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hauh_morningstar_saws_end

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

SCENE 4b — SAW’S END

1 | Scene Overview

  • Location: Saw’s End, Public Services Ring, Morningstar
  • Type: Lodging · Social Risk · Rumor Consolidation
  • Era: Beta Age
  • Tone: Loud nights · working-class aggression · enforced order · danger held barely in check

Atmosphere & Sensory Cues: Resin smoke and stale alcohol · wet boots thudding on plank floors · axe-scarred tables · lantern light flickering through mist · laughter that turns sharp without warning · the low hum of threat under camaraderie


2 | Read-Aloud Descriptions

Initial Read-Aloud (Scene Opening)

Saw’s End announces itself before you even touch the door. Above the raised wooden porch, oil lanterns flicker against the perpetual violet twilight, illuminating a weathered sign.

Suddenly, the tavern’s heavy doors squeal open. A man in stained coveralls is hurled out, his boots skidding across the gravel of the porch before he collapses into the muddy street. A towering, broad-shouldered man steps out onto the porch, a red neon light catching the hard, weathered angles of his face. Clutched in his left hand, a heavy, cold-forged prosthetic of dull industrial iron, is a Windstrike Rifle, its fingers clamping around the handguard with a sharp, mechanical hiss.

“And don't come back until your tab is as clean as your mouth!” he calls out with calm, terrifying authority. “Keep running before I use this grip to show you how a real foreman clears the timber.”

The drunken guest scrambles to his feet and vanishes into the gathering mist of the Public Services Ring. The foreman turns with a sharp, practiced pivot and steps back inside, the heavy timber doors swinging shut with a solid, echoing thud.

Stepping inside behind him, you are hit by a wall of resin-smoke haze and the warm glow of oil lanterns dancing off rough-hewn beams. The plank floors, reinforced with shimmering shards of reclaimed shuttle-canopy glass, creak under booted feet. The taproom is packed shoulder to shoulder with laborers fresh off shift. Broad-backed lumberjacks, soot-streaked smiths, and distillery hands with red eyes. At the bar, a Butler Bot pours Space Beer into battered tankards with mechanical calm, while patrons shout orders over one another. This isn’t a place for quiet conversations. This is where people come to forget the day — or make it worse …


Staged Read-Alouds (Progressive Descriptions)

Trigger / Timing Read-Aloud / Narrative Insert
The PCs lease a room and step inside Guest Room Number One

3 | Scene Intent

Scene Type Player Intents DM Function / Story Link
Risky Rest & Rumor Consolidation Secure lodging · gather rumors · press leads discreetly Establishes Saw’s End as the only viable accommodation in Morningstar. Consolidates scattered rumors about “J.W.” into a single identity and location. Reinforces that information here is earned through proximity and restraint, not authority.

