Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 8a — RETURN TO NEW KOUROU
1 | Scene Overview
- Location: The rainforest between J.W.'s compound and Morningstar · the optional hidden hollow · Honga territory · the wilderness routes around Morningstar · the Hope Region · New Kourou
- Type: Overland Escape · Pursuit · Route Selection · Social and Legal Pressure
- Era: Beta Age
- Tone: Exhaustion · uncertainty · pursuit through hostile territory · the distant promise of safety
Atmosphere & Sensory Cues: Warm rain drumming against leaves and vehicle roofs · dense mist between enormous trees · wheels sinking into muddy tracks · injured bodies jolting with every rut · unfamiliar mechanical sounds above the canopy · distant settlements glowing through perpetual late-afternoon twilight · the sudden silence preceding a Honga interception
2 | Read-Aloud Descriptions
Initial Read-Aloud — The Long Road Back
At the first bend, the palisade disappears behind the rainforest.
Warm rain falls through the canopy and turns the narrow track into mud. Mist gathers between the trees, swallowing the route behind you and concealing whatever may already be following.
Whatever you brought out of the compound—a captive, evidence, injured companions, stolen equipment or only your lives—must now survive the journey back to New Kourou.
Between here and safety lie the rainforest, the territory surrounding Morningstar, the roads of the Hope Region and anyone alerted by what happened at J.W.'s compound.
Your transport, your injuries and the tracks you leave behind will determine how quickly you can move. Any delay may give your pursuers time to find you.
The compound is out of sight.
The hunt is not necessarily over.
Staged Read-Alouds
| Trigger / Timing | Read-Aloud / Narrative Insert |
| The PCs reach the hidden hollow | The track narrows beneath low branches before descending into a sheltered hollow. Whatever the PCs left here waits beneath the trees: their vehicle, animals, equipment or only the marks of their earlier passage. Rain runs from the surrounding leaves, and the forest briefly muffles every sound from the direction of the compound. |
| A sedated J.W. awakens | The restraints tighten with a faint scrape. J.W.'s visible eye opens behind the repaired mask. He tests the bindings once, then stops. His attention moves from face to face before settling upon the unfamiliar forest around him. His breathing remains steady. His mind is already working. |
| Guarding Trooper drones find the trail | A mechanical whine moves above the canopy. Another joins it, then a third. Pale beams sweep between the branches and follow the muddy tracks toward you. A loudspeaker crackles through the rain, ordering you to stop and surrender. |
| The Honga intercept the group | The noises of the rainforest fade. A long wooden spear pushes through the wet ferns and lowers across the track. Its bearer steps into view, dressed in woven blue and green plant fibers. Four more warriors emerge beside him. Three unblinking eyes study each face, weapon and captive. The tallest raises an open hand. “Siva.” |
| The PCs see New Kourou ahead | The rainforest thins. Through the rain and perpetual twilight, the first structures of New Kourou appear beyond the trees. Familiar lights and engineered walls promise safety, but the remaining distance is open enough for anyone following to see exactly where you are going. |
| The PCs reach the OfSO Headquarters | The headquarters of the Office for Special Operations rises ahead. Its reinforced entrance remains closed for several long seconds while scanners examine the approaching group. Then heavy mechanisms engage within the walls, and the blast doors begin to open. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Return Journey & Pursuit | Preserve the captive or evidence · recover waiting transport · respond to pursuit · negotiate the Honga encounter · choose a route around Morningstar · reach New Kourou | Carries forward every meaningful consequence of the compound escape. Supports multiple canonical return routes while allowing the party's transport, wanted status, injuries and mission outcome to change the journey. |
4 | Key (N)PCs
