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hauh_morningstar_saws_end

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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.

Resin smoke leaks into the street, sharp and sweet at the same time, carried on the damp night air. Inside, lantern light spills through open shutters, cutting long shadows across the Public Services Ring. Laughter erupts — loud, rough, and just a little too close to anger — followed by the crack of tankards.

When you step inside, heat and noise hit at once. The taproom is packed shoulder to shoulder with laborers fresh off shift. Broad-backed lumberjacks, soot-streaked smiths, distillery hands with red eyes and heavy laughs. Boots scrape on sap-stained planks. A massive hearth roars at the center of the room, resin logs popping as smoke curls up into a blackened hood.

At the bar, a Butler Bot pours Space Beer into battered tankards with mechanical calm, while patrons shout orders over one another. At the tables, cards slap down hard — Twenty One — curses fly, and someone laughs too loudly at a bad loss.

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
PCs walk to the guest room and enter it Even before you reach the top of the stairs, something smells wrong. Not mold. Not smoke. Fish. Sharp and sour, cutting through the resin haze that seeps up from the taproom below. The noise of Saw’s End dulls behind you as you follow the narrow corridor, lantern light trembling against rough timber walls. A wooden door marked with a painted 3 waits at the end. It isn’t locked. When you push it open, the smell hits full force. The room is cramped — bunks, wool blankets, a rough dresser — and on one of the lower bunks sits a tall man with broad shoulders and a face mapped by old burn scars. He’s eating pickled fish straight from a tin, calm as if this were the most natural place in the world for it. A battered suitcase is shoved under his bunk. He looks up once, slowly, eyes steady and unblinking. For a moment, it feels like you’ve walked into someone else’s story — and he hasn’t decided yet whether you belong in it.

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
Sagan Belmont Temporary carpenter · Guest Room 3 Get through the night · save money · avoid questions he can’t control Tall, scarred, quiet. Eats pickled fish from tins stored in a battered suitcase. Answers questions only when asked directly. If “J.W.” is mentioned, becomes focused and oddly precise. Knows the location of J.W.’s farm by rumor and past work. —
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
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
🎲 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 — Guest Room (Forced Proximity & Real Detail)

Unlocks only if the PC did not get arrested earlier or had to escape the bar.

Trigger / Cue Immediate Reaction Clue / Consequence
🗣️ PCs initiate conversation with Sagan Sagan answers politely but without enthusiasm. He keeps eating pickled fish from a tin box, avoiding eye contact at first. Mentions temporary carpentry work near the Fogwood Sawmill, loss of steady contracts, and being “between places.”
🕵️ PCs mention “J.W.” by name or initials Sagan freezes mid-bite. Slowly sets the tin aside. Identifies Jareth Wyrick, a fur hunter. Says one of Wyrick’s hands hired him as a carpenter 6 months ago.
🪵 PCs ask about Sagan’s job for J.W. and the property Sagan exhales slowly, choosing his words with care. One of Wyrick’s hands met him at Saw's End and hired him as a carpenter for a well-paid job on J.W.’s property. The pay was generous — but conditional: Sagan had to stay on-site for the entire project. The project was a so-called “guest house”: a one-room log structure, no windows, only thin ventilation shafts cut into the roof. The bed and chair were screwed to the floor. Whenever Sagan asked questions, his handler shut him down: “Did we hire a carpenter or a thinker?” Sagan never saw the main house — the property was too large, the fog too thick, and his movement restricted. He slept in a tent outside the timber wall, which was reinforced with security wire. He never met Jareth Wyrick himself — only received written notes passed through intermediaries.
🔊 PCs ask how the job ended Sagan grows tense, choosing his words carefully. After receiving his payment, Sagan noticed his contact wearing a belt with a holstered gun and watching him closely. He realized too late that staying longer might mean never leaving.
🚨 PCs ask what allowed him to escape Sagan swallows and nods. A sudden disturbance broke the tension: a radio crackled with urgent shouting about movement near the outer fence and treeline. The contact cursed, ran toward the main house with two others, and left Sagan unattended. He fled immediately, left his backpack behind, climbed the timber wall reinforced with security wire, cutting his hands badly, then ran until exhaustion took him miles away.
🧭 PCs ask for location details Sagan hesitates, then shakes his head. The property lies roughly 5 km north–northwest of Morningstar, far off any paved route. Sagan admits he could not find it again on his own — he was brought there by one of Wyrick’s hands. The area is surrounded by Atrana’s dense, ever-shifting fog, with no landmarks to follow. A large timber wall reinforced with security wire marks the only clear boundary.
👁️ PCs ask Sagan for more precise details (guards, buildings, layout, workers) Sagan shakes his head slowly, jaw tightening. He says he never saw more than he was meant to see. He was kept deliberately isolated, escorted when moved, and discouraged from looking around. He admits he was too intimidated to test the unspoken rules — “You could feel where you weren’t supposed to look.” He never counted guards, never mapped buildings, and never saw the full layout of the property. Whatever else exists there was kept out of sight on purpose.
❄️ PCs mock, threaten, or dismiss Sagan He shuts down completely, lies back on his bunk, and refuses further conversation. All remaining information is lost. Sagan will not engage again.

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: Rumors in the taproom surface through proximity, timing, and restraint. Pressing too hard shuts conversations down.
  • Twenty One is a social risk, not a minigame: Winning draws attention and resentment; losing invites mockery. Either way, the PCs become visible — and visibility has consequences.
  • Sagan is unavoidable and uncomfortable: He is placed in the PCs’ guest room on purpose. The smell, the silence, and the forced proximity are the hook — not his willingness to talk.
  • Sagan knows enough to be dangerous — to himself: He shares what he experienced, not what he understands. His fear, isolation, and uncertainty are as important as the facts he provides.
  • J.W.’s property should feel real but obscured: Location, wealth, and security are confirmed — layout, routines, and scale are not. Maintain fog, distance, and uncertainty.
  • No recovery if mishandled: If the PCs mock, threaten, or dismiss Sagan, the information flow stops permanently. Do not provide alternate NPCs to replace him.
  • This scene narrows the world: By the end of Saw’s End, the PCs should feel that Morningstar points outward — north–northwest — and that whatever waits there does not want to be found.
  • 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 · 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.
hauh_morningstar_saws_end.1775123415.txt.gz · Last modified: 2026/04/02 09:50 by admin

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