2026-02-09 01:20:20 -05:00
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# Introduction
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## Backstory
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This campaign tells a new story about the Deck of Many Things. The
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following information is for the DM only!
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In this universe, the deck is an enigmatic artifact that appears once
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every couple of hundred years. It shows up somewhere in the multiverse,
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it dispenses chaos, and then it vanishes again before anyone has a
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chance to make sense of it. The stories that have been written about it
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have been passed down for generations, and they have been distorted in
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the telling. Because of this distortion, many of the things you have
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read about the deck turn out not to be true.
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Recently, a man named Green came into possession of a deck. Knowing the
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hazards, Green decided not to draw cards himself. Instead, he advertised
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for *other* people who want to draw cards. He allows anyone to draw
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cards, with the following stipulation: if they draw three wishes, they
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are expected to make one wish on Green’s behalf. If they draw gems,
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Green gets a cut.
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Green’s scheme has turned out to be very profitable: Green gets an
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endless stream of wishes and gems, and he pawns off the risks on others.
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Green is using his wishes to make himself smarter, stronger, and more
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magically talented. So far, he doesn’t seem to have any intention of
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stopping.
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Green is greedy, but he’s not entirely evil: he truthfully warns his
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applicants of the danger, and he advises them that drawing cards is too
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big of a risk. Most people listen to that advice: Green pays them a
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token sum for their time, and sends them on their way. But even though
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most leave without drawing, there are a lot of desperate people in the
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multiverse. Green has been able to find hundreds of applicants to take
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him up on the offer.
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The news of Green’s activities has spread. Historians are worried. In
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the past, a Deck would show up, a few people would draw cards, and a day
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or two later, the Deck would disappear again. But this time, hundreds of
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people have drawn cards, and the Deck is not going away. It has flooded
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the local economy with a glut of gems. It has created a mountain of
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magic items. It has granted enough wishes to seriously warp the fabric
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of reality. How is it possible that one small magic item can wield such
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power? Why is the Deck not vanishing after a few uses, like it did in
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the past?
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Tymora, the goddess of Good Luck, has been watching this all unfold with
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consternation. The Deck is obviously a luck-based magic item: it gives
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out blessings and curses at random. But Tymora did not create the Deck,
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and she’s sure that Beshaba, her sister goddess of Bad Luck, didn’t
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create the Deck either. But that’s a problem. The deck is too powerful
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to have been created by a mortal. But if it was created by a god, then
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that means that somewhere out there, there might be a god of Luck who is
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more powerful than Tymora. That possibility has Tymora genuinely
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frightened that her place in the cosmos is not secure.
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Hundreds of desperate travelers are crossing the multiverse, arriving at
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Green’s castle hoping for a chance to turn their lives around. A handful
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of them will draw the card *Donjon*, which casts the victim into an
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inescapable prison. When a group of these victims find themselves
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imprisoned together, their quest to escape the Donjon will take them on
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a path that crosses the multiverse. They will try to help the people
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whose lives have been impacted by the deck. They may take sides with one
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of the powers who are fighting over the deck, they may seek to broker a
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peace. They will challenge Green himself. Finally, they will claim
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possession of the Deck, and when they do, they will learn why it exists,
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who created it, and what purpose it serves.
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## Who Will Enjoy this Campaign
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In order to play this campaign successfully, you will need three things:
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- You need players who are willing to accept help from NPCs. The
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> players will need *lots* of help. There are many situations where
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> NPCs have special skills without which the PCs have no hope of
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> success. The PCs will absolutely, positively need to build
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> friendly relationships with as many good-aligned NPCs as they can.
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> If they don’t, the PCs will not have the resources they need and
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> will get completely stuck.
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- You need players who *care* about NPCs and their happiness. There
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> are lots of NPCs in this campaign who are struggling, suffering,
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> or in danger. You need a group of players who are motivated to
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> protect the NPCs they care about. If your players don’t care about
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> helping NPCs, they will just walk away from most of the quests in
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> this campaign, uninterested.
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- You need players who like asking questions. This campaign is
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> jam-packed full of mysterious magical artifacts to investigate,
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> strange beings with mysterious motives, and places with
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> inexplicable phenomena. Letting players explore these mysteries is
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> half the fun of this campaign. If the players aren’t interested in
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> solving mysteries, this will all fall flat.
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As for combat: there are plenty of foes to fight in this campaign. But,
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there are likely to be many sessions with no combat at all. If the
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players want to be engaged in a *lot* of combat, then this probably
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isn’t the right module for your group.
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## The Key Players and their Motives
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This campaign revolves around the aspirations of three gods: Omta (the
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god of the Deck), Tymora, and Beshaba. It also revolves around the
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actions of two mortals: Rennick, and Green. To run the campaign well,
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you need to know who these NPCs are, and what their core motives are. Do
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not reveal any of this to your players! This campaign is in large part a
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mystery, and all of this must unfold gradually as the players reveal
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clues. But you, the DM, need to know what’s really happening.
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**Omta, Inventor of Randomness**
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Omta is an ancient deity who witnessed the creation of the multiverse.
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In the beginning, the universe obeyed strict rules, and was 100%
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predictable. In Omta’s eyes, that made it a little boring. Omta decided
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that what the universe needed was a little unpredictability to spice it
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up. So Omta invented the concept of *randomness*, which is deeply tied
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to the concept of *unpredictability*: a random event is an event whose
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outcome can’t be predicted.
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However, Omta knew that the creator god was very possessive and
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territorial, and that the creator wouldn't want anyone messing with his
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creation. Omta was tiny compared to the creator, and he knew that the
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creator could and would crush him like a bug. But Omta felt compelled by
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his own ideology: he snuck into the multiverse under cover of darkness,
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planted the tiniest seed of randomness that he could plant, and then
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fled the scene of the crime. He snuck away to the farthest reaches of
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the cosmos and hid, hoping that nobody saw him. Long story short, he got
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away with it. Eventually, he relaxed in his faraway corner, and fell
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asleep. He has been sleeping in the far reaches of the cosmos ever
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since.
