hauh_morningstar_saws_end
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| hauh_morningstar_saws_end [2026/04/02 09:47] – admin | hauh_morningstar_saws_end [2026/07/11 18:09] (current) – [Morningstar Hub Overview (Playable Locations & Opportunities)] admin | ||
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| ==== Initial Read-Aloud (Scene Opening) ==== | ==== Initial Read-Aloud (Scene Opening) ==== | ||
| - | Saw’s End announces itself before you even touch the door. | + | Saw’s End announces itself before you even touch the door. Above the raised wooden porch, oil lanterns flicker against the perpetual violet twilight, illuminating a weathered sign. |
| - | Resin smoke leaks into the street, sharp and sweet at the same time, carried on the damp night air. Inside, lantern light spills through open shutters, cutting long shadows across | + | Suddenly, the tavern’s heavy doors squeal open. A man in stained coveralls is hurled out, his boots skidding across |
| - | When you step inside, heat and noise hit at once. The taproom | + | //"And don't come back until your tab is as clean as your mouth!"// |
| - | At the bar, a Butler Bot pours Space Beer into battered tankards | + | The drunken guest scrambles to his feet and vanishes |
| - | This isn’t a place for quiet conversations. This is where people come to forget the day — or make it worse. | + | Stepping inside behind him, you are hit by a wall of resin-smoke haze and the warm glow of oil lanterns dancing off rough-hewn beams. The plank floors, reinforced with shimmering shards of reclaimed shuttle-canopy glass, creak under booted feet. The taproom is packed shoulder to shoulder with laborers fresh off shift. Broad-backed lumberjacks, |
| - | {{ :read_aloud_hauh_saws_end.mp3 |}} | + | {{ :hauh_scene_04b_sawsend_revised.mp3 |}} |
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| | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | | **Trigger / Timing** | **Read-Aloud / Narrative Insert** | | ||
| - | | **PCs walk to the guest room and enter it** | Even before you reach the top of the stairs, something smells wrong. Not mold. Not smoke. Fish. Sharp and sour, cutting through the resin haze that seeps up from the taproom | + | | **The PCs lease a room and step inside Guest Room Number One** | The noise of the taproom dulls into a low, rhythmic thrum behind you as you climb the grooved |
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| | **Orin “Ironhand” Hale** | Proprietor · Saw’s End | Keep order · protect his house · avoid Guarding Trooper attention | Massive, calm, and final. Speaks little. One clear warning is all he gives. If crossed, he ends trouble decisively (and permanently remembers who caused it). Refuses lodging to anyone who brings chaos into his tavern. | [[orin_ironhand_hale|Orin “Ironhand” Hale]] | | | **Orin “Ironhand” Hale** | Proprietor · Saw’s End | Keep order · protect his house · avoid Guarding Trooper attention | Massive, calm, and final. Speaks little. One clear warning is all he gives. If crossed, he ends trouble decisively (and permanently remembers who caused it). Refuses lodging to anyone who brings chaos into his tavern. | [[orin_ironhand_hale|Orin “Ironhand” Hale]] | | ||
| | **Butler Bot (Saw’s End)** | Bartender · Rule Enforcer | Serve drinks · track bets · prevent escalation | Neutral voice, sharp situational awareness. Calls out rule violations instantly. Signals Orin the moment tension tips from noise to threat. | [[butler_bots|Butler Bots]] | | | **Butler Bot (Saw’s End)** | Bartender · Rule Enforcer | Serve drinks · track bets · prevent escalation | Neutral voice, sharp situational awareness. Calls out rule violations instantly. Signals Orin the moment tension tips from noise to threat. | [[butler_bots|Butler Bots]] | | ||
| - | | **Sagan Belmont** | Temporary carpenter · Guest Room 3 | Get through the night · save money · avoid questions he can’t control | Tall, scarred, quiet. Eats pickled fish from tins stored in a battered suitcase. Answers questions only when asked directly. If “J.W.” is mentioned, becomes focused and oddly precise. Knows the location of J.W.’s farm by rumor and past work. | — | | ||
