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Table of Contents
102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 4a — DJANGO’S DINER
1 | Scene Overview
- Location: Django’s Diner, Public Services Ring, Morningstar
- Type: Crisis · Social Pressure · Moral Choice
- Era: Beta Age
- Tone: Warm refuge · cramped space · working-class desperation · violence one breath away
Atmosphere & Sensory Cues: Steam from soup cauldrons · spice-heavy warmth · wet coats dripping onto timber floors · cutlery clinking on tin · marketeers calling prices next door at the Morningstar Food Market · crate lids thumping and coins clinking through the wall · exhausted timber workers speaking in low voices · the sharp hiss of compressed air
Special Scene Mechanic — Forgotten Connection
Some scenes contain hidden opportunities that are only available to specific player characters because of their personal history.In this scene, the distressed lumberjack is Sagan Belmont, a former coworker of Rogan Sokolov from his years at the Fogwood logging yards. However, neither man immediately recognizes the other. Years have passed, both have changed considerably, and Rogan is concealed beneath the hood of a Penitent.
The connection only becomes available if Rogan actively engages with Sagan—for example by studying him closely, speaking to him directly, revealing his face, or referring to his former work in the logging industry.
If this happens, the DM may call for a Former Logger / Background / INT Probe (DC 13).
| Result | Effect |
| Success | Rogan recognizes Sagan Belmont and remembers working alongside him during the night shift at the Fogwood logging yard. Future social probes involving Sagan gain Advantage (or -2 DC, depending on the rules used). Recognition alone does not resolve the crisis. |
| Exceptional Success | In addition to recognizing Sagan, Rogan vividly recalls a shared experience from their years together. The player may briefly describe one ordinary memory from their time at the logging yard. This memory should strengthen Sagan's trust and may grant an additional narrative advantage at the DM's discretion. |
| Failure | Rogan is certain the man looks familiar but cannot place him under the pressure of the situation. The opportunity remains available if new information emerges later in the conversation. |
| Rogan not present | This mechanic is unavailable. The PCs must resolve the situation through other means. |
2 | Read-Aloud Descriptions
Initial Read-Aloud — Scene Opening
Warm air rolls over you as you step inside.
Steam drifts from a massive iron pot behind the counter, thick with the smell of mirel leaf, smoked river ham, and sharp fermented vinegar. The Serbian soup has already been cooked. It waits, hot and patient, for whoever can pay. Through the thin wall to your right, the Morningstar Food Market presses close. Vendors call prices. Crates scrape across wet boards. Produce slaps onto counters, and loose Kourou clink into metal cashboxes.
The diner itself is crowded with off-shift loggers packed into narrow booths. Wet coats steam beside tired bodies. The low buzz of timber talk hangs beneath the lazy clatter of cutlery. At the far end of the service counter, a tired-looking woman in a faded canvas coat is cutting fried grains into smaller pieces for her young daughter. The child swings her boots against the stool rungs, watching the room with quiet curiosity.
Then the cutlery stops. Heavy work boots shift across the floorboards as heads turn toward the counter. Behind the steel rail stands Roxy, the diner’s Butler Bot. Its once-elegant brass chassis has been battered by years of frontier service. Synthetic skin peels away from its jawline, exposing the dull servo lattice beneath. One pale-amber eye flickers irregularly.
Facing the machine is a broad-shouldered logger in a grease-stained work jacket. His face is crossed by old burn scars, framed by an unkempt beard. His bloodshot eyes stare across the zinc counter with a mixture of anger, exhaustion, and desperation. Roxy’s head jerks slightly.
“Tr-tr-ansaction… krrrzk… denied.”
The logger slams a meaty fist onto the counter. Glassware rattles.
“What do you mean, denied?”
He snatches up a creased square of grid paper and jabs it toward the bot. A crossed rifle and fishhook are printed at the top.
“That’s a guaranteed allocation note straight from J.W.’s Hands. I delivered every beam listed on that paper, and you’re telling me it isn’t good for one damned drink?”
Roxy extends a brass manipulator.
“Authentication index… bzzzt… verified.”
The logger hesitates before surrendering the voucher. Roxy’s amber eye flickers. A narrow blade slides from its wrist housing with a metallic snick.
“Voucher authentic. However… whirrrr… producer directives state that this arrangement has been terminated.”
RIPPPP.
The blade cuts the voucher cleanly in half.
“Please provide valid Kourou.”
The logger stares at the torn paper. Then he laughs. It is not a happy sound.
“Kourou?”
His hand flashes toward the heavy leather holster at his hip. He draws an industrial pneumatic spike-driver, tethered by a braided hose to a pressure canister at his belt. Compressed air hisses through the valve. Instead of aiming at Roxy, he swings the heavy steel muzzle toward the woman beside him. She freezes. Her arms close around her daughter, pulling the child’s face into her chest. The logger leans across the counter. His grip tightens around the firing lever.
“This driver fires anchoring spikes meant for foundation stone. At this distance, it’ll pass straight through her before your safety protocols can react.”
His voice drops into a ragged whisper.
“Now pour me a drink.”