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In his sleep, he unconsciously monitors the multiverse, making sure that
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randomness is not removed from the multiverse. Whenever he senses a
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threat, whenever somebody introduces too much predictability, Omta sends
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his avatar, the *Deck of Many Things*, to reintroduce as much randomness
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as possible. That is important: the Deck is not an “artifact” in the
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usual sense of the word. It is the avatar of a god. That is how it can
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wield so much power.
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Protecting randomness is Omta’s one and only passion. However, because
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Omta is asleep, his actions are often more instinctual than logical. His
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response to any threat to randomness is to just add more randomness,
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using the Deck, but that doesn’t always solve the problem.
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When Omta planted the first seed of randomness, he was a tiny, fragile
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god. He could have been trivially snuffed out by the immense powers that
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ruled in those days. But randomness spread in the universe, and now
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almost everything in the multiverse is governed by rolls of the dice. As
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his idea grew, so did his power. Omta does not know it, but he is now a
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greater god. Yet he still sees himself as tiny and fragile. He is scared
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of his own shadow, when he doesn’t need to be.
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**Tymora, Goddess of Good Luck**
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Tymora is the goddess of good luck, a kind and generous soul who wants
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good things to happen to people, and who uses luck magic to ensure that
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they do.
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She is also a very young goddess, and she is not entirely confident of
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her place in the universe. She perceives the *Deck of Many Things* as a
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threat: she thinks that it is an immensely powerful artifact, and that
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therefore, it must have been created by an immensely powerful god. She
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is convinced that this other god, whoever he is, is angling to be the
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new god of luck. Otherwise, why would he be parading around the most
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powerful luck-based artifact in the universe, apparently showing off the
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immensity of his power?
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She’s not wrong that the threat is real: people really are saying that
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whoever created the deck is a more impressive luck-god than Tymora. She
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really is losing respect. That’s lethal for a god.
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Tymora doesn’t want to fight. She’s not an violent deity. But she can’t
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let some other god steal the title of god of luck, leaving Tymora as
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second best. A goddess has to protect her portfolio, or she dies.
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**Beshaba, Goddess of Bad Luck**
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Beshaba is the sister of Tymora. Everybody loves Tymora. Everybody wants
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to worship Tymora. Tymora is loved, good, and everybody is her friend.
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Beshaba absolutely *despises* Tymora. Beshaba’s only real emotions are
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despair, envy, bitterness, and spite. She lives for one thing, and one
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thing alone: to hurt Tymora.
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Beshaba doesn’t even care about worshippers. Yes, she knows logically
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that she has to maintain some level of worship, so she does - she
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threatens people that if they don’t occasionally say a prayer for her,
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she will cause bad things to happen. Her worship is a giant protection
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racket. Half her priestesses are slaves, forced to serve under threat of
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eternal bad luck, and half are crazy. So yes, she maintains a following.
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But her heart isn’t really in it, because who cares about those idiot
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mortals anyway? The only thing that matters is hurting Tymora.
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Unlike her sister, Beshaba doesn’t see the deck’s creator as a threat.
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Beshaba is entirely used to living in the shadow of Tymora, a goddess
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who is more respected than Beshaba, more loved than Beshaba. What
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difference does it make if she is overshadowed by some other god
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instead? In fact, so much the better if it’s some other god. At least
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the new god won’t be the smug self-satisfied little worm that Tymora is.
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As for the deck - that could be useful bait. If Beshaba can draw Tymora
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into her realm in the Abyss, where Beshaba is at her strongest, maybe
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she can finally kill Tymora after all.
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**Rennick, Theoretical Fortunologist**
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Rennick is a member of Sigil’s Fraternity of Order. His day job is as a
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casino regulator: he visits casinos and makes sure the games work as
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advertised, no cheating. If the games are fair, the Fraternity of Order
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will sell the casino a *certificate of fair play*. If Rennick can’t
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confirm that the games are honest, or if the casino can’t afford a
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certificate, then the casino can still operate - it’s a free city - but
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no certificate. Establishing that the games are fair requires Rennick to
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have a deep knowledge of probability and statistics.
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But regulating casinos is just his day job. His real passion, like most
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members of the Fraternity, is understanding the laws that govern the
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universe. Specifically, Rennick is interested in how randomness works.
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He’s been at it for forty years, and he’s had a breakthrough - he has
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gained the ability to predict the outcome of random events. Roll a dice,
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and he can tell you before the dice stops what it’s going to land on.
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Omta knows about this breakthrough, and he feels that his entire concept
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of *randomness* is being destroyed: a random event is an event whose
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outcome can’t be predicted. If Rennick can predict random events, then
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they’re not unpredictable, are they? Which means they’re not really
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random any more.
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Rennick isn’t happy either. When he was working on his method, he was in
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the mindset of a scientist: pursuit of knowledge for the sake of
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knowledge. But now that he’s figured it out, he regrets it. He feels as
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if he’s unintentionally invented a weapon of mass destruction, and that
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it’s only a matter of time until some bad actor learns his technique and
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uses it for evil ends. Worse yet, he imagines a future in which his
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technique is common knowledge, and everyone can predict random events.
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In such a future, everything is predictable - and that would be an
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incredibly boring universe.
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The day he made his breakthrough, Rennick found a small box on his
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nightstand. It contained cards. He held onto the deck for several
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months, studying it. The deck never vanished, because it had not
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achieved its objective: to eliminate the threat to randomness. But
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Rennick never drew cards. Instead, he studied the deck, and he came to
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understand who Omta is. He also figured out that Omta is asleep, in a
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corner of the universe, reacting to events in his sleep.
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Rennick believes that if he could just talk to Omta, then he could show
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Omta how to fix the problem with the universe and make random events
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truly, completely unpredictable.
