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Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 4a+2 — THE ROMAN WAY
1 | Scene Overview
- Location: Forest north of Morningstar, leading toward J.W.’s compound
- Type: Guided Expedition · Wilderness Investigation · Rising Suspense
- Era: Beta Age
- Unlock Condition: Sagan Belmont agrees to guide the PCs during Scene 4a+1 — The Price of Timber
- Tone: Humid wilderness · physical discomfort · hidden signs · unseen observers · approaching danger
Atmosphere & Sensory Cues: Neshi whining around exposed skin · sweat beneath damp clothing · vines striking faces and shoulders · boots sinking into mud · rotting leaves concealing roots · branches snapping somewhere out of sight · temporary trail markers hidden in plain view · silence deepening as the compound draws closer
Special Scene Mechanic — The Roman Way
J.W.’s compound cannot be reached by following a permanent road.
Instead, his Hands use a shifting sequence of temporary signs. Each marker points toward the next. Sagan calls this system the Roman Way, after the old Earth saying that every road leads to Rome.
Possible markers include:
- a vine tied around a low branch
- a shallow cut in tree bark
- three stones stacked beside a root
- a strip of cloth hidden beneath a leaf
- a rusted metal tag nailed into deadwood
- a snapped branch angled toward the next marker
- a loop of wire concealed beneath moss
- a carved notch on the underside of a fallen trunk
The route is designed to remain invisible to anyone who does not already know what to look for. Sagan knows the system and remembers the approximate direction, but he has not travelled the route for eight months. J.W.’s Hands may have altered, removed, or replaced individual markers.
Travel Recommendation — Proceed on Foot
The journey to J.W.’s compound is best undertaken on foot.
The PCs may choose to take the hearse or another wagon, but this is not recommended. A vehicle is easier to spot and hear in the dense forest, leaves clear wheel tracks in the mud, and cannot easily be hidden beneath the undergrowth if the group encounters J.W.’s Hands or other observers. Fallen branches, exposed roots, narrow passages, and shifting route markers may also force the group to abandon it before reaching the compound.
Travelling on foot allows the PCs to follow Sagan through the vegetation, leave the Roman Way when necessary, conceal themselves quickly, and approach the compound without announcing their arrival.
If the PCs nevertheless take the hearse or another vehicle, apply Disadvantage to group Stealth probes and increase the likelihood of patrols or observers detecting their approach.
Special Scene Mechanic — Route Integrity
Track Route Integrity from 3 to 0.
The scene begins at Route Integrity 3.
| Route Integrity | Meaning |
| 3 — Clear | The old sequence remains largely intact. Sagan moves confidently and identifies markers without delay. |
| 2 — Disturbed | One or more markers have been moved, damaged, or hidden by weather and vegetation. Navigation requires closer attention. |
| 1 — Fragmented | Large parts of the route have changed. The PCs must reconstruct the path through terrain, tracks, and Sagan’s memory. |
| 0 — Lost | The old Roman Way can no longer be followed reliably. The PCs must locate the compound through wilderness tracking or another lead. |
Route Integrity may decrease through failed navigation probes, deliberate sabotage, environmental damage, or evidence that J.W.’s Hands recently changed the route.
Sagan’s presence prevents a single failed probe from ending the journey. Failure creates delay, exposure, or danger instead.
2 | Read-Aloud Descriptions
Initial Read-Aloud — Entering the Forest
The forest closes behind you within minutes of leaving Morningstar. Broad leaves overlap above the trail until the violet twilight becomes a dim green haze. Vines hang across the route like loose cables. Roots twist through the mud beneath your boots, while carpets of rotting leaves hide holes, stones, and whatever else the forest has decided to keep out of sight.
The air is thick enough to drink. Neshi circle every exposed patch of skin, their translucent wings flashing whenever they pass through a shaft of filtered light. One settles on Kweku’s neck. A sharp slap leaves behind a smear of blue-green blood.
Sagan keeps moving. He pushes through the vegetation with the certainty of someone who has walked this ground too many times to trust appearances. Every so often, he slows, studies a branch or patch of earth, and changes direction without explanation. Then he points toward a vine knotted around a low-hanging branch.
“First sign,” he says.
“The Roman Way starts here.”
