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102 Pen and Paper Adventure | Beta Age | Hunting an Unknown Hunter
SCENE 4e — HALE & HOOK OUTFITTERS
1 | Scene Overview
- Location: Hale & Hook Outfitters, Public Services Ring, Morningstar
- Type: Investigation · Trade · Social Pressure
- Era: Beta Age
- Tone: Polite on the surface · guarded underneath · strictly transactional · discretion enforced
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 minutes 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. |
—
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. |
—
Phase 2 — Investigation Pressure
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 🧾 PCs show Hale & Hook–branded notes or items | Garrick’s expression tightens slightly. | He recognizes the notes immediately but does not comment on ownership yet. |
| 🕵️ PCs ask about the origin or users of the notes | Garrick turns cold and formal. | He states clearly that discretion is part of his business. If PCs continue pressing without offering value, he asks them to leave. |
| 🧠 PCs attempt to talk their way past his resistance | Garrick listens, unmoved. | Requires a CHA-based probe. Failure: conversation ends. Success alone is not enough — Garrick still withholds information without compensation. |
| ⚠️ 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. |
—
Phase 3 — Bribery & Transactional Disclosure
| Trigger / Cue (Player Action) | Immediate Reaction | Clue / Consequence |
| 💰 PCs offer a significant bribe (≥ 500 Kourou, rare weapons, or promise of major purchases) | Garrick reassesses them carefully. | Requires a successful CHA-based probe. On success, Garrick agrees to speak — discreetly and respectfully. |
| 🕵️ PCs ask about J.W. after payment | Garrick lowers his voice. | Garrick confirms J.W. is one of his best clients — a highly successful fur hunter and trapper. Garrick has never met J.W. personally, only his hands. J.W. lives about 5 km from Morningstar, very secluded, not social. Garrick knows J.W. is mute and communicates via handwritten notes. |
| 🧾 PCs ask why Garrick produces so many notes for J.W. | Garrick allows himself a thin smile. | Garrick explains that he sees the notes as an investment in a very good customer. In addition, J.W. distributes the notes with handwritten information and instructions to some of his business partners and service providers, which ultimately amounts to unpaid advertising for Hale and Hook. |
| 📅 PCs ask when Garrick will next see J.W.’s hands | Garrick answers cautiously, weighing his words. | Requires a CHA-based probe. On success: the hands usually visit Hale & Hook about once a month and were here two days ago already, making another shop visit unlikely in the near term. Garrick adds that, regardless of this, the hands come into Morningstar to run errands at the Food Market roughly twice a week. |
| 👁️ PCs ask how to recognize the errand runner | Garrick pauses and asks for an additional benefit. | Requires extra payment or valuable promise plus a CHA-based probe. |
| 👤 PCs pay for the extra information about the errand runner and succeed | Garrick provides identifying details. | The errand runner has a Mark of Shame under his right eye — a slash for violence. Dark hair. Often wears an old Earth–style cowboy hat reinforced with fur. Carries himself like someone people avoid. |
| ❓ PCs ask for anything beyond this | Garrick shuts the door politely. | Garrick will not speculate, accuse, or share rumors. He maintains respect for J.W. at all times. |
| ❌ PCs refuse or fail the probe | Garrick withholds the information. | If Garrick asks the PCs to leave due to pressure, disrespect, or refusal to offer value, he will not reconsider later. Failing a probe alone does not eject them — but continuing to press does. |
6 | DM Notes
- If the Ticking Clock Expires Here: If wanted PCs linger in the salesroom, the Guarding Troopers will track them down. Garrick Hale will not protect the PCs from the law. If a fight breaks out during an arrest attempt, Garrick will actively help the Troopers subdue or eject the PCs to prevent his shop from being damaged or shut down.
- Hale & Hook is not hostile — it is conditional: Garrick enforces discretion as a business principle, not a moral stance.
- Money talks, authority does not: Only real value opens Garrick up. Threats or moral arguments shut the scene down.
- Bribes buy facts, not opinions: Garrick never speculates or accuses. Everything he shares is framed as business reality.
- J.W. remains respected here: Even when bribed, Garrick speaks of J.W. carefully and without judgment.
- The Food Market is the next pressure point: This scene should naturally redirect the PCs toward observation rather than confrontation.
- Failure is final: If Garrick ejects the PCs, he will not reconsider later.
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
- → Next Scene: When the PCs escape from the Guarding Troopers the story continues with Scene 4g — Escaping Morningstar. If they submit and get arrested, proceed directly to Scene 4f — Local Guarding Troopers Station. When the PCs finish their business and leave peacefully, please use the Morningstar Hub…
Morningstar Hub Overview (Playable Locations & Opportunities)
| Location | Type / Activity | Primary Opportunities | Tone / Difficulty | Leads To Scene |
| 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 | → 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 Sagan Belmont in forced proximity | 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 |
- Note: Morningstar contains many additional locations beyond the hubs listed above (see the full Morningstar wiki page). Player characters may freely visit any of these sites. As they are not directly tied to the core investigation, interactions there should be improvised using the respective location articles — focusing on atmosphere, local routines, and consequences rather than new plot-critical clues.