4 | Key (N)PCs + Dynamic Cues

Name Role / Affiliation Motivation / Function Dynamic Cues — How They React in Play Wiki Link
Orin “Ironhand” Hale Proprietor · Saw’s End Keep order · protect his house · avoid Guarding Trooper attention Massive, calm, and final. Speaks little. One clear warning is all he gives. If crossed, he ends trouble decisively (and permanently remembers who caused it). Refuses lodging to anyone who brings chaos into his tavern. Orin “Ironhand” Hale
Butler Bot (Saw’s End) Bartender · Rule Enforcer Serve drinks · track bets · prevent escalation Neutral voice, sharp situational awareness. Calls out rule violations instantly. Signals Orin the moment tension tips from noise to threat. Butler Bots
Rurik Voss Log grader · Fogwood Sawmill Drink · gamble · prove luck Loud, sloppy confidence. Brags about winning streaks. Turns sour fast when losing. Follows Orin’s orders instantly when confronted. Fogwood Sawmill Timberyard
Marek Holtz Log grader · Fogwood Sawmill Drink · gamble · avoid looking weak Quieter than Rurik, but more resentful. Echoes threats once Rurik starts. Leaves grudgingly after losing, promises payback he won’t pursue openly. Fogwood Sawmill Timberyard
Austin Hammacher Opportunistic Tracker Collect the Kourou bounty on the PCs Sits quietly in the corner nursing a drink. Does not care about the law, only the payout. Will draw his weapon in a crowded room without hesitation. Austin Hammacher
Elias Kettler Traveling Fur Trader (“The Spiritual One”) Sell wholesale pelts; gauge threat levels; avoid law enforcement Conditional Floating NPC. Soft-spoken, alert, intensely business-minded. Wears a dark hide beanie and a matching fur coat. Never sits with his back to a door. The Kettler Twins
Ruben Kettler Traveling Fur Trader (“The Pessimist”) Track operational risks; protect inventory; identify spies Conditional Floating NPC. Cynical, blunt, and highly suspicious. He stares down at the party with dead-eyed intensity. Calm in chaos. The Kettler Twins
Guarding Trooper Patrol (Pair) Local Law Enforcement Enforce warrants · secure the settlement Move deliberately. They respect Orin's authority in the tavern but will not be deterred from an arrest. Local Guarding Troopers Station of Morningstar
Various Patrons Lumber crews · Smiths · Traders Drink · rest · talk without consequences Guarded but talkative after a few drinks. Share rumors freely, facts rarely. Many know of “the fur hunter north-northwest,” few agree on details. 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 recognized (The Standoff) Austin Hammacher, a freelance bounty hunter sitting in the corner, gives the PCs a hard, knowing stare. He slowly stands, his chair scraping loudly against the planks, and pulls a heavy, modified DIY colt from a worn leather holster. “Bounty says alive or dead,” he grunts. “I ain't picky.” The PCs must react instantly: fight, attempt to flee, or try a desperate, high-DC intimidation. The tavern goes dead silent. Orin Hale grips his axe handle, watching to see who makes the first mess in his bar.
⏳ The Ticking Clock Starts (The Commotion) The moment weapons are drawn, shots are fired, or a brawl starts, the fragile peace of Saw's End shatters. A terrified patron slips out the side door to run for the Guarding Troopers. The clock is ticking. The PCs have exactly 1d4 rounds (a few precious seconds) to resolve the fight with Hammacher, grab any gear, and flee the tavern before the law arrives.
🚨 The Ticking Clock Expires (The Arrest) If the PCs linger to loot, interrogate, or finish their drinks, time runs out. Alternatively, if Saw's End is the +1 location visited after the PCs triggered the Ticking Clock in a previous scene, time has already run out the moment they arrive. The heavy front doors are kicked open. Guarding Troopers flood the tavern with stun batons drawn. “By order of the Station Commander, drop your weapons. You are under arrest.” If PCs submit: They are disarmed and marched out. Proceed directly to Scene 4f — Local Guarding Troopers Station. If PCs resist or flee: A violent brawl erupts. The town siren wails. Proceed immediately to Scene 4g — Escaping Morningstar.

Phase 1b — Taproom (Social Risk & First Signals)

This phase applies if the PCs are not wanted, are successfully disguised, or have dealt with Hammacher and fled before the Troopers arrived.

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 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.
👊 Game or bar tension escalates Orin “Ironhand” Hale throws an axe into the table without warning. Silence follows. The conflict ends instantly. Offenders are expelled. PCs may lose access to lodging if they caused the escalation.
🕵️ PCs ask patrons or Orin about “J.W.” Conversations stall. Eyes avert. Answers come slowly and reluctantly. Requires a CHA-based probe (DC at DM discretion). On success, PCs learn that J.W. is a fur hunter — and “fucking rich”. He owns a large property roughly 5 km north–northwest of Morningstar, surrounded by a massive timber wall reinforced with security wire. There is no paved route. People say you only reach it if J.W. gives explicit instructions — or if you quietly follow one of his hired hands who run their errands in town. Information is fragmented, rumor-based, and inconsistent; the DM controls how much is revealed and when.
🕵️ PCs ask patrons or Orin about J.W.’s hands and their errands Patrons hesitate, lower their voices, and preface everything with uncertainty. Requires a CHA-based probe (same DC as above). On success, PCs hear that J.W.’s hands come into Morningstar two to three times a day. They run errands mainly at the Food Market and at Hale & Hook, buying supplies typical for fur hunters and trappers. No one admits to knowing them well, and no one claims to have followed them all the way back to the property.

—

Phase 2 — The Kettler Twins (Floating Encounter Integration)

OPTIONAL FLOATING TRIGGER: This block executes ONLY if the players did not trigger the Kettler Twins encounter previously along the trade route or in Hope. If they already had this encounter, skip this block entirely.

Dialogue Rule for the Dungeon Master

The twins are deeply distrustful of anyone digging into their business, especially characters disguised as Covenant monks. They answer player questions with increasing suspiciousness. They will tolerate 2 to 3 questions maximum before completely shutting down the conversation. They reveal as little information as possible. Depending on the party's line of questioning and successful CHA (Persuasion or Intimidation) checks, they will only ever reveal the following three pieces of context:

  • The Scarcity of Veyra: Veyra is incredibly rare. They cannot be hunted locally; they only thrive out in the steppes of the western Asari Region bordering the Desert Side. Furthermore, the native Senti Tribe fiercely protects them and does not tolerate exohuman hunters in their territory. Anyone hunting Veyras out there has to be a highly seasoned tracker, or they become the hunted themselves.
  • Their Business Model: They specialize in Veyra fur exclusively because it is rare and holds an immense premium market value. If Veyra fur ever becomes a common commodity, they will immediately drop it and specialize in something else.
  • Their Operations & Supply Chain: They are merely traveling salesmen running their “wholesale tour” from settlement to settlement, comparing their economic route to the way the Honga tribe runs their seasonal “Cycle.” They openly state that they pick up their pelts wholesale at Hale & Hook in Morningstar. They don't know the mysterious producer of this Veyra fur personally, but reveal that he is a seasoned hunter specialized on rare pelts who sets his market prices entirely himself.