| | **Rurik Voss** | Log grader · Fogwood Sawmill | Drink · gamble · prove luck | Loud, sloppy confidence. Brags about winning streaks. Turns sour fast when losing. Follows Orin’s orders instantly when confronted. | [[fogwood_sawmill_timber_yard|Fogwood Sawmill Timberyard]] | | | **Rurik Voss** | Log grader · Fogwood Sawmill | Drink · gamble · prove luck | Loud, sloppy confidence. Brags about winning streaks. Turns sour fast when losing. Follows Orin’s orders instantly when confronted. | [[fogwood_sawmill_timber_yard|Fogwood Sawmill Timberyard]] | | ||
| | **Marek Holtz** | Log grader · Fogwood Sawmill | Drink · gamble · avoid looking weak | Quieter than Rurik, but more resentful. Echoes threats once Rurik starts. Leaves grudgingly after losing, promises payback he won’t pursue openly. | [[fogwood_sawmill_timber_yard|Fogwood Sawmill Timberyard]] | | | **Marek Holtz** | Log grader · Fogwood Sawmill | Drink · gamble · avoid looking weak | Quieter than Rurik, but more resentful. Echoes threats once Rurik starts. Leaves grudgingly after losing, promises payback he won’t pursue openly. | [[fogwood_sawmill_timber_yard|Fogwood Sawmill Timberyard]] | | ||
| | **Austin Hammacher** | Opportunistic Tracker | Collect the [[kourou|Kourou]] bounty on the PCs | Sits quietly in the corner nursing a drink. Does not care about the law, only the payout. Will draw his weapon in a crowded room without hesitation. | [[Austin Hammacher|Austin Hammacher]] | | | **Austin Hammacher** | Opportunistic Tracker | Collect the [[kourou|Kourou]] bounty on the PCs | Sits quietly in the corner nursing a drink. Does not care about the law, only the payout. Will draw his weapon in a crowded room without hesitation. | [[Austin Hammacher|Austin Hammacher]] | | ||
| + | | **Elias Kettler** | Traveling Fur Trader (“The Spiritual One”) | Sell wholesale pelts; gauge threat levels; avoid law enforcement | Conditional Floating NPC. Soft-spoken, | ||
| + | | **Ruben Kettler** | Traveling Fur Trader (“The Pessimist”) | Track operational risks; protect inventory; identify spies | Conditional Floating NPC. Cynical, blunt, and highly suspicious. He stares down at the party with dead-eyed intensity. Calm in chaos. | [[the_kettler_twins|The Kettler Twins]] | | ||
| | **Guarding Trooper Patrol (Pair)** | Local Law Enforcement | Enforce warrants · secure the settlement | Move deliberately. They respect Orin's authority in the tavern but will not be deterred from an arrest. | [[local_guarding_troopers_station_of_morningstar|Local Guarding Troopers Station of Morningstar]] | | | **Guarding Trooper Patrol (Pair)** | Local Law Enforcement | Enforce warrants · secure the settlement | Move deliberately. They respect Orin's authority in the tavern but will not be deterred from an arrest. | [[local_guarding_troopers_station_of_morningstar|Local Guarding Troopers Station of Morningstar]] | | ||
| | **Various Patrons** | Lumber crews · Smiths · Traders | Drink · rest · talk without consequences | Guarded but talkative after a few drinks. Share rumors freely, facts rarely. Many know of “the fur hunter north-northwest, | | **Various Patrons** | Lumber crews · Smiths · Traders | Drink · rest · talk without consequences | Guarded but talkative after a few drinks. Share rumors freely, facts rarely. Many know of “the fur hunter north-northwest, | ||
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| // | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🎲 **PCs look for a game of Twenty One** | Rurik Voss and Marek Holtz wave them over with sloppy confidence, already mid-drink. | Establishes the two log graders as volatile contacts and potential antagonists. | | + | | 🛏️ **The PCs ask Orin or the Butler Bot if rooms are available** | The host or machine surveys them evenly. " |