| Name / Role | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| J.W. — “The Hunter” | Escape · divide the group · discredit their mission | Present only if the PCs captured him alive. Once conscious, he observes before acting. He offers deals, emphasizes the PCs' legal vulnerability and attempts to delay them, but cannot command every person or machine they encounter. | Jareth Wyrick |
| Guarding Trooper Drones and Responders | Investigate the distress signal · recover an apparent hostage · detain armed suspects | They initially act upon the information transmitted from the compound. Drones use searchlights, loudspeakers and stun weapons before escalating. They are legitimate law enforcement, not automatically J.W.'s servants. | Guarding Troopers, Combat Drones |
| Surviving Hands or Regional Allies | Recover J.W. · destroy evidence · prevent the PCs reaching New Kourou | Use only individuals whose survival and opportunity to pursue were established earlier. Valen, Mustafa or another named character must not appear automatically. | Exohumans |
| Honga Scouts | Protect their territory · confront the source of ecological harm · enforce an earlier promise | They intercept with calm authority rather than immediate violence. Their response depends on whether the PCs previously met them, whether J.W. is present and how the group behaves. | Honga Tribe |
| Morningstar Settlers and Workers | Protect their community · continue their work · avoid dangerous outsiders | Individual reactions vary. Some may support J.W., some fear him and others simply report suspicious activity to legitimate authorities. | Morningstar |
| Bii, Jop and Kelta | Assistance · transport · continuity from previous scenes | Include only companions and animals that remain with the party. Bii may preserve recordings. Jop may pull the Mortician's Cart or hearse. Kelta may scout ahead or carry a rider. | Veyra |
5 | Triggers, Clues & Consequences
Entry Conditions & Carried State
Before beginning the journey, record what emerged from the compound. Do not assume that the PCs captured J.W., possess a particular vehicle or triggered the Full Alarm.
- Mission State: J.W. Captured Alive · J.W. Not Captured · J.W. Dead · J.W.'s Fate Unknown
- Escape Transport: Freight Wagon · Mortician's Cart · On Foot · Other
- J.W.'s Condition: If present, record whether he is Conscious, Sedated/Unconscious, Injured, and Properly Restrained.
- Distress Signal: If the pneumatic Full Alarm sounded and the external transmitter remained functional, record Transmitted. Otherwise record Not Transmitted or Unknown.
- Pursuit State: Record No Confirmed Pursuit, Distant Pursuit or Close Pursuit as described below.H * Hidden Hollow: Record whether the PCs previously left the Mortician's Cart—the Hoo-drawn hearse used during the mission—together with Jop, Kelta, Bii or other resources at the hollow.
- Honga History: Record whether the PCs previously met the Honga, made a promise concerning J.W., entered their territory peacefully or became their enemies.
- Legal Status: Preserve any wanted status, attacks upon Guarding Trooper stations or other unresolved crimes.
- Carried Resources: Preserve injuries, ammunition, missing equipment, recovered evidence and the bodies or fate of NPCs such as Sagan.
- Compound Consequences: Preserve the final Blues Disposition, Blues Resistance and the survival of important Hands.
Pursuit State: Use this state instead of placing a pursuer exactly one round behind the PCs.
- No Confirmed Pursuit: The PCs escaped without leaving an obvious trail or triggering an organized response.
- Distant Pursuit: Searchers know approximately where the PCs are heading, but have not yet acquired them.
- Close Pursuit: Drones, Hands or another pursuing force has located the trail and may appear at the next delay, failed travel probe or exposed crossing.
A failed navigation or travel probe, an extended rest, a public confrontation, obvious tracks or a prolonged interrogation advances the Pursuit State by one step. A successful attempt to conceal the trail may reduce it by one step. An active regional drone search cannot normally be reduced below Distant Pursuit until the PCs reach suitable concealment or leave the searched area.
Phase I — The Hidden Hollow and Change of Transport
Use this phase only if the PCs previously established a hidden staging point. Otherwise, continue directly to Phase II with their current transport.