Staged Read-Alouds — Progressive Descriptions
| Trigger / Timing | Read-Aloud / Narrative Insert |
| Sagan explains the Roman Way | Sagan touches the knotted vine without untying it. “Old saying from Mother Earth,” he says. “Every road leads to Rome.” He points farther into the forest, where another branch bends at an unnatural angle. “Same idea. You don’t need to know the whole road. You only need to find the next sign.” |
| The PCs struggle with the Neshi and terrain | A Neshi whines beside your ear before vanishing into the leaves. Mud pulls at your boots with every step. Vines catch on packs, sleeves, and weapons. The forest seems determined to slow you without ever presenting a single obstacle large enough to fight. |
| The PCs discover the route has been altered | Sagan stops beside a tree and studies its trunk. A pale rectangle of untouched bark marks the place where something was recently removed. He crouches, searching the mud beneath it. “There should be a marker here,” he says. “Someone changed the road.” |
| The pale figures appear | Sagan raises one hand. The group freezes. At first, there is only undergrowth. Then something shifts behind a curtain of broad-leafed ferns. A pale, thin figure stands between the trees, half-hidden by vegetation. Another waits farther back. Their clothing is stitched from mismatched fabric, leather, and old work gear. One carries a bundle of animal traps. The other drags something wrapped in hide. Neither speaks. |
| The pale figures disappear | The strangers take one slow step backward. Then another. Leaves tremble. A heartbeat later, both are gone. No running footsteps follow. No branches snap. It is as though the forest simply closed around them. |
| Sagan reveals that he has seen them before | Sagan keeps staring into the place where the figures vanished. “Whenever I hauled timber out here, I sometimes saw someone standing between the trees,” he says. “Never close. Never long enough to be sure.” He rubs the back of his neck. “I thought I was exhausted. Thought the forest was playing tricks on me.” |
| The rain begins | A cold drop strikes the back of a hand. Another follows. Then the canopy erupts. Rain crashes through the leaves in thick, warm sheets. Branches bow under the sudden weight, mud loosens beneath your boots, and the route ahead begins to dissolve beneath running water. |
| The compound comes into view | Through the rain and foliage, a wall rises between the trees. Massive squared timbers have been sunk deep into the ground and reinforced with scavenged metal plates and coils of wire. A heavy gate breaks the centre of the palisade. Above it hangs a rust-stained pressure vessel from the Last Frontier, suspended in a rough timber frame. A thick rope disappears through a guide ring beneath it. Beside the gate, a weathered sign leans beneath the skull of a Moar. NO TRESPASSING — PRIVATE PROPERTY. Rain runs through the skull’s empty eye sockets. Whatever rules govern Morningstar no longer reach this place. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Guided Wilderness Expedition | Follow Sagan · survive the terrain · understand the hidden route · investigate unusual observers · reach the compound unseen | Transitions the adventure from settlement investigation into hostile wilderness exploration. Establishes the Roman Way, foreshadows the pale inhabitants connected to the Nameless Man, confirms that J.W.’s operation is active, and ends with the first sight of the fortified compound. |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| Sagan Belmont | Guide · former timber contractor for J.W. | Find the old route · prove useful · confront the place that destroyed his company | Moves confidently while the route remains familiar. Becomes tense when markers are missing. Does not pretend to know what he does not know. The closer they come to the compound, the quieter he becomes. | Sagan Belmont |
| Pale Trappers | Unknown inhabitants connected to J.W.’s operation | Observe · avoid contact · return toward the compound | Silent, cautious, and difficult to follow. They do not attack unless cornered. Their appearance strongly resembles the Nameless Man. | The Blues |
| Neshi | Native blood-feeding insects | Feed · irritate · expose travellers through movement and noise | Harmless individually, relentless in swarms. They punish exposed skin and make stealth more difficult when PCs slap, curse, or move suddenly. | Neshi |
| J.W.’s Hands | Conditional patrol or route maintenance crew | Protect the route · detect intruders · alter markers | Appear only if the PCs create significant delay, noise, or evidence of pursuit. Avoid direct confrontation unless they possess an advantage. |
