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Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 2d — BUYING A MORTICIAN’S CART
1 | Scene Overview
- Location: Schmitz Funeral Home, Public Services Ring, New Kourou
- Type: Social · Negotiation · Acquisition
- Era: Beta Age
- Tone: Quiet · Respectful · Slightly eerie
Atmosphere & Sensory Cues: Faint incense · soft scraping of woodwork · lantern-light reflecting on burnt hull plating · the sharp scent of citrus, beeswax, and fresh cedar shavings.
2 | Read-Aloud Description
Initial Read-Aloud (Scene Opening)
The parlor feels like a different world — silent, cool, and aggressively orderly. The walls are built from dark starship plating, salvaged from the Last Frontier, but they are polished to a solemn, burnished sheen. The air doesn't smell of mud or smoke; it smells sharply of citrus, beeswax, and fresh cedar shavings.
Soft lantern light reflects off the dark alloy panels. Somewhere in the back, the rhythmic shhh-shhh of a hand plane smoothing wood echoes through the quiet.
The sound stops. Heavy, deliberate footsteps approach from the workshop.
A man steps through the velvet curtain, wiping sawdust from a dark apron. He has the unhurried expression of someone who knows that, eventually, everyone comes to do business with him.
“Just a moment,” he says, his voice low and steady. “I was just finishing a lid.”
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Negotiation · Acquisition | Inspect the cart · assess price · negotiate · gather local gossip | Provide a unique, highly tactical travel option · give insight into Schmitz rivalry · force a tense hide-and-seek moment if the Ticking Clock is active. |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Goal | Dynamic Cues — How They React in Play | Wiki Link |
| Ernest Schmitz | Owner & Mortician | Sell old cart; defend reputation against rival brother | Calm, honorable, slightly weary. Proud of his craftsmanship. Dislikes violence. | Schmitz Funeral Home |
| Guarding Trooper Patrol | Guarding Troopers | Sweep for fugitives | Methodical and deeply superstitious; they dislike being inside the funeral home. | Guarding Troopers |
| Jop the Hoo | Older draft-mount | Eat pellets · pull carts · nap | Slow movements; gentle temperament; reacts well to soft voices. | Hoo |
5 | Triggers, Actions & Consequences
Phase 1a — The Ticking Clock (Wanted & Compromised)
This phase applies only if the PCs have a High Exposure status and trigger the clock, OR if the Funeral Home is their +1 Location visited after triggering the Macro Clock on the streets.
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🚨 Ernest recognizes the PCs (The Micro Clock Starts) | Ernest pauses while inspecting the PCs. He recognizes their faces from the bounty wire. He steps back toward his workshop, his voice tight: “I just need to fetch the ledger.” A PC with a Passive Perception of 12+ hears him quietly keying a shortwave radio to alert the street patrol. | The Clock Starts: The PCs have exactly 1d4 rounds (a few precious seconds) to initiate countermeasures — silence him, flee out the back gate, or aggressively negotiate—before Troopers surround the building. |
| ⏳ The +1 Location Trap / Time Expires | A heavy knock rattles the front door: “Guarding Troopers. Open up, Schmitz. Routine sweep.” If the PCs have not fled, they must immediately find a hiding spot. | Countermeasure (Hide): The PCs can attempt to hide inside empty coffins. Requires a DC 14 CHA (Intimidation or Persuasion) probe or a heavy bribe to convince Ernest not to give them up. “I will not have a shootout in my parlor,” he hisses. “Get in the coffins and do not breathe.” |
| 💥 Guarding Troopers attempt to arrest the PCs | If the PCs fail to convince Ernest, fail a DEX (Stealth) check while hiding, or simply run out of time, the Troopers push inside. | If PCs submit: Arrest and detention at the local Guarding Troopers Station. If PCs resist/flee: A violent brawl breaks out among the polished coffins. |
—
