Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 3a — REST STOP IN HOPE (OPTIONAL)
1 | Scene Overview
- Location: Hope — primarily Route Stop of Hope (Riverfront 2), with optional detours to The Floodgate, Old Netter’s Rest, the Medical Station of Hope or any other possible location on the settlement's map like the River Dock Market.
- Type: Rest & Recovery · Resupply · Social Hub · Rumor Intake · Risk of Trouble
- Era: Beta Age
- Tone: Frontier warmth · muddy realism · cautious optimism · low-key tension beneath routine
- Entry & Exit (Nested Scene): If arriving with an NKCS caravan, a 4–6 hour rest stop is mandatory, and the PCs must leave when the caravan departs. Independent travelers decide how long they stay and what they do. Upon leaving Hope, the journey resumes in Scene 3 (Phase III).
2 | Read-Aloud Description
Hope arrives before its streets do — a smell of wet grain, smoke, and river salt carried on warm air. The Trade Route straightens out near the Arla, and the jungle pulls back just enough to reveal the settlement: a stubborn sprawl of porches, granaries, and patched container walls planted into mud and optimism.
River mist hangs low. Seed drones buzz somewhere over the fields like tired insects. You pass carts stacked with sacks of grain and bundles of netting, and for the first time in hours the road feels less like wilderness and more like civilization. Or better said: civilization under construction …
Staged Read-Alouds (Progressive Descriptions)
| Trigger / Timing | Read-Aloud or Narrative Insert |
| If the PCs arrive with an NKCS caravan | The courier carts roll in like a practiced machine. Cart Guides call quiet instructions. Hoos are watered. Harnesses loosen. A manifest clerk at the Hope Region Courier Station ticks names off a board without looking up. This stop is routine — which means it’s safe, but also watched. |
| If the PCs arrive on foot or with Veyras | You’re noticed, but not stared at. In Hope, travelers who walk or ride their own beasts mean the same thing: the road demanded effort, and they paid it. A settler steps off a loose wooden plank into the mud to let you pass. Someone jerks their chin toward the Route Stop and says, almost casually, 'You look like you could use some refreshment.' No questions follow. If you made it here under your own power, you’ve earned a pause |
| If they arrive with a Mortician’s Cart | But as your cart rolls over the loose wooden planks, that optimism falters. The settlement doesn’t go silent but the crowd does thin around you. People glance at the dark wood once, then quickly look away, as if bad luck is contagious. A passing courier mutters, 'Bad road today,' and suddenly everyone finds a reason to look down at the mud instead of at you. |
| First look at the Route Stop counter | Cauldrons hiss. Flatbread stacks in cloth. Payment slots clink with Kourou or with nothing at all, when someone claims credit in a ledger. The Butler Bot serves without judgment. The Combat Drones do the judging. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Rest & Recovery · Social Hub · Narrative Pivot | Heal up · stabilize losses · gather rumors · follow weak signals · test trust | Provide breathing room after travel pressure while quietly advancing the core investigation. Scene 3a introduces the first concrete material clue linking the incident at the Office for Special Operations to a specific economic actor (fur trade pricing). The Kettler twins serve as a controlled narrative funnel: they are optional, deniable, and mundane on the surface — yet capable of unlocking the identity of the unseen hunter. |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues in Play | Wiki-Link |
| Butler Bot (Route Stop) | Automated staff | Maintain flow & rules | Emotionless efficiency; immediately escalates to drones if weapons drawn | Route Stop of Hope / Butler Bots |
| Medical Bots | Automated care | Stabilize, not judge | Calm, precise, indifferent to politics or guilt | Medical Station of Hope / Medical Bots |
| Chief Physician | Exohuman oversight | Keep station functional | Brief, factual, tired; defers to data | Medical Station of Hope |
| Vicky Ahuja | Floodgate owner | Keep peace, read people | Picks up lies by tone and timing | The Floodgate |
| Hank Basta | Netter’s owner | Profit, dominance | Pushes bets and conflict; smells desperation | Old Netter’s Rest |