5 | Triggers, Clues & Consequences
Phase 1 — Entering the Roman Way
| Trigger / Cue — Player Action or Event | Immediate Reaction / Change | Clue / Consequence |
| 🧭 The PCs ask how Sagan knows which direction to take | Read the staged description “Sagan explains the Roman Way.” | The PCs learn that J.W.’s Hands navigate through a sequence of temporary signs rather than a permanent path. |
| 👁️ The PCs actively search for route markers | Requires a PER-, WIS-, Survival-, Ranger-, or relevant background probe, DC 12. | Success: The PC identifies the next marker before Sagan points it out. Future navigation probes may gain Advantage. Failure: The marker remains invisible until Sagan reveals it. |
| 🧠 The PCs examine the logic of the markers | Requires an INT-, Analysis-, or Investigation-based probe, DC 13. | The markers are deliberately simple, cheap, and replaceable. Anyone can follow them if shown how, but no single marker reveals the final destination. |
| 🚶 The PCs follow Sagan without investigating | Sagan leads them forward without difficulty while Route Integrity remains 3. | The party progresses safely but may miss evidence that the route has recently been used or altered. |
| 🐜 The PCs struggle with Neshi or dense terrain | Read the staged description “The PCs struggle with the Neshi and terrain.” | The journey becomes physically exhausting. No direct damage is required, but repeated failures may impose Disadvantage on stealth or perception probes. |
Phase 2 — Following the Hidden Road
| Trigger / Cue — Player Action or Event | Immediate Reaction / Change | Clue / Consequence |
| 🪢 The PCs successfully identify consecutive markers | The route becomes easier to read. Sagan confirms their interpretation. | Maintain or restore Route Integrity by 1, up to a maximum of 3. The party gains confidence in following the Roman Way. |
| ❌ The PCs fail a navigation probe | Sagan backtracks and searches for the last confirmed marker. | Reduce Route Integrity by 1. The group loses time and may attract attention. |
| 🪓 The PCs deliberately damage or remove a marker | Sagan reacts sharply. “That sign is how we find our way back.” | Reduce Route Integrity by 1 unless the PCs replace or record it. J.W.’s Hands may later notice the interference. |
| 🕵️ The PCs look for signs of recent travel | Requires a Survival-, Ranger-, PER-, or Tracking-based probe, DC 13. | Success: Fresh boot prints, dragged branches, wagon impressions, or disturbed mud confirm that the route is still active. |
| 👣 The PCs discover tracks diverging from the Roman Way | The tracks belong to trappers, wildlife, or J.W.’s Hands moving between markers. | Following them may reveal a shortcut, hidden observation point, trap line, or dangerous detour. |
| ⏳ The group accumulates significant delay | The forest grows quieter. Sagan notices that several markers have recently been disturbed. | The DM may introduce a patrol of J.W.’s Hands or reduce Route Integrity by 1. |
Phase 3 — The Altered Marker
| Trigger / Cue — Player Action or Event | Immediate Reaction / Change | Clue / Consequence |
| ⚠️ The group reaches a missing or altered marker | Read the staged description “The PCs discover the route has been altered.” | Reduce Route Integrity by 1. The PCs must reconstruct the next direction. |
| 🔍 The PCs search the disturbed area | Requires a PER-, INT-, Survival-, or Tracking-based probe, DC 14. | Success: They find drag marks, cut fibres, bark scratches, or footprints indicating where the marker was moved. Failure: The group must rely on Sagan’s memory or choose between multiple directions. |
| 🧭 Sagan reconstructs the route from memory | Sagan studies the slope, tree line, and terrain rather than the missing sign. | At Trust 5, he automatically chooses the correct direction after a short delay. At lower Trust, the DM may require a group navigation probe. |
| 🧠 The PCs infer why the route was changed | Requires an INT-, Analysis-, or Insight-based probe, DC 13. | J.W.’s Hands periodically alter the route to prevent anyone from memorizing a permanent path. The system is designed to preserve dependency on the latest marker sequence. |
| ❌ The PCs choose the wrong direction | The terrain becomes denser and less travelled. | Reduce Route Integrity by 1. The group may encounter traps, difficult terrain, or circle back toward an earlier marker. |
Phase 4 — The Pale Figures
| Trigger / Cue — Player Action or Event | Immediate Reaction / Change | Clue / Consequence |
| 👁️ Sagan or a PC notices movement in the undergrowth | Read the staged description “The pale figures appear.” | The group sees two pale trappers whose appearance resembles the Nameless Man. |