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But if he wants to talk to Omta, Rennick will have to wake Omta up. But
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as it turns out, waking Omta up is extremely difficult. Rennick has been
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trying for some time, and has not succeeded. Rennick has gotten
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progressively more and more aggressive about trying to agitate Omta, in
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the hope that if he provokes Omta enough, that will wake him up. Of
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course, deliberately agitating a god is a dangerous move for a mortal,
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but Rennick feels as if the fate of the multiverse depends on it, so
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he’s willing to take the risk.
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Rennick’s first attempt to prod Omta out of his sleep was to
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deliberately misuse the deck. Rennick knows the purpose of the deck is
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to make the universe *less predictable.* Rennick hoped that if he could
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use the deck to create a *predictable* income stream, that would go
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against everything the deck stands for, and that would force Omta to
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wake up to deal with the situation.
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**Green, Exploiter of the Deck**
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Green was an entrepreneur running a casino in Sigil, who naturally has
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had dealings with Rennick, the casino regulator.
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One day, Rennick came to Green and offered to just *give* him a Deck of
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Many Things. The only thing Rennick asked in return was that Green
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follow instructions: “Just have *other* people draw cards. Never draw
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cards yourself. Take a cut of the gems, and let other people deal with
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the good and bad things that happen.” That sounded like pure profit to
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Green, and it fit with his casino-owner mentality, so he accepted.
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Green came up with the idea of not just taking a cut of the gems, but
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also when somebody received *three wishes*. But that put him in an
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interesting position - he now had a supply of wishes. So what should he
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wish for? At first, he wished for the obvious stuff: money,
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intelligence, health, long life. But he still had an unlimited supply.
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He eventually figured out what he *really* wants: to be a dragon, a big
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one. He understands that one wish isn’t enough. It will take many.
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## Character Creation
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This is a campaign for newly-created characters of Level 2, and they
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will probably rise to level 8 or so during the campaign. The campaign is
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set in the Planescape campaign setting.
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The adventure begins in a medium-sized town in the Outlands called Saint
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Parnas, about 1 day travel spireward of tradegate. The party members do
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not know each other yet. All of the PCs will see a job posting:
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> JOB OFFER - EXTREME PAY - EXTREME RISK
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>
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> One day only, 5000 gp pay minimum. Very substantial risk of death.
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>
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> Only apply if you're willing to risk it all for the chance at a new
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> life. Apply at Castle Green.
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If the PC doesn’t accept the job offer, then they aren’t part of the
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campaign. You should show this job posting the players before they
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create characters. Give them these instructions:
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> Please design a character who *absolutely will* take this job offer.
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> Your character should have a backstory reason why they’re willing to
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> take an extreme risk. Perhaps they’re in a desperate situation,
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> perhaps their faith assures them they’re be fine, perhaps they’re just
|
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> extreme gamblers. Regardless, they *must* take the job offer in order
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> to be part of the campaign.
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The players should not be allowed to create flying characters: doing so
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would bypass some fun quests. It is okay if they learn the fly spell
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when they get higher level, but they shouldn’t start with that ability.
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|
## The Players Draw Cards
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In this introductory chapter, the PCs haven’t met each other yet. You
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should pick a single PC, and roleplay this initial chapter solo while
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the other players watch. It won’t take long.
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The DM must set up some kind of situation where the PC encounters the
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job posting. The situation could be as simple as “you are walking down
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the street and you see a sign on a lamppost,” but feel free to improvise
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something that makes sense for your character’s backstory. The job
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posting is:
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> JOB OFFER - EXTREME PAY - EXTREME RISK
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>
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> One day only, 5000 gp pay minimum. Very substantial risk of death.
|
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>
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> Only apply if you're willing to risk it all for the chance at a new
|
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> life. Apply at Castle Green.
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At the castle, the PC discovers a line of people waiting. Apparently,
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5000 gp is enough to attract a lot of job applicants, even given the
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risk of death. The people are mostly not from in-town: they have come
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from all over for the opportunity. They are an eclectic mix of races.
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The PC notices a bunch of hastily-erected booths, with signs that say
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“Pawn Shop.” The booths are manned by traders from Sigil’s Bazaar,
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Tradegate, and other places. The reason for the pawn shops is that
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sometimes, the Deck conjures a magic item. Many people emerge from
|
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Green’s castle with magic items they don’t need, they’d rather have
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money. Hence, an economic opportunity for a pawn shop.
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The PC will get in line with the other job applicants, and eventually be
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led inside to Green’s “office” - a large, very sturdy stone room, with
|
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|
|
absolutely nothing in the middle, and a desk in one corner with Green
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seated at it. There are four bodyguards in the room, resting calmly
|
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behind blast shields around the periphery of the room. There are scorch
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|
marks on the floor and on the blast shields.
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The player takes a seat facing Green at his desk. In front of Green is a
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decorated hardwood box which contains the Deck. On the cover of the box
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|
is a logo: a pair of dice in front of a sunburst. Green also has a
|
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scale, some small empty cloth bags, and a brush and a dustpan. If the
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player asks about any of that stuff, Green says, “It will all become
|
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|
clear.”
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Green then explains the job: to activate a magic item called a *Deck of
|
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|
|
Many Things*. He explains that it’s a magic item that grants a random
|
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|
|
combination of blessings and curses. At this point, Green then
|
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|
|
specifically explains his terms and conditions:
|
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|
|
> If you receive three wishes, you must use one wish for my benefit, as
|
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|
|
> I instruct you. You can use the other two as you wish. If you receive
|
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|
|
> gems, I will take 25% by weight without sorting the gems. If you get
|
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|
|
> any other boon or blessing, such as a magic item, or a castle, or a
|
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|
|
> skill improvement, then it’s entirely yours, I don’t get a cut. If you
|
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|
|
> get no material wealth, I’ll give you 5000 gp out of my own pocket. If
|
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|
> you get a bad card - and you probably will get at least one - then I
|
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|
> probably won’t be able to help you. If you die, are banished, or are
|
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|
|
> incapacitated, I’ll make sure your possessions get delivered to your
|
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|
|
> next-of-kin.
