Table of Contents

102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter

SCENE 4e — HALE & HOOK OUTFITTERS

1 | Scene Overview

Atmosphere & Sensory Cues: Cold iron and leather · oil-slick wood · the quiet click of traps · copper signage creaking softly · voices kept low · the weight of tools designed to kill cleanly


2 | Read-Aloud Descriptions

Initial Read-Aloud (Scene Opening)

Hale & Hook does not try to draw you in.

The copper sign above the entrance hangs heavy and still, crossed rifle and fishhook dulled by fog and age. Beneath it, a preserved Glaciok paw looms over the door, not decorative, not symbolic. A warning.

Inside, the air smells of oiled wood, cold iron, and cured leather. Lantern light glints off rifle barrels and polished trap jaws. The floor is scarred by heavy crates dragged across it, each groove worn deep by repetition. No music. No chatter. Just the quiet click of metal as a snare resets somewhere behind the counter.

Behind a reinforced steel worktable stands a broad-shouldered man with calloused hands and sharp eyes. Garrick Hale measures you, then nods politely.

“Looking to buy,” he says evenly, “or just looking?”


3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Controlled Investigation & Transaction Buy gear · verify clues · pressure a source Confirms the material trail linking J.W. to Hale & Hook. Introduces Garrick Hale as a gatekeeper of information whose cooperation must be purchased, not persuaded. Establishes the limits of discretion — and how they can be bent.

4 | Key (N)PCs + Dynamic Cues

Name Role / Affiliation Motivation / Function Dynamic Cues — How They React in Play Wiki Link
Garrick Hale Founder · Craftsman · Outfitter Protect clients · grow business · enforce discretion Friendly but shallow until questioned. Becomes cold and hostile if PCs investigate clients without offering value. Responds to money, goods, or long-term profit — never to authority or threats. Garrick Hale
Cleaning Bot Maintenance unit Clean · observe Ignores conversation, but its presence discourages overt criminal acts inside the shop. Cleaning Bots
Guarding Trooper Patrol (Pair) Local Law Enforcement Enforce warrants · secure the settlement Arrive quietly but decisively if the Ticking Clock expires. They respect Garrick's business but will execute the arrest without hesitation. Local Guarding Troopers Station of Morningstar

5 | Triggers, Clues & Consequences

Phase 1a — The Ticking Clock (Wanted PCs)

This phase applies only if the PCs are Wanted and their status is compromised. If the PCs are clean or successfully disguised, skip to Phase 1b.

Trigger / Cue (Player Action) Immediate Reaction Clue / Consequence
🕵️ PCs are Wanted and get recognized (The Ticking Clock starts here) If a slip of the tongue or close scrutiny gives the PCs away, Garrick recognizes them from the local bounty wire. He doesn't reach for a weapon or an alarm. Instead, he leans on his counter and smiles thinly. “I have an excellent memory for faces,” he says politely, “but I find that a very generous purchase often clouds it. What can I sell you today?” Garrick is calmly extorting them. The PCs have exactly 1d4 rounds (a few precious seconds) to make a significant purchase (or pay a direct bribe of at least 100 Kourou) and leave the shop before the regular Guarding Trooper patrol passes by and Garrick decides to call them in.
🕵️ PCs are Wanted and Undisguised (The Ticking Clock expires) If Hale & Hook is the PCs' “1 Location Visit” before the town lockdown, time runs out while they are browsing or talking. The Clock Expires: The heavy wooden door opens. Two Guarding Troopers step into the shop. Garrick Hale immediately steps back from the counter, crossing his arms and refusing to interfere. The Troopers draw stun batons. “Lower your hands. You're coming with us.”
🚨 Guarding Troopers attempt to arrest the PCs The PCs must choose: surrender peacefully or resist inside the weapon shop. If PCs submit: They are disarmed by the Troopers (Garrick watches silently) and marched out. Proceed directly to Scene 4f — Local Guarding Troopers Station. If PCs resist, attack, or flee: A violent fight breaks out. Garrick takes cover behind his reinforced steel counter, drawing his sidearm to protect his stock; he fires only if a PC attacks him or attempts to steal weapons during the chaos. The town siren wails. Proceed immediately to Scene 4g — Escaping Morningstar.

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Phase 1b — Polite Commerce (Standard Interaction)

This phase applies if the PCs are not wanted, are successfully disguised, or have paid Garrick's extortion fee to buy his temporary silence.

Trigger / Cue (Player Action) Immediate Reaction Clue / Consequence
🛒 PCs browse or buy equipment Garrick is helpful, professional, and efficient. PCs can purchase gear, commission repairs, or rent the target lane without issue. To determine the prices of the items, please use the price table in the article about the location.
🗣️ PCs ask general questions about hunting or traps Garrick answers freely, with pride. Reinforces Garrick’s reputation and skill. No investigative clues.