| Trigger / Cue | Immediate Reaction | Clue / Consequence / Mechanic |
| REACHING THE HOLLOW | ||
|---|---|---|
| The PCs follow the track toward the hidden hollow | The route covers several kilometres of narrow, deeply rutted rainforest trail. Rain and mud slow heavy vehicles. | Mechanic: If there is no confirmed pursuit, the PCs reach the hollow without a probe. During a Distant or Close Pursuit, use WIS (Survival), INT (Engineering/Tinkering), a vehicle skill or an appropriate animal-handling probe (DC 13). Failure advances the Pursuit State. |
| The PCs cannot locate the concealed turnoff | Rain, darkness beneath the canopy and changing vegetation hide the narrow entrance. | Mechanic: A WIS (Survival) or INT (Investigation) probe (DC 13). A PC who selected or marked the hollow gains Advantage. Failure costs time and advances the Pursuit State. |
| The PCs reach the hollow | Their previously stored transport, animals and equipment wait beneath the trees if they have not been discovered or removed. | Consequence: Read “The PCs reach the hidden hollow.” Allow the group to assess injuries, restraints and transport before deciding what to move. |
| TRANSFERRING PEOPLE AND EQUIPMENT | ||
|---|---|---|
| The PCs transfer to the Mortician's Cart | The enclosed Hoo-drawn hearse provides better concealment than the freight wagon, although it sacrifices armor and some carrying capacity. | Mechanic: No probe is required unless the Pursuit State is Close. Under Close Pursuit, the group has time for one transfer action before the pursuers arrive or gain sight of the hollow. |
| The PCs leave the freight wagon behind | Its deep tracks lead directly into the hollow, and its cargo may contain pelts, bodies or evidence from the compound. | Consequence: The PCs may conceal the onward trail with a WIS (Survival) or INT (Tinkering) probe (DC 14). Success reduces Close Pursuit to Distant Pursuit. Failure leaves the new direction visible. Record everything abandoned with the wagon. |
| The PCs move J.W. into another vehicle | If conscious, he resists only when he sees a credible opportunity. If unconscious, two PCs must normally carry him. | Mechanic: Proper restraints require no new probe. Questionable bindings may be reinforced with DEX (Sleight of Hand) or INT (Tinkering) (DC 12). Failure allows J.W. one later escape or interference attempt. |
| The PCs recover waiting companions or animals | Bii, Jop, Kelta or other established companions react according to their nature and previous treatment. | Consequence: Restore only resources genuinely left at the hollow. Kelta may scout, Jop may pull the cart and Bii may record conversations or watch a restrained captive. |
| The PCs take time to rest or treat injuries | The sheltered hollow provides temporary cover, but the tracks leading there remain exposed. | Mechanic: Brief emergency treatment is possible. An extended rest or prolonged medical procedure advances the Pursuit State. |
| J.W. AWAKENS | ||
|---|---|---|
| A sedated J.W. begins to wake | His movements return gradually. He tests his restraints and studies the group's condition. | Consequence: Read “A sedated J.W. awakens.” A WIS (Medicine) probe (DC 11) estimates how quickly the remaining sedative will fade. |
| J.W. offers the PCs a deal | He promises money, protection or assistance with their legal problems in exchange for his release. | Consequence: J.W. is attempting to divide the group and gain time. The PCs may question or mislead him, but every extended exchange advances the Pursuit State. |
| The PCs encourage J.W. to discuss his operation | He answers selectively, believing he can control the conversation. | Mechanic: A CHA (Deception/Persuasion), WIS (Insight) or suitable coordinated probe (DC 15) may draw out a useful admission. A functioning Bii or another recording device can preserve his statements. Success produces additional evidence; failure reveals the PCs' tactic or allows J.W. to stall them. |
| The PCs do not have J.W. | There is no captive to interrogate or transfer. | Consequence: Resolve only the transport, evidence and injury rows relevant to the group, then continue to Phase II. |
Phase II — The Pursuit Through the Rainforest
Determine the pursuing force from the events already established. Do not automatically introduce Valen, Mustafa or a mounted posse.