The diner goes completely silent.
Staged Read-Alouds — Progressive Descriptions
Important: This confrontation can be resolved in several different ways. The PCs may attempt to calm Sagan through negotiation, empathy, intimidation, or other creative approaches.If Rogan Sokolov is present, the scene also contains the hidden Forgotten Connection mechanic (see above). Successfully unlocking it does not resolve the confrontation automatically, but it may create a valuable opportunity to reach Sagan before the situation turns violent.
| Trigger / Timing | Read-Aloud / Narrative Insert |
| Rogan successfully unlocks the Forgotten Connection | The logger suddenly falls silent. His bloodshot eyes lock onto Rogan. For several long seconds, he simply stares. Confusion creeps across his scarred face. The pneumatic spike-driver trembles almost imperceptibly. Then something changes. Recognition slowly pushes its way through the alcohol and despair. “…Rootbreaker?” For the first time since the confrontation began, the muzzle drifts away from the frightened woman. The rage has not disappeared, but it is no longer the only thing fighting for control. |
| The PCs escort Sagan out before the Troopers arrive | The mother gathers her daughter and hurries toward the rear exit. The loggers silently make room for them. Roxy's optical ring fades from defensive crimson to dull amber. Its manipulator opens, releasing the torn halves of the voucher onto the counter. Sagan allows the PCs to guide him toward the entrance. The spike-driver remains lowered. Behind them, the diner slowly begins to breathe again. |
| Guarding Troopers take Sagan into custody | Boots splash outside. Two Guarding Troopers enter from the market side, rain streaming from their patrol mantles. They take in the spike-driver, the frightened patrons and the torn voucher. One secures the weapon while the other binds Sagan's wrists. He offers no resistance. As they lead him away, he lowers his head. “I only wanted what he owed me.” Moments later, the market swallows him. |
| PCs return after the diner has been closed | The door does not open. The warmth, the steam and the smell of Serbian soup are gone. Beyond the glass, the interior lies dark and still, stools stacked upside down on the counter like folded limbs. A wooden sign hangs inside the door: CLOSED. Beneath it, precise mechanical lettering reads: Security review following armed incident. Reopening pending Guarding Trooper authorization. |
3 | Scene Intent
| Scene Type | Player Intents | DM Function / Story Link |
| Stabilization under Pressure | Eat · recover · prevent bloodshed · protect civilians · gather rumors · extract information | Introduces Sagan Belmont as the first visible casualty of J.W.’s exploitation. Tests whether the PCs see only an armed aggressor or recognize a desperate man who can still be reached. Provides the torn Hale & Hook voucher, establishes Rogan and Sagan’s shared history, and grants access to Roxy’s recordings linking the Hand and his henchmen to J.W. |
4 | Key (N)PCs + Dynamic Cues
| Name | Role / Affiliation | Motivation / Function | Dynamic Cues — How They React in Play | Wiki Link |
| Roxy | Butler Bot · Django’s Diner | Serve food · verify payment · protect patrons · preserve evidence | Polite, damaged, literal, and rule-bound. Does not understand moral arguments about who deserves payment. If Sagan threatens a patron, Roxy activates defensive protocols but avoids attacking while the hostage remains in danger. Records the entire incident and contacts the Guarding Troopers if the situation continues. | Butler Bots |
| Sagan Belmont | Logger · former owner of Belmont Timber & Haulage · former coworker of Rogan | Obtain the payment J.W. promised · recover a fragment of dignity · numb his desperation with alcohol | Exhausted, intoxicated, ashamed, and close to collapse. He does not intend to rob the diner and does not want to hurt the mother or child. He believes the threat is the only remaining way to force Roxy to honour J.W.’s voucher. Rogan’s identity and shared memories can reach him. Genuine respect lowers his resistance; commands, ridicule, or accusations push him closer to firing. | Sagan Belmont |
| Mother and Daughter | Morningstar residents | Survive · escape safely | The mother shields her daughter and avoids sudden movements. She does not plead continuously; her fear is visible in her breathing and grip. If an opportunity opens, she immediately flees through the rear exit. | Morningstar |
| Guarding Trooper Street Patrol — Pair | Local Guarding Troopers | Secure the scene · protect civilians · enforce warrants | Calm, procedural, and observant. They distinguish neither heroes nor victims during intake. If Sagan is still present, they arrest him. If wanted PCs are identified, the incident expands into a warrant check. | Local Guarding Troopers Station of Morningstar |
5 | Triggers, Clues & Consequences
Phase 1 — The Voucher Incident
| Trigger / Cue (Player Action or Event) | Immediate Reaction / Change | Ripple Effect / Consequence |
| ⚠️ The PCs observe without intervening | Sagan continues arguing with Roxy about the rejected voucher. His frustration grows visibly. | The confrontation escalates naturally toward the hostage situation. |
| 🧾 The PCs inspect the voucher | The torn voucher bears the Hale & Hook logo and has clearly been ripped apart deliberately. | The PCs may recognize it later as an important clue connected to J.W. |
