User Tools

Site Tools


hauh_morningstar_saws_end

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
hauh_morningstar_saws_end [2026/05/29 03:45] – [5 | Triggers, Clues & Consequences] adminhauh_morningstar_saws_end [2026/07/11 18:09] (current) – [Morningstar Hub Overview (Playable Locations & Opportunities)] admin
Line 37: Line 37:
  
 | **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 below. The noise of Saw’s End dulls behind you as you follow the narrow corridor, lantern light trembling against rough timber walls. A wooden door marked with a painted 3 waits at the end. It isn’t locked. When you push it open, the smell hits full force. The room is cramped — bunks, wool blankets, a rough dresser — and on one of the lower bunks sits a tall man with broad shoulders and a face mapped by old burn scars. He’s eating pickled fish straight from a tin, calm as if this were the most natural place in the world for it. A battered suitcase is shoved under his bunk. He looks up once, slowly, eyes steady and unblinking. For a moment, it feels like you’ve walked into someone else’s story — and he hasn’t decided yet whether you belong in it. |+| **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 timber stairs and open the door to Guest Room Number One. The space is narrow, dark, and simple—nothing more than rough timber walls, heavy wool blankets thrown across cramped bunks, and a single flickering oil lantern sat atop a dresser. An open-shutter window looks straight out into the perpetual violet twilight, watching the creeping mountain mist bleed over the Ring outside. The room smells deeply of heavy raw wool and fresh logging timber. 
  
 ---- ----
Line 80: Line 80:
 // //
 | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** |
 +| 🛏️ **The PCs ask Orin or the Butler Bot if rooms are available** | The host or machine surveys them evenly. "We’ve got three upstairs chambers. Usually booked weeks out by off-shift smiths or trappers, but some occupants just went broke at the Twenty-One tables an hour ago. Pushed their luck, got locked out. Rooms are open." | __The Cost:__ Secure lodging costs 20 Kourou per night. Paying the ledger unlocks the Guest Room Read-Aloud trigger and secures a safe operational base for short/long rests. |
 | 🎲 **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 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:__ PCs win money and reputation; Rurik and Marek grow resentful and volatile. __Partial success:__ Narrow win or loss; mockery and tension, but contained. __Failure:__ PCs lose money and are ridiculed; no immediate escalation. __Critical success or repeated wins__ sharply increase the risk of a violent outburst. | | 🎲 **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 win money and reputation; Rurik and Marek grow resentful and volatile. __Partial success:__ Narrow win or loss; mockery and tension, but contained. __Failure:__ PCs lose money and are ridiculed; no immediate escalation. __Critical success or repeated wins__ sharply increase the risk of a violent outburst. |
Line 118: Line 119:
   * **Saw’s End is not safe — it is tolerated:** The tavern holds together through reputation and restraint, not hospitality. Order exists only as long as Orin allows it.   * **Saw’s End is not safe — it is tolerated:** The tavern holds together through reputation and restraint, not hospitality. Order exists only as long as Orin allows it.
   * **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:** Rumors in the taproom surface through proximity, timing, and restraint. Pressing too hard shuts conversations down. +  * **Information is overheard, not extracted:** New rumors in the taproom surface through proximity, timing, and restraint. Pressing too hard shuts conversations down completely. 
-  * **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 attention and resentment from drunk lumber crews; losing invites mockery. Either way, the PCs become visible—and visibility has consequences under a bounty wire. 
-  * **Sagan is unavoidable and uncomfortable:** He is placed in the PCs’ guest room on purpose. The smell, the silence, and the forced proximity are the hook — not his willingness to talk. +  * **Floating Safety Net Function:** If the players skipped taprooms earlier in the sandbox loop, use the Kettler Twins block here to ensure they still capture the vital handwriting link and the corporate target target loop ([[hale_and_hook_outfitters|Hale & Hook]]). 
-  * **Sagan knows enough to be dangerous — to himself:** He shares what he experienced, not what he understands. His fear, isolation, and uncertainty are as important as the facts he provides. +  * **Managing the Dialogue Budget:** Enforce the 2-to-3 question limit strictly. Once the party hits that threshold or fails a check, the twins must deliver their mock salute and exit. This keeps the investigation tight.
-  * **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:** If the PCs mock, threaten, or dismiss Sagan, the information flow stops permanently. Do not provide alternate NPCs to replace him. +
-  * **This scene narrows the world:** By the end of Saw’s End, the PCs should feel that Morningstar points outward — north–northwest — and that whatever waits there does not want to be found.+
   * **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 |}}
  
 ---- ----
Line 144: Line 142:
  
 | **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 · Low-cost stability | Eat cheaply · overhear timber and trade talk · ask the serving Butler Bot Roxy about the receipt found on the Hand and his henchmen | Warm · Cramped · Watchful | → [[hauh_morningstar_djangos_diner|Scene 4a]] |+| **[[django_s_diner|Django’s Diner]]** | Food · Pressure · Investigation | Prevent Sagan from harming a civilian · recover J.W.’s torn voucher · ask Roxy about the receipt found on the Hand and his henchmen | Warm · Cramped · Volatile | → [[hauh_morningstar_djangos_diner|Scene 4a]] |
 | **[[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.1780026304.txt.gz · Last modified: 2026/05/29 03:45 by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki