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hauh_morningstar_saws_end [2026/05/29 03:47] – [6 | DM Notes] adminhauh_morningstar_saws_end [2026/07/11 18:09] (current) – [Morningstar Hub Overview (Playable Locations & Opportunities)] admin
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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 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. 
  
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 // //
 | **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. |
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 ==== 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 · 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.1780026463.txt.gz · Last modified: 2026/05/29 03:47 by admin

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