| 🧠 The PCs compare the figures to the Nameless Man | No probe is required for PCs who encountered him previously. | The resemblance is unmistakable: pale skin, thin build, unusual stillness, and patchwork clothing. |
| 🗣️ The PCs call out to the figures | The trappers do not answer. They retreat slowly without turning their backs. | If the PCs remain still, read “The pale figures disappear.” |
| 🏃 The PCs pursue immediately | Requires DEX-, Survival-, Ranger-, or Athletics-based probes through dense terrain. | Success: The PCs briefly keep sight of the figures and discover that they are moving toward the compound. Failure: They lose them and reduce Route Integrity by 1 after leaving the marked path. |
| 🔫 The PCs threaten or attack the figures | The trappers flee. One may drop a trap, bundle, tool, or piece of hide. | The noise risks alerting J.W.’s Hands. The pale figures will later warn the compound. |
| 🪤 The PCs inspect the carried traps or dragged bundle | Requires a close approach, successful pursuit, or recovery of a dropped item. | The equipment is used for small-animal trapping. The wrapped bundle contains carcasses or pelts rather than a human body. |
| ❓ The PCs ask Sagan whether he has seen them before | Read the staged description “Sagan reveals that he has seen them before.” | Confirms that pale observers have shadowed his deliveries in the past. Sagan had assumed exhaustion or lack of sleep caused the sightings. |
| 🤫 The PCs remain still after the figures vanish | The forest falls unnaturally quiet for several seconds. | A successful PER- or WIS-based probe may reveal distant movement continuing toward the north. |
Phase 5 — Rain and Final Approach
| Trigger / Cue — Player Action or Event | Immediate Reaction / Change | Clue / Consequence |
| 🌧️ The weather turns | Read the staged description “The rain begins.” | Heavy rain reduces visibility, masks sound, and rapidly degrades tracks and temporary markers. |
| 🧭 The PCs continue following Sagan through the downpour | Requires a group Survival-, PER-, or movement-based probe, DC 13, unless Route Integrity remains 3. | Success: They maintain the route. Failure: Route Integrity drops by 1 and the group loses time. |
| 👣 The PCs use the rain to conceal their approach | Requires a group Stealth-based probe with Advantage if moving carefully. | Success reduces the chance that guards or patrols detect them before they reach the palisade. |
| ⚠️ The PCs rush through the rain | Progress is faster, but branches, mud, and poor visibility increase risk. | The party reaches the compound sooner but may arrive noisily, injured, or without noticing observation points. |
| 👂 The PCs stop to listen near the end of the route | The rain masks most distant sound. | A successful PER-based probe, DC 14, detects faint timber knocks, animal movement, metal striking wood, or a distant cart from beyond the compound. |
| 🧱 The PCs reach the final marker | Sagan stops. The route ends at the edge of dense foliage. | Read the staged description “The compound comes into view.” The scene ends before the PCs approach the gate or begin reconnaissance. |
Phase 6 — Optional Complications
Use these complications only if the journey needs additional pressure, the PCs repeatedly fail probes, or their actions plausibly alert J.W.’s operation.
| Trigger / Cue — Player Action or Event | Immediate Reaction / Change | Ripple Effect / Consequence |
| 🪤 A PC steps into a concealed snare or trap line | Resolve with a DEX-, PER-, or Survival-based probe. | Failure causes injury, noise, or temporary restraint. The trap confirms active use of the surrounding forest. |
| 👥 J.W.’s Hands investigate signs of intrusion | Two or more figures move along the Roman Way from the compound direction. | The PCs may hide, ambush, retreat, or allow the patrol to pass. Capturing a Hand may provide additional information but risks alerting the compound. |
| 🦴 The PCs discover discarded animal remains | Small carcasses have been stripped for fur and useful parts. | Reinforces the industrial scale of J.W.’s hunting operation. |
| 🛞 The PCs find fresh wagon tracks | Broad wheel impressions cross the route before disappearing into vegetation. | Confirms that supplies and captured animals are still being moved into the compound. |
| 📍 Route Integrity reaches 0 | Sagan can no longer identify the next marker with confidence. | The PCs must make a difficult group tracking probe, follow recent tracks, capture a Hand, or abandon the journey and seek another lead. |
6 | DM Notes
- The Roman Way is revealed through use: Do not explain the entire system before the players enter the forest. Let them see Sagan identify the first marker, then allow questions and observation to reveal how it works.