| Trigger / Situation | Immediate Reaction | Consequence / Mechanic |
| DETERMINING THE PURSUIT | ||
|---|---|---|
| The Distress Signal was transmitted | The nearest Guarding Trooper station dispatches aerial drones to locate the reported emergency, follow vehicle tracks and identify armed suspects. | Consequence: Begin with Distant Pursuit unless the PCs already concealed their trail. The drones initially believe they are responding to a kidnapping or armed attack. |
| The Full Alarm sounded but the signal's status is Unknown | The PCs cannot know whether the external transmitter functioned. | Consequence: Begin with No Confirmed Pursuit. Advance to Distant Pursuit after the first delay or failed travel probe as the PCs hear an uncertain mechanical sound above the canopy. |
| The Distress Signal was not transmitted | No automatic Guarding Trooper response begins. Surviving Hands may still follow visible tracks or organize local allies. | Consequence: Use a pursuing group only if earlier play established that they survived, recognized the route and had the means to follow. Otherwise begin with No Confirmed Pursuit. |
| Named enemies survived and can plausibly pursue | The surviving characters organize according to their established resources and motives. | Consequence: They may replace or accompany the generic pursuing force. Do not restore an incapacitated NPC or provide mounts and equipment that were never established. |
| GUARDING TROOPER DRONES | ||
|---|---|---|
| The drone pursuit becomes Close | One or more drones descend through breaks in the canopy and illuminate the group with searchlights. A loudspeaker orders them to stop. | Consequence: Read “Guarding Trooper drones find the trail.” The PCs may comply, communicate, conceal themselves, flee or attack. |
| The PCs stop and attempt to explain | The drone requests identification, demands that weapons be lowered and orders any apparent hostage to be released. | Mechanic: A CHA (Persuasion), legal/professional-background or evidence-based probe (DC 15). Displaying credible OfSO authority or immediately verifiable evidence grants Advantage. J.W. may contradict the PCs if conscious. Success delays enforcement while the report is checked. Failure results in an attempted detention. |
| The PCs flee from the drones | The drones separate to maintain visual contact and mark the group's route. | Mechanic: Resolve a group DEX, WIS (Survival), vehicle-control or animal-handling probe (DC 14). Success breaks direct line of sight but retains Distant Pursuit. Failure allows a drone to attack with a stun weapon or deploy a terrain-marking flare. |
| The drones use stun weapons | Blue-white pulses strike the path, vehicle or exposed characters. | Consequence: Use non-lethal attacks while the PCs continue to flee. A stunned driver, rider or exposed passenger may create a vehicle-control probe or injury complication. |
| The PCs disable or destroy a drone | The remaining drones transmit the attack and mark the area for ground responders. | Consequence: Destroying the immediate pursuer may create one free travel action, but Guarding Troopers and Patrol Bots begin approaching the last reported location. Preserve the PCs' resulting legal consequences. |
| The PCs take an unknown or overgrown trail to escape | Dense vegetation hides the group from aerial observation, but the path leads away from familiar routes. | Consequence: Reduce Close Pursuit to Distant Pursuit. Continue to Phase III — The Honga Interception. |
| OTHER PURSUERS | ||
|---|---|---|
| Surviving Hands reach Close Pursuit | Armed figures move through the forest behind the PCs, using their tracks and knowledge of the region. | Consequence: The PCs may conceal their route, set an ambush, negotiate, outrun them or fight. A successful group action against DC 14 reduces the pursuit to Distant. Failure allows the Hands to intercept. |
| The PCs set a deliberate ambush | They sacrifice distance to choose cover and prepare positions. | Mechanic: A successful WIS (Survival), DEX (Stealth) or suitable technical probe (DC 14) grants Advantage during the opening exchange. Failure means the pursuers detect the ambush and approach from another direction. |
Phase III — The Honga Interception
The Honga may intercept the group after it enters an overgrown forest route, crosses their territory or fulfils an earlier promise. This phase normally occurs before the PCs select their final route around Morningstar.