| 🗣️ The PCs attempt to calm Sagan before violence begins | Requires a CHA-based probe (DC 13). Success temporarily slows the escalation but does not resolve it. Failure convinces Sagan that nobody intends to help him. | The hostage situation is delayed by a few moments, giving the PCs more time to react. |
| 🤖 The PCs question Roxy about the voucher | Roxy confirms that the voucher has already been redeemed and deliberately destroyed after use. | Sagan becomes convinced that J.W. cheated him. His emotional state deteriorates further. |
Phase 2 — Hostage Situation
| Trigger / Cue (Player Action or Event) | Immediate Reaction / Change | Ripple Effect / Consequence |
| 👥 The PCs attempt to negotiate | Requires an appropriate social probe. Success lowers Sagan's emotional state. Failure increases his panic. | Depending on the conversation, Sagan may eventually surrender or become more desperate. |
| 👤 Rogan successfully unlocks the Forgotten Connection | Read the staged description “Forgotten Connection.” Rogan gains access to his shared history with Sagan. | Future social probes against Sagan gain Advantage (or -2 DC). Recognition alone does not end the crisis. |
| 👊 The PCs attempt to overpower Sagan | Resolve normally using combat or opposed probes. | Success subdues Sagan before anyone is harmed. Failure may result in injuries or an accidental discharge of the spike-driver. |
| 👧 The hostage is successfully rescued | The immediate threat to the mother and daughter ends. | Sagan's emotional collapse becomes more likely, but he may still flee or resist. |
| 🚪 The PCs escort Sagan away before the Troopers arrive | Read the staged description “PCs escort Sagan away before the Guarding Troopers arrive.” | The PCs gain additional time to question Sagan before the authorities become involved. |
| 🚓 The confrontation lasts too long | Local Guarding Troopers arrive. Read the staged description “Guarding Troopers take Sagan into custody.” | The scene shifts into a procedural investigation. |
6 | DM Notes
- Sagan is dangerous, but he is not a robber: He does not want Roxy's cashbox or the diner's daily turnover. He wants Roxy to honour the voucher J.W. gave him and provide the drink he believes he has earned. His threat against the mother is morally indefensible, but it is the act of a desperate, intoxicated man at the end of his endurance—not a planned robbery.
- The mother must remain the immediate priority: Once Sagan takes the mother hostage, every second matters. The PCs should feel that delaying, arguing among themselves or focusing solely on the investigation allows the situation to deteriorate.
- The Forgotten Connection is an opportunity, not a solution: If Rogan unlocks the Forgotten Connection, Sagan becomes capable of listening again. He does not suddenly become cooperative. The PCs must still earn his trust through their actions.
- Do not overplay Sagan's drunkenness: Alcohol has clouded his judgement, but humiliation is driving him. Play him as exhausted, ashamed and emotionally cornered rather than incoherent or irrational.
- The spike-driver is an industrial tool: It fires short anchoring spikes designed for heavy timber construction. At close range it is unquestionably lethal. To Sagan, it is also the last surviving tool of Belmont Timber & Haulage and one of the few things J.W. never managed to take from him.
- The torn voucher is a key piece of evidence: Give the PCs a fair opportunity to recover it. It connects Sagan, J.W., Hale & Hook and the distinctive handwriting found on the Hand.
- Failure changes the investigation, it does not end it: Whether Sagan is arrested, escapes or dies, the investigation continues. Each outcome simply changes which clues remain available and where the PCs must look next.
- If the Ticking Clock expires here: Guarding Troopers arrive while the PCs are still inside the diner and begin securing the scene. If the PCs are wanted, the Troopers will proceed with identity checks. Roxy will neither obstruct nor assist either side beyond following its programmed procedures.
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 4 — Arrival in Morningstar
- → Possible continuations:
- If Sagan is calmed and leaves with the PCs: proceed to Scene 4a+1 — The Price of Timber.
- If Sagan or the PCs are arrested: proceed to Scene 4f — Local Guarding Troopers Station.
- If the PCs flee after being identified: proceed to Scene 4g — Escaping Morningstar.
- If the PCs leave without pursuit: return to the Morningstar Hub Overview.
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 | Stabilize Sagan · learn about Belmont Timber & Haulage · gather guarded rumors about J.W. · secure lodging · risk visibility through drinking or playing Twenty One | Loud · Smoky · Volatile · Consequences enforced | → Scene 4b |
| Morningstar Food Market | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them · pursue Sagan if he escapes | 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 Garrick Hale about the voucher, hunting gear, fur distribution, and J.W.’s business arrangements · gear up | Polite · Guarded · Transactional | → Scene 4e |
| Local Guarding Troopers Station of Morningstar | Risk · Records · Pressure | Find an arrested Sagan · ask procedural questions · report incidents · risk scrutiny or arrest if wanted | Bureaucratic · Dangerous if wanted | → Scene 4f |
- Note: Morningstar contains many additional locations beyond the hubs listed above. See the full Morningstar page. Player characters may visit any of them freely. Interactions outside the core hubs should focus on atmosphere, local routines, rumors, and consequences rather than introducing replacement versions of clues the players have permanently lost.