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|
|
The PC may ask Green any questions he wants. Green will answer most
|
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|
|
questions willingly, but he keeps a few things a secret, like where he
|
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|
|
got the Deck, and he also won’t tell about what he’s using his wishes
|
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|
|
for. Most anything else, he’s open about. If they ask about the scorch
|
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|
|
marks on the floor, and the blast shields, Green explains that
|
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|
|
sometimes, the device summons a monster, and the bodyguards have
|
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|
|
occasionally had to use fire spells.
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|
Then, Green makes a short speech about how the PC should probably not
|
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|
|
activate the device. Green has a code of ethics that dictates that he
|
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|
|
provide fair warning about the risks. He wants his profit-making scheme
|
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|
|
to continue, but he feels it’s unfair unless the people drawing cards
|
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|
|
|
|
know what they’re getting into. So he is clear about possible risks:
|
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|
|
|
mainly, banishment to far-away places, being attacked by monsters, or
|
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|
|
losing strength or intelligence.
|
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|
|
You already told the players at character creation time that they *must*
|
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|
|
take Green up on his job offer. If they seem to hesitate now, remind
|
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|
|
them that if they walk out, then their PC is not part of the campaign.
|
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|
|
During all of this, it is very important that you convey the fact that
|
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|
|
|
Green is morally grey:
|
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|
|
|
|
|
|
|
|
|
- There’s no question that what he’s doing is exploitative. Many of
|
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|
|
|
|
> the people who draw cards end up suffering. It is also true that
|
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|
|
> many of the people who draw cards are doing so out of desperation.
|
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|
|
|
> At some level, Green knows this scheme is not entirely ethical,
|
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|
|
> but his greed overrides his qualms.
|
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|
|
- He has a code of ethics that requires that he provide transparent
|
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|
|
|
|
> disclosure about the risks. He feels that people must choose to
|
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|
|
> draw cards of their own *informed* consent. He is strict about
|
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|
|
> this.
|
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|
|
- Green is diligent about adhering to the terms of any deals he makes.
|
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|
|
|
|
> For example, if he promises you 5000 gp, and you aren’t physically
|
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|
|
|
|
> able to collect the money (say, because you’ve been banished to a
|
|
|
|
|
|
> *donjon*), Green won’t just keep the money. Instead, he’ll have it
|
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|
|
|
> delivered to your next-of-kin. Green will take great lengths to
|
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|
|
> honor his contracts.
|
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|
|
Given all that, Green is neither pure good nor pure evil. He is selfish,
|
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|
|
|
but he’s not “the Big Bad Evil Guy.” The reason you must convey this to
|
|
|
|
|
|
the PCs is that later in the campaign, the PCs will have to appeal to
|
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|
|
Green’s conscience about certain things. They need to know that
|
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|
|
|
negotiating with him is not hopeless - Green does not want the world to
|
|
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|
|
burn.
|
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|
|
If the PCs confront Green about the exploitativeness of his business
|
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|
|
venture, Green will openly confess that he has some qualms. He makes the
|
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|
|
|
usual libertarian argument that the people who draw cards are choosing
|
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|
|
to do so, and that Green is not forcing them, and therefore, it must
|
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|
|
|
make sense for them given their life situation. In the end, he says, “I
|
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|
|
know it’s a gray area, but I’ve decided to continue for now.”
|
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|
|
When the player is ready, Green gives instructions: take the entire deck
|
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|
|
out of the box, and walk to the center of the room. Then, toss the
|
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|
|
|
entire deck into the air.
|
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|
|
The “cards” are ivory tablets, which are completely blank on both sides.
|
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|
|
When the PC tosses them into the air, they form a ring hovering in the
|
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|
|
air, spinning around each other. Green tells the PC to touch three of
|
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|
|
the cards. When the PC touches a card, that card rises above the rest of
|
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|
|
the ring. After choosing three cards, the unchosen tablets zip back into
|
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|
|
the wooden box. The three chosen tablets remain hovering in the air,
|
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|
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|
|
spinning.
|
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|
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|
|
The physical description of this deck is different from what you may
|
|
|
|
|
|
have read in the DMG. The reason we gave the Deck a strange appearance
|
|
|
|
|
|
is to effectively put the players on notice: anything you think you know
|
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|
|
|
|
about the Deck might be wrong.
|
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|
|
The next thing that happens is that one of the cards flies forward, and
|
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|
|
presents itself to the player. An image appears on its surface, and the
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|
|
PC immediately knows what that image means.
|
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|
|
At this point, the DM must pull out a small deck of eight good cards.
|
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|
|
|
The cards are all beneficial, and they are pre-chosen so as to not
|
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|
|
|
|
unbalance the game. The good cards are listed in the upcoming chapter,
|
|
|
|
|
|
*Cards of the Deck*.
|
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|
|
The DM must spread the good cards out in front of the player, face down.
|
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|
|
The player should pick three at random. The DM should show the 3
|
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|
|
selected cards to the player, and then let the player choose the one he
|
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|
|
likes best.
|
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|
|
The card takes effect. The Deck is patient: it waits for the player to
|
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|
|
finish dealing with the first card. If it’s gems, for example, the gems
|
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|
|
|
|
will go all over the floor. Green will offer the brush, the dustpan, and
|
|
|
|
|
|
a small cloth sack to the PC. There is plenty of time to collect and
|
|
|
|
|
|
weigh the gems, and give Green his cut, before the next card takes
|
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|
|
|
effect.
|
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|
|
When the first card is completely done, the second card flies forward.
|
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|
|
This time, the DM will pull out a small deck of eight bad cards. The
|
|
|
|
|
|
cards are all negative, but they are pre-chosen so as to not wreck the
|
|
|
|
|
|
player’s character. Again, you will find the bad cards in the upcoming
|
|
|
|
|
|
chapter, *Cards of the Deck.* The player will choose three at random.
|
|
|
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|
|
Then, the player will look at the three, and choose the one he hates the
|
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|
|
least.