- Sagan is a guide, not a perfect map: He remembers the route and understands the marker system, but eight months have passed. Missing signs, weather, and changed instructions should create uncertainty without making his help feel useless.
- Navigation failures create complications, not dead ends: A failed probe should cost time, reduce Route Integrity, create exposure, or lead to a dangerous detour. Do not stop the adventure because of one bad roll.
- The Neshi are pressure, not combat: Use them to create irritation, noise, and physical discomfort. They should not become a prolonged encounter unless the PCs provoke a swarm or possess a relevant vulnerability.
- The pale figures are witnesses, not enemies: Their purpose is to connect J.W.’s compound to the Nameless Man and deepen the mystery. They avoid confrontation and do not explain themselves.
- Do not identify the pale figures conclusively: The PCs may recognize the resemblance, but their origin and relationship to J.W. remain unresolved.
- Rain changes the rhythm: Before the rain, the group investigates. After the rain begins, the pace accelerates. Visibility falls, conversation becomes difficult, and the compound appears through the downpour.
- The compound reveal ends the scene: Do not continue directly into gate interaction or reconnaissance inside this scene. Allow the players to absorb the sight before moving into the next scene.
- Preserve player agency: The staged descriptions establish environmental changes and NPC reactions. They do not dictate what PCs say, feel, or decide.
- The route may be reused later: Once the PCs understand the Roman Way, they may attempt to follow it without Sagan in future scenes. The difficulty depends on Route Integrity and how carefully they recorded the markers.
- Travelling on foot is the safest approach: The hearse offers storage and protection, but it is too visible and too difficult to conceal in the dense undergrowth. PCs who bring it should leave it behind before the final approach or accept a substantially higher risk of detection.
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
- ← Unlocked From: Scene 4a+1 — The Price of Timber
- → Next Scene: If the PCs reach the compound unnoticed or retain their freedom: Proceed to Scene 6a — In the Realm of the Hunter.
- → If the PCs are discovered, overwhelmed, or deliberately surrender upon reaching the compound: Proceed to Scene 6b — As a Prisoner in the Realm of the Hunter.
- → If the PCs abandon the route: Return to the Morningstar Hub Overview or continue the investigation through another established lead.
Morningstar Hub Overview — Playable Locations & Opportunities
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| Django’s Diner | Food · Pressure · Investigation | Prevent Sagan from harming a civilian · recover J.W.’s torn voucher · survive the Ticking Clock | Warm · Cramped · Volatile | → Scene 4a |
| Saw’s End | Lodging · Social Risk · Rumor Hub | Secure lodging · gather rumors · risk recognition by Hammacher | Loud · Smoky · Volatile | → Scene 4b |
| Morningstar Food Market | Supplies · Barter | Replace supplies · observe J.W.’s Hands · gather practical information | Busy · Watchful | → Scene 4c |
| Medical Station of Morningstar | Healing · Recovery | Treat injuries · prepare for wilderness travel · risk biometric identification | Clean · Functional · Dangerous if Wanted | → Scene 4d |
| Hale & Hook Outfitters | Investigation · Trade | Verify J.W.’s supply chain · purchase wilderness gear · investigate the voucher | Polite · Guarded · Transactional | → Scene 4e |
| Local Guarding Troopers Station of Morningstar | Risk · Records · Pressure | Face active warrants · find arrested allies · access procedural records | Bureaucratic · Dangerous | → Scene 4f |
| Journey with Sagan Belmont | Expedition · Navigation · Mystery | Follow the Roman Way · encounter the pale figures · reach J.W.’s compound | Humid · Hidden · Escalating | → Scene 4a+2 — The Roman Way |
- Note: Scene 4a+2 is an unlocked expedition scene. It becomes available only if Sagan agrees to guide the PCs and the group is ready to leave Morningstar.