| - | | 🎲 **PCs play Twenty One with Rurik Voss & Marek Holtz** | The two log graders deal fast and sloppy, already drunk and loud. The game draws attention from nearby tables. | Each participating PC must make a probe to represent experience, table sense, and nerve. Default probe: DEX or INT (PC choice). PCs with backgrounds in gambling, trade, logistics, sawmill work, or similar frontier professions may gain advantage (DM discretion). __Success: | + | | 🎲 **PCs look for a game of [[twenty_one|Twenty One]]** | Rurik Voss and Marek Holtz wave them over with sloppy confidence, already mid-drink. | Establishes the two log graders as volatile contacts and potential antagonists. | |
| + | | 🎲 **PCs play Twenty One with Rurik Voss & Marek Holtz** | The two log graders deal fast and sloppy, already drunk and loud. The game draws attention from nearby tables. | Each participating PC must make a probe to represent experience, table sense, and nerve. Default probe: DEX or INT (PC choice). PCs with backgrounds in gambling, trade, logistics, sawmill work, or similar frontier professions may gain advantage (DM discretion). __Success: | ||
| | 👊 **Game or bar tension escalates** | Orin “Ironhand” Hale throws an axe into the table without warning. Silence follows. | The conflict ends instantly. Offenders are expelled. PCs may lose access to lodging if they caused the escalation. | | | 👊 **Game or bar tension escalates** | Orin “Ironhand” Hale throws an axe into the table without warning. Silence follows. | The conflict ends instantly. Offenders are expelled. PCs may lose access to lodging if they caused the escalation. | | ||
| | 🕵️ **PCs ask patrons or Orin about “J.W.”** | Conversations stall. Eyes avert. Answers come slowly and reluctantly. | Requires a CHA-based probe (DC at DM discretion). On success, PCs learn that J.W. is a fur hunter — and " | | 🕵️ **PCs ask patrons or Orin about “J.W.”** | Conversations stall. Eyes avert. Answers come slowly and reluctantly. | Requires a CHA-based probe (DC at DM discretion). On success, PCs learn that J.W. is a fur hunter — and " | ||
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| --- | --- | ||
| - | === Phase 2 — Guest Room (Forced Proximity & Real Detail) === | + | === Phase 2 — The Kettler Twins (Floating Encounter Integration) === |
| - | //Unlocks only if the PC did not get arrested earlier | + | {{: |
| + | |||
| + | // OPTIONAL FLOATING TRIGGER: This block executes ONLY if the players | ||
| // | // | ||
| - | | **Trigger / Cue** | **Immediate Reaction** | **Clue / Consequence** | | + | |
| - | | 🗣️ | + | === 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' |
| - | | 🪵 **PCs ask about Sagan’s job for J.W. and the property** | Sagan exhales slowly, choosing his words with care. | One of Wyrick’s hands met him at Saw' | + | * **The Scarcity of [[veyra|Veyra]]: |
| - | | 🔊 **PCs ask how the job ended** | Sagan grows tense, choosing his words carefully. | After receiving his payment, Sagan noticed his contact wearing | + | * **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. |
| - | | 🚨 **PCs ask what allowed him to escape** | Sagan swallows and nods. | A sudden disturbance broke the tension: a radio crackled with urgent shouting about movement near the outer fence and treeline. The contact cursed, ran toward | + | * **Their Operations & Supply Chain:** They are merely traveling salesmen running their " |
| - | | 🧭 **PCs ask for location details** | Sagan hesitates, then shakes his head. | The property lies roughly 5 km north–northwest of Morningstar, far off any paved route. Sagan admits he could not find it again on his own — he was brought there by one of Wyrick’s hands. The area is surrounded by Atrana’s dense, ever-shifting fog, with no landmarks | + | |
| - | | 👁️ | + | --- |
| - | | ❄️ **PCs mock, threaten, | + | |
| + | | **Trigger / Player Action** | **Immediate | ||
| + | | 🪑 **The PCs sit down at a taproom table** | As the characters slide onto the wooden bench to rest, a player' | ||
| + | | 🎒 **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. | | ||
| + | | 👁️ | ||
| + | | 👥 **The PCs handle | ||
| + | | 💬 **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' | ||