|
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|
|
If the bad card is the one that summons the avatar of death, Green asks
|
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|
|
|
|
the player to fight. But if the player starts losing, Green will have
|
|
|
|
|
|
one of his bodyguards intervene. This will cause another avatar of death
|
|
|
|
|
|
to appear. The bodyguard is more than up to the task of killing two
|
|
|
|
|
|
avatars of death. The player gets off scott-free.
|
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|
|
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|
|
After the second card is fully done, the third flies forward. This time,
|
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|
|
|
the card says *Donjon*. The PC instinctively knows what it means: they
|
|
|
|
|
|
will be cast into a prison, a dungeon from which there is no escape.
|
|
|
|
|
|
Everything fades to black.
|
|
|
|
|
|
|
|
|
|
|
|
Many of the cards that the players will draw are cards that are
|
|
|
|
|
|
described in the DM guide. But some of them are brand-new. This is a
|
|
|
|
|
|
second clue that anything the players think they know about the Deck
|
|
|
|
|
|
might be wrong.
|
|
|
|
|
|
|
|
|
|
|
|
You must now roleplay the same thing with the other players, one at a
|
|
|
|
|
|
time. This time, hurry things along. Skip the exterior of the castle,
|
|
|
|
|
|
and fast-forward to the part where they’re at Green’s desk. Skip the
|
|
|
|
|
|
speeches. Let them ask Green anything they want, and then let them draw
|
|
|
|
|
|
cards. Each PC gets one good card, then one bad card, and then *Donjon*.
|
|
|
|
|
|
|
|
|
|
|
|
## Cards of the Deck
|
|
|
|
|
|
|
|
|
|
|
|
This section lists cards that can be drawn from this particular Deck of
|
|
|
|
|
|
Many Things. The cards are divided into three groups: Good Cards, Bad
|
|
|
|
|
|
Cards, and Story Cards.
|
|
|
|
|
|
|
|
|
|
|
|
The Good Cards and Bad Cards are the lesser cards. These cards have
|
|
|
|
|
|
positive or negative effects, but they’re not game-breaking. Some good
|
|
|
|
|
|
cards grant reasonable amounts of wealth, some give modest bonuses to
|
|
|
|
|
|
character stats or ability scores, some grant new feats that are useful
|
|
|
|
|
|
but not overpowered. The bad cards do a little bit of damage to
|
|
|
|
|
|
character stats or abilities, they bestow minor curses, or they create
|
|
|
|
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enemies that are feasible to defeat. When the PCs draw cards, they will
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draw one good card and one bad card, semi-randomly.
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The Story Cards, on the other hand, are the cards that transform
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people’s lives. That includes the one story card that all the PCs will
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draw: *Donjon*. It also includes a variety of other cards that NPCs will
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draw. Anybody who draws a story card is “deck-touched,” which means they
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are deeply impacted by the deck. Deck-touched individuals will suffer
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from deck side effects. Deck side effects will be discussed later.
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The cards of the Deck are not the same as the ones listed in the DM
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guide. That’s because the Deck doesn’t have a fixed set of cards that it
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draws from: it makes up new cards periodically, and it changes the rules
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for existing cards periodically. You cannot assume that what has been
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true about the Deck in the past will always be true.
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The negative effects of the bad cards cannot be canceled easily. Spells
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like *remove curse, restoration*, and the like have no effect. A *wish*
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spell will usually remove a Deck curse. A god can generally do it as
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well. It may be possible to remove deck curses through some elaborate
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quest, at the DM’s discretion.
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In this manifestation, the deck always dispenses three cards. The first
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two are usually, but not always, lesser cards (good or bad). The third
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card is often a lesser card (good or bad), but it is sometimes a Story
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Card.
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For each card, we list the following:
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- Effect: Summary of what happens to you when you draw the card.
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- Symbolism: The card can be used as symbolism, to communicate ideas.
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- NPCs: Names of some NPCs who will draw that card.
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- Detailed effect: Same as effect, but with more information.
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IMPORTANT: You may tell the players the symbolism of the two cards that
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they drew randomly, and the *donjon* card, but you must *not* tell them
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anything about the cards that they didn’t draw! This is essential,
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because figuring out the symbolism of those cards will be an important
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quest later in the campaign. Obviously, don’t tell them the names of any
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NPCs either.
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### Good Cards
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**Owl.**
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> Effect: Increase your Int, Wis, or Cha.
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>
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> Symbolism: Smart, Wise, Charismatic, Owl, Bird, Flight.
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>
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> NPCs: Asatya (the Astral Sleepwalker)
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>
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> When you draw this card, Increase your Int, Wis, or Cha by 2, your
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> choice.
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**Tiger**.
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> Effect: Increase your Str, Dex, or Con.
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>
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> Symbolism: Strong, Dextrous, Healthy, Tiger, Wild Animal, Hunter.
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>
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> NPCs: Alyssa Varn (the Squatter)
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>
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> When you draw this card, Increase your Str, Dex, or Con by 2, your
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> choice.
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**Knight**.
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> Effect: You receive magical weapon or armor.
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>
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> Symbolism: Weapon, Armor, Knight, Defender, Protector, Nobility,
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> Quest.
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>
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> NPCs: Alyssa Varn (the Squatter)
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>
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> When you draw this card, receive a magical weapon or armor whose value
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> may not exceed 5000 gp. Interpret “weapon” and “armor” loosely: for
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> example, a ring of protection could be considered a kind of armor.
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> Choose, then seek DM approval.
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**Star**.
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> Effect: You gain a wondrous magical item.
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>
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> Symbolism: Wondrous Item, Star, Beacon, Guidepost.
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>
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> NPCs: Sam Link (the Chosen One)
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>
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> When you draw this card, gain a wondrous magical item whose value may
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> not exceed 5000 gp. Choose, then seek DM approval.
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**Vizier**.
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> Effect: You can divine hidden knowledge.
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>
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> Symbolism: Questions, Answers, Divination, Knowledge, Diviner,
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> Scholar, Researcher.