| Elias Kettler | Traveling Fur Trader (“The Spiritual One”) | Sell wholesale pelts; gauge threat levels; avoid law enforcement | Soft-spoken, alert, and intensely business-minded. He wears a dark hide beanie and a matching fur coat. Let him speak first to de-escalate tension, masking his caution behind smooth sales talk. | The Kettler Twins |
| Ruben Kettler | Traveling Fur Trader (“The Pessimist”) | Track operational risks; protect inventory; identify spies | Cynical, blunt, and highly suspicious. He stares down at the party with dead-eyed, predatory intensity. His hands remain close to his gear straps unless checked by a show of force. | The Kettler Twins |
| Guarding Trooper Patrol | Local Guarding Trooper Station of Hope | Maintain order, verify manifests | Move in pairs. | Guarding Troopers |
5 | Triggers, Actions & Consequences
Phase 1a — The Ticking Clock (Wanted PCs Only)
If the PCs have a High Exposure status from Scene 1, Hope is dangerous. They cannot linger.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🚨 PCs walk the streets of Hope openly (Ticking Clock Starts) | A local farmer squints at them, then whispers to a passing Guarding Trooper patrol. | The Clock Starts: The PCs have exactly one (1) location visit before the Troopers close in. If they visit the Market and then try to go to the Pub, the gates shut. |
| 🚨 PCs use the Medical Station (Ticking Clock Starts) | The Medical Bot scans their biometrics to administer healing. Its optical ring flashes red. | The Clock Starts: The PCs have exactly 1d4 rounds (a few tense seconds) to grab their gear and run before the Station's security lockdown engages and Troopers arrive. |
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Phase 1b — Location Visits & Recovery
The PCs may choose where to spend their layover. The DM should design these interactions and set the scene using the linked wiki articles for the respective locations. Select the corresponding outcome.
| PC Action / Cue | Immediate Reaction / What Happens | Consequences / Mechanics |
| 🍲 Eat/Rest at the Route Stop | Stew is ladled hot, flatbread torn. Butler Bots keep the line moving. A narrow stair leads to creaking bunks. | Meal: Removes 1 level of exhaustion. Bunks: Costs 7 Kourou/hr. 1 hour = Short Rest. |
| 🍻 Socialize at The Floodgate | A functional hub for farmers and fishers. Earth Pop plays softly. | Safe rumor gathering. +1 to CHA checks for local information. |
| 🥊 Gamble at Old Netter’s Rest | Heavy drinking, thick smoke, and an illegal brawl-ring. Hank watches from the bar. | Twenty-One: Opposed Sleight of Hand/Deception vs. table's Insight to win Kourou. Fight Betting: DC 13 Insight to pick the winner (doubles a 10-50K stake). Crit fail = Hank notices them. |
| 🩹 Seek Healing at Medical Station of Hope | Built from repurposed starship containers. Clean, cold, smells of machine oil. | Standard Healing: Emergency Trauma Stabilization (50 K), Nano-Therapy Boost (80 K). |
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Phase 2 — The Kettler Twins (Floating Encounter)
This encounter triggers automatically the moment the PCs sit down in a taproom. It handles the discovery of the physical paper trail linking the hit squad to the fur trade.
Dialogue Rule for the Dungeon Master
The twins are deeply distrustful of anyone digging into their business, especially characters disguised as Covenant monks. They answer player questions with increasing suspiciousness. They will tolerate 2 to 3 questions maximum before completely shutting down the conversation. They reveal as little information as possible. Depending on the party's line of questioning and successful CHA (Persuasion or Intimidation) checks, they will only ever reveal the following three pieces of context:
- The Scarcity of Veyra: Veyra is incredibly rare. They cannot be hunted locally; they only thrive out in the steppes of the western Asari Region bordering the Desert Side. Furthermore, the native Senti Tribe fiercely protects them and does not tolerate exohuman hunters in their territory. Anyone hunting Veyras out there has to be a highly seasoned tracker, or they become the hunted themselves.
- Their Business Model: They specialize in Veyra fur exclusively because it is rare and holds an immense premium market value. If Veyra fur ever becomes a common commodity, they will immediately drop it and specialize in something else.
