent. Mechanic: Forceful attempt: STR (Athletics) probe (DC 16). On success, restraints are broken but noise is created. Quiet attempt: DEX (Sleight of Hand) probe (DC 14). Using the hidden steel shard grants advantage. Success frees them cleanly.
PCs successfully free themselves silently Control shifts subtly. Consequence: This unlocks the Staged Read-Aloud: “PCs leave the holding room unescorted” and transitions to Phase IIb.
PCs make noise, fail, or choose to wait Procedure accelerates. Consequence: After approximately 30 minutes, 2–4 Blues return to escort the PCs directly to J.W., initiating Phase IVa.

—

Phase IIa — Escorted to Judgment

Trigger / Cue Immediate Reaction Clue / Consequence
PCs observe the guards during escort Differences become undeniable. Mechanic: A successful WIS (Perception) probe (DC 13). Success: Allows PCs to study their captors (pale skin, dilated pupils). Each guard carries a Windstrike Rifle and a Stun Gun.
PCs resist, provoke, or try to escape during escort Control tightens. Consequence: Guards respond immediately with force. Stun guns are used. The PCs are dragged the rest of the way, beginning the audience with J.W. with impaired health/exhaustion.

—

Phase IIIa — Audience with J.W. (Judgment)

Before resolving any mechanics in this phase, read the Staged Read-Aloud “The guards bring the PCs into J.W.’s presence.”

DM RULE: The “Two Questions” Limit. J.W. is classifying the PCs, not indulging them. The PCs may ask exactly TWO questions. He will only answer questions related to the three topics below. If they ask a third question, or if they ask about anything outside these three topics, he immediately delivers the “Prey” response and issues his verdict.

Trigger / Cue Immediate Reaction Clue / Consequence
Topic 1: PCs demand to know why he sent killers to their HQ in New Kourou J.W. shakes his head slightly, as if dismissing a child's petty grievance. Consequence: He writes a cold, pragmatic note and turns the ledger: “Do not take it personally. You were only meant to be collateral damage. It wasn't about you, only about what you might have heard.” This establishes the terrifying scale of his operations—destroying an OfSO facility was just housekeeping.
Topic 2: PCs mention the Nameless Man / ask why he wanted him dead For a fleeting second, the coldness breaks. J.W. lowers his pen and looks genuinely sad. Consequence: He writes slowly, almost respectfully: “14 had already died months earlier due to dementia. What you found was just a body out of control. A threat to our community of fate.” He views the assassination not as murder, but as a tragic necessity to protect their people.
Topic 3: PCs ask about the pale people / the Blues / his followers J.W. studies the PCs' faces, judging their ignorance, before carefully drafting his response. Consequence: He writes a single, heavy truth: “Where there is light, there is always shadow. We were your shadow on the Last Frontier.” This is the ultimate, undeniable confirmation of the Blues' origin from the ship's forgotten maintenance strata.
Any other question, threatening him, or asking a 3rd question J.W. stops writing entirely. He looks at them with absolute, chilling finality. Consequence: He quickly scribbles one last line and pushes the ledger forward: “Prey does not get all answers from its predator.” He immediately moves to deliver his verdict.
PCs receive J.W.’s verdict Judgment is delivered without a single word. Consequence: J.W. closes his notebook with a sharp snap. He looks at his guards, gives a single, dismissive nod. The execution begins instantly. The guards raise their rifles and draw hunting knives to kill the PCs right there in the room. This triggers a desperate, do-or-die Combat/Escape Phase. The PCs must use their bound state, the environment, or pure adrenaline to break the hold (a high DC Group STR/DEX probe). Success: They break the line of fire and dive through a window (Proceed to Scene 6d) or grab J.W. as a shield (Proceed to Scene 6c). Failure: The PCs are killed. Campaign ends in failure.

—

Phase IVa (Optional Breakout) — Unescorted Movement on the Property

The mist within the compound is thick, obscuring line of sight. The One Location Rule: If the PCs break out of their cell, they have a very narrow window before the empty cell is discovered. They only have enough time to investigate ONE location on the property (The Huts, The Tannery, The Fire Pits, or slipping into the Main House) before the alarm sounds and a compound-wide manhunt begins.