Phase 1b — Inspecting the Cart & Animals (Standard Interaction)
| Trigger / Cue | Immediate Reaction / What Happens | Future Hook / Consequence |
| 💬 PCs ask why he is selling the cart | He points next door to New Horizon Funeral Services. “My brother Joe built a hearse with a roof made of salvaged starship glass. Everyone wants the glass. It’s not mourning anymore; it’s a parade. That old cart outside… it offers privacy. And apparently, privacy is out of fashion.” | PCs understand the sale is based on changing trends, not a defect in the cart. |
| 🔧 PCs inspect the Cart (accompanied by Ernest) | Constructed from dark wood and copper. The frame is sturdy; wheels are worn but intact. The interior is red-upholstered with heavy coffin clamps still present. | PCs realize this vehicle is perfect for transporting smuggled goods, hiding from Troopers, or taking mobile cover during combat. |
| 🐂 PCs inspect the beasts in the yard | A black-coated Hoo snorts and paws the straw. Ernest pats its flank. “This is Jop. Old, but loyal.” Two young, slender Veyras stand nearby. Ernest smiles: “They are a better fit for the new glass cart.” | PCs learn the purchase includes Jop the Hoo. Jop is strong but slow, and will require regular feeding. |
—
Phase 2 — Negotiation with Ernest
| Trigger / Cue | Immediate Reaction / What Happens | Outcome Options |
| 💰 PCs ask for the price | Ernest smirks softly. “The fixed price is 400 Kourou. That includes the cart, the tack, and the beast.” | PCs must decide to accept, refuse, or attempt to haggle. |
| 🗣️ PCs attempt to haggle on price | Ernest folds his arms. “I am a mortician, not a Hoo-trader. I do not haggle.” | Success (DC 14 Persuasion): He will not lower the price, but he throws in a spare wheel, a lantern, and a week of Hoo pellets. Failure: Price does not drop; no extras. |
| ✔️ PCs buy the cart | Ernest hands over the reins, a spare brass key for the back doors, and feeding instructions for Jop. | PCs acquire the Mortician's Cart. Transition directly to Scene 3 – Traveling to Morningstar. |
| ❌ PCs refuse to buy the cart | Ernest nods politely. “Then may the road still carry you safely.” | PCs must choose another travel option from the Hub. |
6 | DM Notes
- Tone: Respectful, calm, subdued — but not depressing. Ernest is a craftsman first, mortician second.
- The Coffin Hide-and-Seek (Ticking Clock): Troopers are superstitious; if the PCs stay quiet inside the coffins, the Troopers will likely avoid searching the “dead space” too closely.
- Negotiation Boundaries: The 400 Kourou price never changes. The extras (pellets, spare wheel, harness oil) are negotiable rewards for empathy or politeness.
- Rivalry Flavor: Ernest’s tension with his brother Joe should feel human — a small glimpse into Beta Age funeral culture and vanity.
- Vehicle Purpose: Encourage PCs to consider the cart not only as transport but as a mobile cover, smuggling space, and tactical shelter once they reach Morningstar.
- Jop’s Role: A lovable liability. Jop is slow but sturdy, perfect for character moments and the occasional travel complication.
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
- ← Previous Scene: Scene 2 – Travel Preparations
- → Next Scene: If the PCs buy the cart, continue with Scene 3 – Traveling to Morningstar. If they decline, return to the Hub below to choose another travel option.
New Kourou Hub Overview (Other Travel Options)
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| New Kourou Courier Station | Travel · Ticket Purchase | Buy caravan tickets · Check departures | Bureaucratic · Busy | → Scene 2a – Courier Station |
| Mandala’s Mounts | Travel · Mount Rental | Rent Veyras · Speak with Mandala | Loud · Mildly tense | → Scene 2b – Mandala’s Mounts |
| New Kourou Food Market | Supplies · Provisions | Buy trail food & water · Spot Sola Enu’s Tandora stall | Crowded · Friendly | → Scene 2c – Food Market |
| Schmitz Funeral Home | Vehicle Purchase | Inspect & buy mortician’s cart | Quiet · Slightly eerie · Low pressure | → Scene 2d – Buying a Mortician’s Cart |