| + | | 🍺 **A physically imposing PC steps in to break a tense standoff** | A large or imposing character surfaces from the taproom crowd or stands up, using their physical mass to change the power dynamic. | __The Physical Check:__ The PC’s sheer presence or a successful DC 12 STR (Intimidation) display forces the twins' suspicion | ||
| + | | 🚶♂️ **The PCs conclude the conversation | ||
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| * **Saw’s End is not safe — it is tolerated: | * **Saw’s End is not safe — it is tolerated: | ||
| * **Orin is the hard boundary:** He does not negotiate, warn twice, or escalate emotionally. One decisive action ends any situation. If the PCs cause trouble, lodging is denied without discussion. | * **Orin is the hard boundary:** He does not negotiate, warn twice, or escalate emotionally. One decisive action ends any situation. If the PCs cause trouble, lodging is denied without discussion. | ||
| - | * **Information is overheard, not extracted: | + | * **Information is overheard, not extracted: |
| - | * **Twenty One is a social risk, not a minigame:** Winning draws attention and resentment; losing invites mockery. Either way, the PCs become visible — and visibility has consequences. | + | * **Twenty One is a social risk, not a minigame:** Winning draws immediate |
| - | * **Sagan is unavoidable and uncomfortable:** He is placed | + | * **Floating Safety Net Function:** If the players skipped taprooms earlier |
| - | * **Sagan knows enough to be dangerous — to himself:** He shares what he experienced, | + | * **Managing the Dialogue Budget:** Enforce |
| - | * **J.W.’s property should feel real but obscured:** Location, wealth, and security are confirmed — layout, routines, and scale are not. Maintain fog, distance, and uncertainty. | + | |
| - | * **No recovery if mishandled: | + | |
| - | * **This scene narrows | + | |
| * **If the [[Ticking Clock|Ticking Clock]] Expires Here:** If wanted PCs linger in the bar, the Guarding Troopers will track them down. Orin will not protect the PCs from the law. If a fight breaks out during an arrest attempt, Orin will actively help the Troopers subdue or eject the PCs to prevent his bar from being damaged or shut down. | * **If the [[Ticking Clock|Ticking Clock]] Expires Here:** If wanted PCs linger in the bar, the Guarding Troopers will track them down. Orin will not protect the PCs from the law. If a fight breaks out during an arrest attempt, Orin will actively help the Troopers subdue or eject the PCs to prevent his bar from being damaged or shut down. | ||
| ==== DM Tutorial: How to approach the scene ==== | ==== DM Tutorial: How to approach the scene ==== | ||
| - | {{ :dm_briefing_hauh_saws_end.mp3 |}} | + | {{ :hauh_scene_4b_dm_briefing_revised_2.mp3 |}} |
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| | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | ||
| - | | **[[django_s_diner|Django’s Diner]]** | Food · Rumors | + | | **[[django_s_diner|Django’s Diner]]** | Food · Pressure |
| | **[[saws_end|Saw’s End]]** | Lodging · Social Risk · Rumor Hub | Secure the only accommodation in Morningstar · gather guarded rumors about “J.W.” and his operations · risk visibility through drinking or playing [[twenty_one|Twenty One]] · encounter Sagan Belmont in forced proximity | Loud · Smoky · Volatile | → [[hauh_morningstar_saws_end|Scene 4b]] | | | **[[saws_end|Saw’s End]]** | Lodging · Social Risk · Rumor Hub | Secure the only accommodation in Morningstar · gather guarded rumors about “J.W.” and his operations · risk visibility through drinking or playing [[twenty_one|Twenty One]] · encounter Sagan Belmont in forced proximity | Loud · Smoky · Volatile | → [[hauh_morningstar_saws_end|Scene 4b]] | | ||
| | **[[morningstar_food_market|Morningstar Food Market]]** | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them | Practical · Neutral | → [[hauh_morningstar_food_market|Scene 4c]] | | | **[[morningstar_food_market|Morningstar Food Market]]** | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them | Practical · Neutral | → [[hauh_morningstar_food_market|Scene 4c]] | | ||
hauh_morningstar_saws_end.1775123238.txt.gz · Last modified: 2026/04/02 09:47 by admin