Trigger / Cue Immediate Reaction Clue / Consequence
PCs explore the southern perimeter Containment becomes visible. 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 Rule Trigger: As they finish looking, the compound alarm sounds. They must flee the property immediately (Scene 6d).
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. An INT (Investigation) probe (DC 13). Success: Workbenches are covered in half-finished winter coats, heavy leather boots, and bone-handled tools. The PCs realize this isn't just a community; it's a hidden sweatshop. J.W.'s workers are kept isolated, working relentlessly to produce the goods that make J.W. rich. Rule Trigger: After the PC had briefly looked around the room, the compound alarm sounds…They must flee (Scene 6d).
PCs explore the western perimeter Waste and consequence surface. 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 Rule Trigger: The alarm sounds. They must run for the wall (Scene 6d).
PCs slip into the Main House High-risk infiltration. Consequence: They enter the stealth mechanics of the main house (See Phase IIc below). Because of the One Location Rule, after exploring exactly ONE room (like the Office to find the Ledger), the guards outside discover the empty holding cell. The compound alarm blares, triggering the house's deafening pneumatic shriek in response. The house goes on lockdown, forcing them to flee immediately (Scene 6d).

—

Phase IVb (Optional Breakout) — Infiltrating the Main House

The main house is a massive log structure with no windows, only narrow viewing slots. Flickering torches illuminate the upper hallways. Strangely, a network of salvaged metal pipes — clearly stripped from ship-grade plumbing — runs along the ceilings and walls. The PCs must navigate the creaking architecture flawlessly. They also hear the heavy, synchronized shuffling of dozens of boots in the mud outside, followed by an eerie, absolute silence — as if a crowd has just been called to attention.

Note: The assembly in the yard only take place if the PCs did not already trigger an alarm and disrupt it during Scene 6a.