| Trigger / Cue | Immediate Reaction | Clue / Consequence / Mechanic |
| The PCs previously promised to bring J.W. to the Honga | Honga scouts block the track and indicate the captive. | Consequence: A scout reminds the PCs of their promise and demands that J.W. be brought before Aruṋa. If the PCs agree, proceed to Scene 8b — The Judgment. |
| The PCs encounter the Honga with J.W. but made no promise | The scouts recognize him as a source of violence and ecological harm. Their spears remain lowered across the route. | Consequence: The Honga demand answers before allowing the group to continue. A respectful CHA (Persuasion), WIS (Insight) or suitable cultural/language probe (DC 14) allows a peaceful explanation. They may still request that J.W. face judgment. |
| The PCs encounter the Honga without J.W. | The scouts examine the group's injuries, weapons and evidence before asking what happened to the “death-maker.” | Consequence: If the PCs previously dealt honestly with them, the Honga may allow passage or guide them away from pursuit. If the PCs broke a promise, they demand an explanation. Scene 8b occurs only if the Honga have a meaningful judgment to conduct or the PCs agree to follow them. |
| The PCs cooperate with the Honga | The scouts lead the group onto concealed paths beneath dense vegetation. | Consequence: Reduce the Pursuit State by one step. If Scene 8b is triggered, return to Phase IV of this scene once the judgment concludes. |
| The PCs negotiate passage without following them | The Honga listen but do not surrender control of the path. | Mechanic: A CHA (Persuasion), WIS (Insight) or suitable cultural probe (DC 15). Prior respectful behavior grants Advantage. Success allows passage. Failure forces the PCs to follow, retreat or attempt to break through. |
| The PCs attempt to force their way through | The scouts spread through the undergrowth, using the terrain to surround the route. | Mechanic: A group STR, DEX or coordinated escape probe (DC 16). Success breaks through but sets the Honga relationship to Hostile and advances the Pursuit State. Failure leaves the group surrounded. |
| A pursuing force reaches the Honga confrontation | The sound of approaching machines, animals or armed searchers enters the otherwise silent forest. | Consequence: The Honga do not automatically fight on the PCs' behalf. Their response depends on whether the pursuers violate Honga territory, threaten the tribe or ignore a warning to stop. |
Phase IV — Choosing the Route Around Morningstar
The routes around Morningstar are established parts of the region. They remain available regardless of which path is followed elsewhere. Apply only the row chosen by the players.
| Route Choice | Environment & Opportunity | Mechanic / Consequence |
| Central Route — Fogwood Sawmill Timber Yard | The fastest bypass crosses an active industrial yard filled with Exohuman crews, timber stacks and heavy loading equipment. A legitimate-looking transport can blend into the traffic. | Mortician's Cart: A CHA (Deception) probe (DC 12) can present the group as transporting a logging casualty. Freight Wagon: A plausible delivery story requires CHA (Deception) (DC 13), but known damage or pursuit markers increase the DC by 2. On Foot or with a visible captive: A group DEX (Stealth) or CHA (Deception) probe (DC 15). Failure attracts worker attention and advances the Pursuit State. |
| Eastern Route — Mistfall Rest Cemetery | Living log rings, overgrown graves and dense mist provide excellent concealment. Uneven ground, roots and narrow paths make the route difficult for injured travellers and heavy vehicles. | A group WIS (Survival), DEX (Stealth) or suitable animal-handling probe (DC 13). Heavy carts or the freight wagon require an additional STR, vehicle-control or Engineering probe (DC 14). Success may reduce Distant Pursuit to No Confirmed Pursuit. Failure causes a delay and advances pursuit. |
| Western Route — Quantum Fusion Recalibration Station and Atrana Ridge Wind Farm | The longest route passes through steep terrain, humming energy infrastructure and the noise of enormous turbines. Machinery can conceal the group from human searchers but introduces technical hazards and automated monitoring. | A group WIS (Survival) or INT (Engineering/Tinkering) probe (DC 14). Success conceals the group's trail beneath industrial activity and reduces pursuit by one step. Failure triggers a security flare, equipment hazard or forced detour and advances pursuit. |
| Direct Route — Through Morningstar | The shortest geographical path leads through inhabited streets and controlled access points. It offers supplies, medical aid and social opportunities, but creates the highest chance of recognition or official intervention. | A disguise, closed vehicle or convincing cover story requires a group CHA (Deception) probe (DC 15). Without concealment, armed characters, wanted PCs or a visible captive are likely to be stopped. Continue with Phase IVb — Crossing Morningstar. |
| The PCs invent another regional route | Maps, local knowledge or established contacts may reveal a smaller logging trail, watercourse or private property. | Resolve the route using DC 13–15 according to its speed, concealment and hazards. A safer route should cost time; a faster route should increase exposure. |
Phase IVb — Crossing Morningstar (Optional)
Use this phase only if the PCs enter the settlement or are forced into it after a failed bypass. J.W.'s influence is strong here, but neither every inhabitant nor every official is automatically loyal to him.