- Their Operations & Supply Chain: They are merely traveling salesmen running their “wholesale tour” from settlement to settlement, comparing their economic route to the way the Honga tribe runs their seasonal “Cycle.” They openly state that they pick up their pelts wholesale at Hale & Hook in Morningstar. They don't know the mysterious producer of this Veyra fur personally, but reveal that he is a seasoned hunter specialized on rare pelts who sets his market prices entirely himself.
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| Trigger / Player Action | Immediate NPC / Environmental Reaction | Consequences & Skill Mechanics |
| 🪑 The PCs sit down at a taproom table | As the characters slide onto the wooden bench to rest, a player's foot accidentally brushes against something soft, thick, and heavy hidden underneath the framework. | The Setup: The players are directed to investigate the space beneath their boots. Bypassing or ignoring the contact delays the clue discovery until they prepare to leave. Character Specific Modifier: If Lexa Rourke is in the active party roster, she is automatically the one who touches and discovers the bundle. |
| A PC pulls the hidden bundle out from under the bench | The bundle reveals a high-end vest made from the iridescent, distinctive hide of a Veyra. | The Visual Cue: Characters with a background in tracking, survival, or frontier trade instantly recognize the immense market value of raw Veyra fur in this sector. |
| 👁️ PCs examine the tag pinned to the collar | The tag is a small piece of grid paper reading: “VEYRA, 450 Kourou.” | Automatic Success (Hana Lee's Analysis) or a DC 12 INT (Investigation) check: The player notices the letter 'R' in the word VEYRA has a precise 1mm stencil break where the loop fails to connect to the vertical stem. This matches the exact handwriting of the assassination orders from Ezrah's office. |
| 👥 The Twins approach the booth out of the shadows | The Kettler twins confront the party while they are holding the tag. They note that this was actually their table and that they were just steping away after “having a conversation” with someone who needed a motivational speech. Then their eyes lock onto the vest: “Do we have a buyer? Or did you just try to steal our pelt?” | The Disguise Check: The party must use a DC 13 CHA (Deception or Performance) check to maintain their peaceful, monastic Covenant personas to explain why they are holding the contraband. |
| 💬 The PCs question the twins or probe into their operation | The twins narrow their eyes, their posture turning aggressive. They execute the Dialogue Rule (see above), matching the party's inquiries with sharp, transactional counters. | The Interrogation: Each question requires a DC 14 CHA (Persuasion or Intimidation) check to extract one of the three core lore points. A single failure or exceeding 3 questions causes their professional mask to freeze over. |
| 🚶♂️ The PCs conclude the conversation or let the twins walk away | The twins offer a mock salute, turn in unison, and disappear through the exit doors into the foggy twilight. | The Deduction Transition: The encounter concludes. Any lingering or resting party members gather back at the booth to consolidate their findings: The anonymous client is hiding nearby in the Atrana Mountains, funding his elite hitmen directly through fur trafficking via Hale and Hook. |
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6 | DM Notes
- Arrival State (Carry-Over): PCs may arrive injured, exhausted, or robbed due to Phase I trade route hazards. Let local tavern staff react with cold, frontier pragmatism—offering hot stew and weak spruce beer, not sympathy.
- Information Density over Combat: Scene 3a looks like neutral downtime, but it is highly information-dense. The Kettler twins appear ordinary, helpful, and dull. The handwriting link on the price tag should feel completely accidental. If the players feel clever for catching the 1mm stencil break and linking it back to Ezrah's office, you are running it correctly.
- Wanted Status Constraints: Public spaces are dangerous infrastructure disguised as hospitality. If the PCs have a High Exposure level, emphasize that local patrons or service bots are scanning faces. Keep the threat of Guarding Trooper enforcement active if they blow their covers.
- Exit Cleanly: Once the conversation concludes or the layover timer expires, gently push the party back onto the Trade Route to resume Phase III of their journey.
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
- ← Previous Scene: Scene 3 — Traveling to Morningstar
- → Next Scene: Scene 3 — Traveling to Morningstar