Trigger / Cue (PC Action) Immediate Reaction / What Happens Consequences / Mechanics
PCs enter via the front door The heavy wooden door is closed but unlocked. Consequence: The PCs step into the first-floor hallway. Three closed doors lead to the Kitchen, the Office, and the Dining Room. A wooden staircase leads up and down. Above them, a strange network of salvaged metal pipes runs along the ceiling, disappearing into the walls. They also hear an indefinable murmuring from outside, as if some people were gathering there.
PCs navigate the hallways and staircases The untreated timber shifts underfoot. The staircase has at least two loudly creaking steps. Mechanic: A group DEX (Stealth) probe (DC 14). Success: The PCs move like ghosts. Failure: The noise triggers the Failure Loop (see below).
PCs search the First Floor (Office) Behind one door is an office with a huge desk and a couch. A stack of Hale & Hook notebooks lays openly on the desk. A rusted metal pipe runs down the wall beside it, featuring a heavy wheel valve. Beneath the desk sits a flush iron ventilation grate with no hinges. Mechanic: An INT (Investigation) probe (DC 13). Success: Inside the desk drawer, the PCs find a heavy Ledger written entirely in the Blues' clipped French dialect, meticulously detailing his highly lucrative, legitimate fur business. Beneath the desk, PCs realize the grate is held shut by a pneumatic vacuum lock. Turning the wheel valve releases a loud hiss of equalizing air pressure, allowing the grate to be lifted easily. Inside the sub-floor compartment sits a treasure box meticulously carved from animal bones. It contains 14 single-sheet Contracts written in French, each signed with a bloody fingerprint — the binding agreements of every Blue who lives (or used to live) on the property. Beneath the contracts lies a Weathered Scribble with burned edges and dark stains. It depicts two Blues in the ship's maintenance strata: a younger Nameless Man resting his hands protectively on the shoulders of a young boy. The booming voice from outside can be heard here as well, muffled by the thick logs. You can occasionally make out sharp, heavily accented French phrases cutting through the rain: 'Violation de nos règles…' and '…ingratitude!
PCs search the Second Floor (Master Bedroom) The room has a fireplace, a dry bathtub, and a wash bucket on a trivet, but conspicuously lacks a bed. Mechanic: An INT (Investigation) probe (DC 13). Success: PCs find a weathered bedroll on a section of floor reinforced with ship-grade metal. Next to it is a self-made EchoHorn. Playing the unlabeled shellac record emits deafening white noise and heavy machine hums—the sound of the ship's maintenance strata. A wooden box holds a Serenica Neuro-Stabilizer blister (4 of 20 left; anxiety medication) and a NeuroCalm Nano-Vial (painkiller).
PCs search the Second Floor (Dressing Room) A room with two wardrobes filled with fur-coated clothing. Mechanic: An INT (Investigation) probe (DC 12). Success: They find a large wooden frame holding a patched-together overall made from Last Frontier space suits. Painted on the left chest are tally marks: four straight lines crossed out with a slash, and two more straight lines next to it. (A total of 7). The booming voice from outside can be heard here as well, muffled by the thick logs. You can occasionally make out sharp, heavily accented French phrases cutting through the rain: 'Violation de nos règles…' and '…ingratitude!
PCs search the Basement The basement hallway features four closed doors, leading to a Staff Lounge and Large Storage. Mechanic: An INT (Investigation) probe (DC 12). Success: The storage shelves hold processed meat and glasses, alongside hundreds of tins filled with traditional “Blue” survival rations: “Life” (a thick, heavily salted green paste made from stolen algae blocks) and “Luck” (hardened, irregular blocks of synthetic nutrient-scraps salvaged from the ship's disposal chutes just before the composting cycle). Tins bear handwritten tags like “Life - June 2626” and “Luck - April 2627”. They also find a large stash of unused Hale & Hook notebooks. Further inspection reveals 20 heavy Spring Jaw Traps and 3 Snare Trap Sets, all branded with the initials “J.W.” Against the far wall is a locked metal grid (DC 14 Sleight of Hand / Thieves Tools to bypass). Behind it is a well-maintained weapon cache: 10 Windstrike Rifles, 10 Hunting Knives, and 5 folding crossbows.
PCs fail any Stealth check, make loud noise, or initiate combat The Failure Loop: The Butler Bot will notice the PCs and investigate the area where it heard the suspicious noise Consequence: If the PCs cannot hide in time (probe required), the Butler Bot reaches for the nearest pneumatic wall-valve and pulls it. A deafening, sustained pneumatic shriek tears through the house. The assembly outside breaks, and J.W.'s hands swarm the house. The PCs must flee for their lives (Proceed to Scene 6d) or be overwhelmed, stripped of their gear, and dragged before J.W. (Proceed to Phase IIIa — Audience with J.W.).
PCs look through any narrow viewing slot facing the yard from the first/second floor (the assembly only takes place if the PC has not yet had any contact with the event in Scene 6a) The muffled voices outside become clear. The yard is packed with people. Mechanic: No roll required; this is a pure narrative reward. Consequence: This unlocks the Staged Read-Aloud: “Through the narrow viewing slot, you look down into the central yard…” (The Assembly). By watching this, the PCs witness the brutal, fear-driven hierarchy of the compound and exactly how J.W. enforces absolute obedience.

6 | DM Notes

  • The Irony of the Mandate (Main Path): Remind the players of the excruciating irony here. In Phase III, they are sitting three feet away from the exact man they need to capture alive, but they are tied to chairs, stripped of their weapons, and entirely at his mercy.
  • J.W. is classifying, not interrogating (Main Path): J.W. does not seek confession, remorse, or justification. He is determining whether the PCs are noise, data, or risk. Let long pauses, the deliberate scratch of his pen, and his absolute silence do more work than dialogue ever could.
  • The Sudden Execution (Main Path): J.W. is a creature of brutal efficiency. He will not monologue, and he will not march them to a fire pit if he can have them killed instantly in his office. Make this moment fast and terrifying. The PCs have exactly one chance to react the second he closes the notebook.
  • The One Location Rule (Optional Breakout Path): If the PCs manage to escape their cell (Phase IVa/IVb), this rule is crucial for tension. The PCs should feel like they got away with it — right up until they realize they only had a three-minute head start. When their empty cell is discovered, make the acoustic siren or the pneumatic shriek deafening.

DM Tutorial: How to approach the scene

hauh_prisoner_in_realm_of_hunter.1774162500.txt.gz · Last modified: 2026/03/22 06:55 by admin

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