| Trigger / Cue | Immediate Reaction | Clue / Consequence / Mechanic |
| The PCs pass through with a concealed captive or cargo | Settlers notice the unfamiliar travellers but may accept a credible professional explanation. | Mechanic: A group CHA (Deception) probe (DC 14). The Mortician's Cart, suitable uniforms, authentic documents or a credible emergency grants Advantage. |
| The PCs enter openly with a restrained J.W. | Civilians withdraw, stare or seek the nearest Guarding Trooper. Some recognize J.W. as an influential local figure. | Consequence: The PCs must establish legitimate authority or leave before officials arrive. Evidence of J.W.'s crimes grants Advantage on a later explanation but does not instantly prove the PCs' legal right to abduct him. |
| A civilian recognizes wanted PCs | The witness moves away and reports the sighting rather than confronting the group. | Consequence: Advance the Pursuit State. A Guarding Trooper patrol begins searching the surrounding streets or exits. |
| A Guarding Trooper stops the group | The Trooper orders weapons lowered and requests identification. Backup remains available by radio. | Mechanic: The PCs may present OfSO authority, evidence or a credible explanation using CHA (Persuasion), professional knowledge or a suitable legal probe (DC 14–16). The DC is highest if the distress signal identified them as kidnappers or attackers. |
| The PCs attack or flee from legitimate law enforcement | The Trooper radios the group's direction and requests support. | Consequence: The Pursuit State becomes Close. Additional Troopers may block the settlement exits. Preserve the legal consequences for the final briefing. |
| J.W. appeals to settlers or officials | He presents himself as the victim of armed kidnappers and uses his reputation to create hesitation. | Consequence: J.W.'s words impose Disadvantage on the PCs' first unsupported explanation. Verifiable recordings, physical evidence or recognized OfSO authority removes this penalty. |
| Local allies of J.W. identify the group | They avoid direct confrontation unless armed and confident. Instead, they report the route or attempt to delay the PCs. | Consequence: Advance the Pursuit State or introduce a small interception appropriate to the group's previous actions. Do not assume the whole settlement fights for J.W. |
| The PCs are detained | Guarding Troopers separate weapons, evidence and captives while attempting to establish what happened. | Consequence: This is a legal detention, not automatic delivery to J.W.'s compound. Allow the PCs to establish their OfSO connection, present evidence or attempt escape. Proceed to Scene 6b only if J.W.'s Hands physically recapture them and return them to the compound. |
Phase V — Hope Region and New Kourou
After the Honga encounter and Morningstar route, the PCs enter regions where J.W.'s direct influence becomes progressively weaker. Legitimate law enforcement may still respond to weapons, wanted status or an apparent kidnapping.
| Region | J.W.'s Influence | Practical Effect |
| Morningstar Region | Strong | J.W. possesses allies, business relationships and a credible public identity. His claims receive attention, but he does not control every inhabitant or Guarding Trooper. |
| Hope Region | Moderate | Trade contacts and rumours may help his allies identify the group, but local officials require more than his name alone before taking extreme action. |
| New Kourou | Weak to None | J.W.'s regional reputation provides little direct authority. OfSO jurisdiction and the PCs' recovered evidence become more important. |
| Trigger / Cue | Immediate Reaction | Clue / Consequence / Mechanic |
| The PCs travel openly with J.W. | Settlers and patrols may interpret the restrained man as a kidnapping victim. | Mechanic: Concealing him inside a suitable vehicle requires CHA (Deception) (DC 13) when inspected. OfSO credentials, recorded admissions or physical evidence provide alternative ways to justify the transport. |
| The PCs travel without J.W. | The group attracts attention according to its injuries, weapons, vehicle and wanted status rather than the presence of a hostage. | Consequence: Do not treat them as having failed automatically. Their evidence and account remain relevant when they reach New Kourou. |
| The PCs request medical assistance | A settlement or patrol may offer treatment but also asks questions about the group's injuries and weapons. | Consequence: Receiving proper treatment costs time and may advance pursuit. Honest cooperation may instead improve their later legal position. |
| A surviving Hand or ally follows toward New Kourou | The pursuer becomes increasingly cautious as official patrols and witnesses grow more common. | Consequence: Wanted or visibly armed fugitives cannot openly attack inside New Kourou without drawing immediate attention. Do not introduce a named final pursuer unless previous events established that character's survival and pursuit. |