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>
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> NPCs: Brunna (the Antiquarian)
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>
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> When you draw this card, gain a new ability: once a month, you can
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> meditate on a question, and gain a truthful answer from the fates.
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> Answers will be one short sentence only. To the DM: if the question
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> would short-circuit the campaign, use your judgement about how cryptic
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> an answer to give.
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**Key**.
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> Effect: Learn a new useful career.
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>
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> Symbolism: Career, Skill, Ability, Learn, Teach, Key, Lock, Unlock.
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>
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> NPCs: Pig (the Ogre King)
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>
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> When you draw this card, you gain a permanent +5 to all skill rolls
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> related to a single mundane career of your choice. By *mundane
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> career*, we mean such careers as would be held by zero-level NPCs.
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> That includes such things as carpenter, actor, doctor, gemcutter,
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> shopkeeper, or the like. Careers that require level advancement, such
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> as mercenary, may not be chosen. You only get the +5 when you are
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> doing something specifically relevant to your career. For example, if
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> you choose “carpenter”, you would get +5 to an insight roll to
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> determine how a building was built, but *not* +5 to all insight rolls.
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> If you chose “gemcutter,” you would get +5 to a persuasion roll to
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> persuade somebody to buy some cut gems, but *not* +5 to all persuasion
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> rolls.
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**Gem**.
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> Effect: A shower of gems fall at your feet.
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>
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> Symbolism: Gems, Money, Gold, Wealthy, Precious, Rare, Beautiful.
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>
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> NPCs: Borghan (the Caged Beast), Balanestra (the Wish-Keeper)
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>
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> When you draw this card, a shower of gems fall at your feet. After
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> giving Green his cut, what remains is worth 5,000 gp.
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|
### Bad Cards
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**Euryale**.
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> Effect: Fear of Monsters.
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>
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> Symbolism: Fear, Paranoia, Anxiety, Panic, Irrational Fear.
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>
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> NPCs: Rackle (the Punching Bag)
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>
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> You tend to see terrifying monsters everywhere, and you may be
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> paralyzed with fear when you encounter monsters. In combat, the first
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> time you attack a creepy or alien species (using weapon, spell, or
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> special ability), you must make a WIS saving throw DC 12. If you fail,
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> you are paralyzed with fear and lose your attack action. The next
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> round, you may try again (or do something else). Once you succeed at
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> the saving throw, you are no longer afraid of that species, forever.
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> It is up to the DM to determine what counts as sufficiently creepy or
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> alien.
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**Idiot**.
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> Effect: Reduce your Int, Wis, or Cha.
|
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>
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> Symbolism: Stupid, Unwise, Ugly, Foolish.
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>
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> NPCs: Brunna (the Antiquarian)
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>
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|
> You lose 2 points from either Int, Wis, or Cha, your choice.
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**Cripple**.
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> Effect: Reduce your Str, Dex, or Con.
|
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>
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> Symbolism: Weak, Clumsy, Unhealthy, Cripple, Crippled.
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>
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> NPCs: Sam Link (the Chosen One)
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>
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> You lose 2 points from either Str, Dex, or Con, your choice.
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**Fool**.
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> Effect: You lose an important feat.
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>
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> Symbolism: Forget, Forgetfulness, Loss, Disappearance.
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>
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> NPCs: Asatya (the Astral Sleepwalker)
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>
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|
> You lose an important feat or skill. Lose a feat or skill that means
|
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|
> something to you, but not one that would cripple your character.
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|
**Ruin**.
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> Effect: When you touch a precious item, it may be destroyed.
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>
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> Symbolism: Destruction, Destroyed, Destroyer.
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>
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> NPCs: Rackle (the Punching Bag)
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>
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> Each time you hold a item valued at 500 gp or more, roll a D20. On a
|
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> 1, the item is destroyed. This includes most magic items. If you
|
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> successfully attune a magic item without destroying it, it is immune
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> from that point forward. Merely touching something doesn’t trigger the
|
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|
|
> effect - you have to actually hold the object. Living things are not
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|
> affected. The DM may also, at his discretion, decide that certain very
|
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> special items are immune - especially quest-related MacGuffins. The DM
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> should use this exception rarely.
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|
**Skull**.
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> Effect: You summon an avatar of death, and must fight.
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>
|
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|
> Symbolism: Death, Dead, Murderer, Psychopath.
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>
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|
> NPCs: Balanestra (the Wish-Keeper)
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>
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> You summon an avatar of death, and must fight.
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|
**Jester**.
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> Effect: Nobody takes you seriously.
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>
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> Symbolism: Joke, Joker, Laughter, Dismissive.
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>
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> NPCs: Pig (the Ogre King)
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>
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> Nobody takes you seriously. You get -5 to persuasion and intimidation.
|
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|
> Note: you are not necessarily disliked.
|
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|
### Story Cards
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|
**Sun.**
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> Effect: You are granted a divine spark. You have the potential to
|
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|
> ascend to godhood.
|
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>
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> Symbolism: Divine Ascension, Godhood, God, Goddess, Sun, Light,
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> Bright, Daytime.
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>
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|
> NPCs: Sam Link (the chosen one)
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>
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> You are granted a divine spark. You have the potential to ascend to
|
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|
> godhood. You may immediately gain certain divine abilities, such as
|
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|
> healing.