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Phase 2 — Investigation Pressure (optional)

Trigger / Player Action Immediate NPC / Environmental Reaction Clue / Consequence
❄️ The PCs address a need for genuine Veyra pelts (based on previous Kettler Twin Encounter) Garrick's unblinking gaze drifts over the party's stature. He flatly states Veyra is impossible to acquire locally since you can't hunt them in the Atrana Region, and the native Senti Tribe increasingly causes lethal trouble for hunters on the steppes. The Pushback: Garrick attempts to divert them to cheap, standard local fauna stock.
🚪 The PCs use commercial leverage (Faking a walk-out / High-Budget Bait) If the PCs refuse his local stock, display high-denomination Kourou (like their Oppenheimer notes), or fake a clean exit toward the door, Garrick’s retail instincts kick in. He halts them before they touch the handle: “Hold on now… I didn't say it wouldn't be possible. It's a question of budget and a special order.”* DC 13 CHA (Persuasion or Deception) check. Success: Garrick admits he acts as an intermediary for a private supplier/producer. He drops his dismissive attitude and agrees to look into a “Special Order” contract.
👔 The PCs press hard for structural details regarding the supplier/producer Garrick leans over the scarred steel, confirming the limits of his relationship. The Core Clue Deposit: Garrick reveals that the manufacturer prefers to keep a low profile. He admits: “I've never met him myself, only his hands.” He notes that his producer is a reclusive, mute hunter whose errand-running “hands” visit the Morningstar Food Market roughly twice a week to run logs and logistics.
📝 The PCs present Hale & Hook-branded notes or handwriting samples Garrick glances at the paper trail (from Scene 1 or 3a). His face tightens, recognizing his own store's ledger stock and the distinct, geometric stencil handwriting. He handles the paper carefully but maintains a neutral mask: “Discretion is the backbone of frontier trade. I don't talk about who buys my paper.” DC 14 INT (Investigation) or CHA (Persuasion) check. Success: Garrick relents slightly, admitting the notes belong to his most valuable local business partner, but refuses to give a name.
⚠️ PCs threaten Garrick or imply violence Garrick reacts instantly. In one smooth motion, he draws a compact sidearm from his boot and levels it — not shaking, not rushed. Garrick informs the PCs calmly that threatening him voids any business relationship immediately. He adds, without emphasis, that Orin “Ironhand” Hale does not offer guest rooms to people who threaten family or clients — and that any current lodging at Saw’s End is revoked. If the PCs escalate further or draw weapons, Garrick responds with precise, professional violence to neutralize the threat. Only after control is restored does he signal Guarding Troopers if needed. Garrick will never speak to the PCs again, and Hale & Hook becomes permanently hostile ground.

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Phase 3 — Bribery & Transactional Disclosure (Optional)

Garrick does not sell out his producer's fixed location for common scrip. However, for the right price, he is willing to reveal the existence of the producer's field hand. Accepting this deal carries a binding narrative condition: the PCs must protect Garrick's involvement.

Trigger / Cue (Player Action) Immediate Reaction Clue / Consequence
💰 The PCs offer a significant financial bribe or high-value trade deal (≥ 500 Kourou) Garrick’s gaze shifts between the currency and the doorway, weighing profit against risk. He casually covers the cash with a calloused hand. “Discretion goes both ways,” he murmurs. “I can't give you a name or a map. All I know is that they call him “J.W.” and that there's a runner who handles his logistics in town. If my name crosses your lips when you track him down, you'll find out exactly how fast this valley turns freezing cold.” DC 14 CHA (Persuasion or Deception) check required to lock down the deal. Success: Garrick pockets the bribe and establishes the Errand Runner Lead. The Binding Penalty: If the PCs drop Garrick’s name during later scenes at the Food Market, Garrick immediately discovers the leak. Hale & Hook becomes permanently hostile ground, their lodging at Saw’s End is instantly revoked by Orin Hale, and a contract is raised against the party.
🕵️ The PCs ask how to locate this newly mentioned Errand Runner Garrick leans back, keeping his voice beneath the dry whirr of the Cleaning Bot. He outlines the runner's routine. The Errand Runner Lead: Garrick reveals that the producer's hand comes into town roughly twice a week to run logs, gear, and field supplies. He explicitly points the party toward the active trade stalls of the Morningstar Food Market.
👤 The PCs invest extra collateral or press for visual tracking markers Garrick pauses, demanding an extra push (an extra 50 Kourou or a successful follow-up check) before describing the target's physical appearance. DC 13 WIS (Insight) or CHA (Persuasion) check. Success (The Tracking Markers): He provides precise physical identifiers: The runner carries a prominent Mark of Shame scar under his right eye, a jagged slash from a violent frontier conviction. He has dark hair, carries himself like someone people deliberately avoid, and consistently wears an old Earth-style cowboy hat reinforced with coarse native fur.

6 | DM Notes

DM Tutorial: How to approach the scene


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 · ask Roxy about the receipt found on the Hand and his henchmen Warm · Cramped · Volatile → Scene 4a
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 · encounter the Kettler twins (floating encounter) Loud · Smoky · Volatile → Scene 4b
Morningstar Food Market Supplies · Barter Replace basics · buy trail food · observe who watches newcomers and who avoids them Practical · Neutral → Scene 4c
Medical Station of Morningstar Healing · Recovery Treat injuries · stabilize conditions · receive prescriptions for medication or painkillers (to be filled at the Pharmacy of Morningstar) Clean · Functional · Moderate cost → Scene 4d
Hale & Hook Outfitters Investigation · Trade Ask shop owner Garrick Hale about hunting gear, fur trade practices, and Hale & Hook–branded notes or items found on the Hand and his henchmen · gear up Polite · Guarded · Transactional → Scene 4e
Local Guarding Troopers Station of Morningstar Risk · Records · Pressure Ask procedural questions · report incidents · risk scrutiny or arrest if wanted Bureaucratic · Dangerous (if wanted) → Scene 4f