—

Trigger / Player Action Immediate NPC / Environmental Reaction Consequences & Skill Mechanics
🪑 The PCs sit down at a taproom table As the characters slide onto the wooden bench to rest, a player's foot accidentally brushes against something soft, thick, and heavy hidden underneath the framework. The Setup: The players are directed to investigate the space beneath their boots. Bypassing or ignoring the contact delays the clue discovery until they prepare to leave. Character Specific Modifier: If Lexa Rourke is in the active party roster, she is automatically the one who touches and discovers the bundle. The raw sensory contact with the poached hide triggers a wave of revulsion due to her deep bond with her own Veyra, Kelta.
🎒 A PC pulls the hidden bundle out from under the bench The bundle reveals a high-end vest made from the iridescent, distinctive hide of a Veyra. The Visual Cue: Characters with a background in tracking, survival, or frontier trade instantly recognize the immense market value of raw Veyra fur in this sector.
👁️ A PC examines the tag pinned to the collar The tag is a small piece of grid paper reading: “VEYRA, 450 Kourou.” Automatic Success if a character has analytical or technical focus (like Hana Lee's Analysis) or a DC 12 INT (Investigation) check: The player notices the letter 'R' in the word VEYRA has a precise 1mm stencil break where the loop fails to connect to the vertical stem. This matches the exact handwriting of the assassination orders from Ezrah's office.
👥 The PCs handle the tag as the owners return Two identical, weathered men in hide beanies approach. They note that this was actually their table and that they were just stepping away after “having a conversation” with someone who needed a motivational speech. Then their eyes lock onto the vest: *“Do we have a buyer? Or did you just try to steal our pelt?”* The Disguise Check: The party must use a DC 13 CHA (Deception or Performance) check to maintain their peaceful, monastic Covenant personas to explain why they are holding the contraband.
💬 The PCs question the twins or probe into their operation The twins narrow their eyes, their posture turning aggressive. They execute the Dialogue Rule (see above), matching the party's inquiries with sharp, transactional counters. The Interrogation: Each question requires a DC 14 CHA (Persuasion or Intimidation) check to extract one of the three core lore points. A single failure or exceeding 3 questions causes their professional mask to freeze over.
🍺 A physically imposing PC steps in to break a tense standoff A large or imposing character surfaces from the taproom crowd or stands up, using their physical mass to change the power dynamic. The Physical Check: The PC’s sheer presence or a successful DC 12 STR (Intimidation) display forces the twins' suspicion to instantly evaporate into a smooth, professional mask. They realize the physical risk is too high to push further.
🚶‍♂️ The PCs conclude the conversation or let the twins walk away The first twin snatches the Veyra vest back with a firm, non-aggressive tug. They offer a mock salute, turn in unison, and disappear through the exit doors into the foggy twilight. The Deduction Transition: The encounter concludes. Any lingering or resting party members gather back at the booth to consolidate their findings: The anonymous client is hiding nearby in the Atrana Mountains, funding his elite hitmen directly through fur trafficking via Hale and Hook.

6 | DM Notes

  • Saw’s End is not safe — it is tolerated: The tavern holds together through reputation and restraint, not hospitality. Order exists only as long as Orin allows it.
  • Orin is the hard boundary: He does not negotiate, warn twice, or escalate emotionally. One decisive action ends any situation. If the PCs cause trouble, lodging is denied without discussion.
  • Information is overheard, not extracted: New rumors in the taproom surface through proximity, timing, and restraint. Pressing too hard shuts conversations down completely.
  • Twenty One is a social risk, not a minigame: Winning draws immediate attention and resentment from drunk lumber crews; losing invites mockery. Either way, the PCs become visible—and visibility has consequences under a bounty wire.
  • Floating Safety Net Function: If the players skipped taprooms earlier in the sandbox loop, use the Kettler Twins block here to ensure they still capture the vital handwriting link and the corporate target target loop (Hale & Hook).
  • Managing the Dialogue Budget: Enforce the 2-to-3 question limit strictly. Once the party hits that threshold or fails a check, the twins must deliver their mock salute and exit. This keeps the investigation tight.
  • If the Ticking Clock Expires Here: If wanted PCs linger in the bar, the Guarding Troopers will track them down. Orin will not protect the PCs from the law. If a fight breaks out during an arrest attempt, Orin will actively help the Troopers subdue or eject the PCs to prevent his bar from being damaged or shut down.

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 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.
hauh_morningstar_saws_end.txt · Last modified: 2026/07/11 18:09 by admin

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