| The PCs conceal their trail successfully before New Kourou | The sounds of pursuit fade, and no further sign appears behind them. | Consequence: Set Pursuit State to No Confirmed Pursuit. The final approach depends only on the group's legal status and current condition. |
| The PCs approach the limits of New Kourou during Close Pursuit | Pursuers must decide whether to continue into OfSO territory or break away before being identified. | Consequence: Most Hands withdraw or attempt one indirect final obstruction. Guarding Troopers may continue because they possess lawful authority, but they can now communicate directly with the OfSO. |
| The PCs contact the OfSO before reaching headquarters | The Office requests their identity, condition, location and whether J.W. is present. | Consequence: A successful transmission may arrange an escort or secure handover. If communications are unavailable or compromised, the PCs must complete the final approach themselves. |
| The PCs reach the OfSO Headquarters with J.W. | Security isolates the captive, secures the evidence and begins treating the wounded. | Consequence: Proceed to Scene 9 — Final Briefing & Reward with the J.W. Captured Alive mission state. |
| The PCs reach the OfSO Headquarters without J.W. | OfSO personnel receive the survivors and take custody of whatever evidence they recovered. | Consequence: Proceed to Scene 9 with J.W.'s recorded fate and the available evidence. The briefing determines whether the mission produced a partial success, failure or another consequence. |
| The PCs never reach New Kourou | Capture, death, dispersal or a voluntary change of destination prevents the handover. | Consequence: Resolve the outcome according to the responsible encounter. Do not unlock the final briefing until surviving PCs establish credible contact with the OfSO. |
6 | DM Notes
- The Routes Are Canonical: Fogwood Sawmill, Mistfall Rest Cemetery, the Quantum Fusion Recalibration Station and Atrana Ridge Wind Farm, and the direct route through Morningstar are all established options. Keep them available even when the protagonists of another version of the story choose only one path.
- Consult Only the Relevant Branches: The party will not use every transport, meet every pursuer or travel every route. Determine the carried state first, then ignore sections that do not apply.
- Do Not Assume J.W. Is Present: Scene 8a follows both Scene 6c and Scene 6d. Adjust every social, legal and transport complication according to whether the party has a living captive.
- The Hidden Hollow Is Conditional: Use it only if the PCs genuinely left transport, animals, equipment or companions there. Otherwise begin the pursuit with their current resources.
- Replace the Fixed Posse: Do not place Valen, Mustafa and two mounted guards exactly one round behind the group by default. Use the Pursuit State and only introduce surviving characters with a plausible means of following.
- The Drones Follow the Signal: Guarding Trooper drones are most likely when the Full Alarm transmitted its distress call. They initially respond as law enforcement attempting to understand an apparent armed kidnapping.
- J.W. Uses Institutions: His strongest weapon during the return may be his ability to present himself as a victim and the PCs as criminals. Evidence and recordings allow the party to challenge that account.
- Reward Earlier Preparation: The Mortician's Cart, hidden supplies, Bii's recordings, Jop, Kelta, forged documents and regional contacts should all create meaningful advantages.
- Failure Advances the Pursuit: A failed travel action changes the Pursuit State or introduces a complication. It should not automatically return the PCs to the compound.
- The Honga Have Their Own Purpose: They are not another random ambush or convenient rescue force. Their decisions follow their relationship with the PCs, their territory and the harm connected to J.W.
- Law Enforcement Is Not Automatically Corrupt: Guarding Troopers may possess false or incomplete information, but they still require motives and evidence for their actions.
- Do Not Decide the Mission Outcome Early: Capturing J.W. is the strongest result, but recovered evidence, recordings, casualties and the fate of the Blues may produce important partial outcomes.
- End at the OfSO: Once the PCs, captive and evidence are securely transferred—or the survivors make credible contact with the Office—proceed to the final briefing.
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:
- ↔ Conditional Interruption: Scene 8b — The Judgment
- → Next Scene: Scene 9 — Final Debriefing
- Final-Briefing Requirement: Scene 9 begins once surviving PCs establish credible contact with the OfSO. J.W. does not have to be present, but his absence changes the available mission outcome.