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|
**Moon**.
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|
> Effect: You receive three wishes.
|
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|
>
|
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|
> Symbolism: Wishes, Desires, Fulfillment, Moon, Moonlight, Nighttime.
|
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|
>
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|
|
> NPCs: Balanestra (the Wish-Keeper)
|
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|
|
|
>
|
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|
|
|
> You receive three wishes. Your wishes are interpreted as intended,
|
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|
|
|
|
> there is no malign force trying to misinterpret your wishes. Wishes
|
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|
|
|
|
> have limited power - DMs discretion - but they’re more powerful than a
|
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|
|
|
|
> normal Wish spell. If you wish for more than what is possible, the
|
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|
|
|
|
> wish does its best to give you a portion of what you want. For
|
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|
|
|
|
> example, if you wish for a trillion gold pieces, the wish will give
|
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|
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|
> you 50,000 gp.
|
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|
**Throne**.
|
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|
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|
|
> Effect: You are made king or queen of a small nation or city-state.
|
|
|
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|
>
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|
|
|
> Symbolism: King, Leader, Leadership, Rule, Domination, Throne, Chair.
|
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|
|
>
|
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|
|
|
> NPCs: Pig (the Ogre King)
|
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|
|
|
|
>
|
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|
|
|
|
> You are made king or queen of a small nation or city-state. This card
|
|
|
|
|
|
> often takes time to complete - for example, you may be surprised to
|
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|
|
> learn that you are the heir to a throne, and that the old king is
|
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|
|
> dying.
|
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|
**Bricklayer**.
|
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|
|
|
|
|
|
|
|
|
> Effect: The deck builds an impressive structure for you, which you
|
|
|
|
|
|
> must now live in.
|
|
|
|
|
|
>
|
|
|
|
|
|
> Symbolism: Building, Construction, Creation, Ownership, Possession,
|
|
|
|
|
|
> Possessive, Home, House.
|
|
|
|
|
|
>
|
|
|
|
|
|
> NPCs: Alyssa Varn (the Squatter), Borghan (the Caged Beast)
|
|
|
|
|
|
>
|
|
|
|
|
|
> The deck builds an impressive structure for you, which you now
|
|
|
|
|
|
> consider “home.” The structure is something appropriate for you: for
|
|
|
|
|
|
> example, if you’re a priest, the building might be a temple with a
|
|
|
|
|
|
> rectory. You feel an overwhelming compulsion to live in your new
|
|
|
|
|
|
> structure. You aren’t a prisoner, the building is your home, but you
|
|
|
|
|
|
> can take trips away from home like anyone else. Once per month, you
|
|
|
|
|
|
> get a WIS save DC 15, and if you succeed, the compulsion to stay in
|
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|
|
|
> your new structure diminishes and you can move out if you want to.
|
|
|
|
|
|
> However, you will always feel a certain fondness for the building.
|
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|
|
**The Void**.
|
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|
|
|
|
|
> Effect: You fall into a sleep from which you cannot awaken.
|
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>
|
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|
|
> Symbolism: Sleep, Coma, Unconscious, Emptiness, Silence, Darkness.
|
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|
|
>
|
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|
|
> NPCs: Asatya (the Astral Sleepwalker)
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>
|
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|
|
> You immediately fall asleep, and nothing can wake you up. You still
|
|
|
|
|
|
> need food and water and must be cared for by a nurse. While you sleep,
|
|
|
|
|
|
> you have dreams in which you can observe other people who also drew
|
|
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|
|
|
> cards from the deck.
|
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|
**Beast**.
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|
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> Effect: You are transformed into a beast.
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>
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|
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> Symbolism: Beast, Wild Animal, Animalistic, Hunger, Reproduction.
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>
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> NPCs: Borghan (the Caged Beast)
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|
>
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|
|
> You are transformed into a beast. You become a hybrid of your original
|
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|
|
> race, and an animal species, and you become much larger. You lose the
|
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|
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> capacity for rational thought, becoming a wild animal. You are driven
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> by powerful animalistic urges.
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**Donjon**.
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> Effect: You are cast into an apparently inescapable prison.
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>
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> Symbolism: Prison, Dungeon, Cavern, Bunker.
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>
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|
|
> NPCs: None, but all the PCs draw this card.
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>
|
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|
|
> You are cast into an apparently inescapable prison. There are endless
|
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|
|
> prisons throughout the multiverse, the Deck picks one for its own
|
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|
|
> incomprehensible reasons.
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**Comet**.
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|
|
> Effect: You gain a new ability to see the past.
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|
>
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|
|
> Symbolism: The Past, History, Time, Ancient, Comet, Shooting Star.
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>
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|
|
> NPCs: Brunna (the Antiquarian)
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|
>
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|
|
> You gain a new ability to see the past. When you touch an object or a
|
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|
|
|
|
> person, make a DC13 wisdom check to learn something of the history of
|
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|
|
|
> that object or person. You can only do this once for a given topic.
|
|
|
|
|
|
> You do not choose what you learn, the DM does.
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|
**Rogue**.
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|
|
> Effect: You are perceived as a criminal.
|
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|
>
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|
|
> Symbolism: Criminal, Crime, Thief, Assassin, Accusation, Sneak, Prowl,
|
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|
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|
|
> Lurk.
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>
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|
|
> NPCs: Rackle (the Punching Bag)
|
|
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|
|
>
|
|
|
|
|
|
> Everywhere you go, you are accused of crimes, often with negligible
|
|
|
|
|
|
> evidence. You are extremely likely to end up in jail, regardless of
|
|
|
|
|
|
> whether you’re actually a criminal. Organized crime syndicates will
|
|
|
|
|
|
> perceive you as a potential recruit. You do not gain any crime-related
|
|
|
|
|
|
> skills.
|
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|
|
|
|
|
|
## Deck Side Effects
|
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|
|
Anybody who draws a story card (including the PCs) is deeply affected by
|
|
|
|
|
|
the deck. Such people are called *deck-touched*, they will experience a
|
|
|
|
|
|
variety of side effects. This section lists the three most important
|
|
|
|
|
|
deck side effects.
|
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|
|
|
|
|
|
|
|
|
### Deck Awareness
|
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|
|
When a deck-touched individual looks at another deck-touched individual,
|
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|
|
they immediately know what cards the other person drew, because they see
|
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|
|
|
|
them as illusionary cards hovering over the other person’s head. The
|
|
|
|
|
|
effect is mutual: both people can see the other one’s cards. People who
|
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|
|
|
|
aren’t deck-touched can’t see the cards.
|
|
|
|
|
|
|
|
|
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|
|
*Deck Awareness* is actually a form of telepathy. The deck-touched
|
|
|
|
|
|
individuals are all linked by a common telepathic connection. They are
|
|
|
|
|
|
continuously broadcasting their cards to each other.
|
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|
|
|
|
|
|
|
|
|
### Deck Immunity
|
|
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|
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|
|
After you have drawn cards from the deck, you are permanently unable to
|
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|
|
draw from the deck, ever again. The deck has already decided what
|
|
|
|
|
|
effects it is going to apply to you. You already received your judgment.
|
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|
|
It is not going to do anything more to you, no matter what.
|
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|
|
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|
|
One weird consequence of this is that if somebody else draws a card,
|
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|
|
|
their card cannot affect you. For example, if I draw a card that
|
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|
|
|
|
conjures a sword, and I try to cut you with it, the sword will pass
|
|
|
|
|
|
right through you without cutting you. You also cannot receive any
|
|
|
|
|
|
benefit from my weapon: if you try to hold it, your hand will pass
|
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|
|
|
through it.
|
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|
|
You aren’t immune to indirect effects. For example, if the deck gives me
|
|
|
|
|
|
a magic item that can unlock doors, and I unlock a door, then when you
|
|
|
|
|
|
try to open that door, it’s unlocked. That’s because my magic item
|
|
|
|
|
|
wasn’t really affecting you, it was affecting the door.
|
|
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|
|
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|
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|
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|
|
Another example of an indirect effect: if a card grants me gems, I can’t
|
|
|
|
|
|
hand you those gems. They will pass through your hands. But if and I use
|
|
|
|
|
|
those gems to buy a weapon, then I *can* cut you with that weapon. The
|
|
|
|
|
|
deck didn’t create the weapon.
|
|
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|
|
|
|
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|
|
If the deck conjures a weapon for me, and I sell that weapon to a
|
|
|
|
|
|
pawnshop, it isn’t my weapon any more. Once ownership passes to a third
|
|
|
|
|
|
party, deck immunity no longer applies. From that point forward, the
|
|
|
|
|
|
weapon can cut you, and you can buy it and use it. To use this loophole,
|
|
|
|
|
|
the item must go through the hands of a third party who didn’t draw
|
|
|
|
|
|
cards.
|
|
|
|
|
|
|
|
|
|
|
|
Philosophers debate about whether items created by a deck are illusions,
|
|
|
|
|
|
given that they sometimes appear to pass through other people’s hands.
|
|
|
|
|
|
If they are illusions, they are exceptionally solid illusions most of
|
|
|
|
|
|
the time.
|
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|
|
|
|
|
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|
|
|
|
Once you have drawn cards, the deck won’t do anything more to you.
|
|
|
|
|
|
Another consequence of the rule is that you can’t be magically charmed
|
|
|
|
|
|
by somebody else’s card. For example, if I drew the *rogue* card, this
|
|
|
|
|
|
makes people think I’m a criminal. The card effectively casts an
|
|
|
|
|
|
enchantment, not on me, but on all the people who approach me, warping
|
|
|
|
|
|
their minds into falsely believing that I’m a criminal.
|
|
|
|
|
|
|
|
|
|
|
|
But because you drew cards from the deck, you are immune to any further
|
|
|
|
|
|
effects of the deck. So if you approach me, you are not charmed into
|
|
|
|
|
|
thinking I’m a criminal.
|
|
|
|
|
|
|
|
|
|
|
|
Again, the underlying principle of Deck Immunity is that you gain the
|
|
|
|
|
|
benefit and the harms of your *own* cards. Having received those, the
|
|
|
|
|
|
deck refuses to do anything else to you. You can gain no benefit or harm
|
|
|
|
|
|
from somebody else’s card.
|
|
|
|
|
|
|
|
|
|
|
|
There is one exception to the deck immunity rule: *three wishes*. If you
|
|
|
|
|
|
get three wishes, you can use those wishes to affect other people who
|
|
|
|
|
|
drew cards from the deck. It is not known why *three wishes* override
|
|
|
|
|
|
the deck immunity rule.
|
|
|
|
|
|
|
|
|
|
|
|
### Deck Dreaming
|
|
|
|
|
|
|
|
|
|
|
|
After drawing cards from the deck, you will experience dreams in which
|
|
|
|
|
|
you see through the eyes of other deck-touched individuals. This is
|
|
|
|
|
|
actually another manifestation of the telepathic connection that exists
|
|
|
|
|
|
between deck-touched people.
|
|
|
|
|
|
|
|
|
|
|
|
In the upcoming chapter, the PCs will be far away from Green and his
|
|
|
|
|
|
deck for a while. During this time, Green will continue to let people
|
|
|
|
|
|
draw cards from his deck. Many NPCs will draw cards. So, whenever the
|
|
|
|
|
|
PCs take a long rest, you should give one PC a dream from the following
|
|
|
|
|
|
list. They will be seeing through the eyes of these NPCs who drew cards.
|
|
|
|
|
|
|
|
|
|
|
|
If the PCs don’t take enough long rests to experience all of these, then
|
|
|
|
|
|
consider giving two dreams per night on some nights. If the players
|
|
|
|
|
|
still haven’t received all the dreams by Chapter two, continue giving
|
|
|
|
|
|
them deck dreams until they’ve received all these dreams.
|
|
|
|
|
|
|
|
|
|
|
|
In Chapter two, the PCs will meet all the people on this list. If, as a
|
|
|
|
|
|
DM, you’d like to know who these people are, skip ahead to chapter two,
|
|
|
|
|
|
and read the section *Deck-Touched NPCs*. But of course, don’t give your
|
|
|
|
|
|
players any spoilers!
|
|
|
|
|
|
|
|
|
|
|
|
Here are the dreams that the PCs experience:
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Borghan’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> You are ravenously hungry, but you’re in an empty corridor, there’s
|
|
|
|
|
|
> nothing to eat. You run down the corridor, turn, run some more, turn
|
|
|
|
|
|
> again, and run some more, but there’s nothing but corridors. You see a
|
|
|
|
|
|
> door, already smashed - you feel like you’ve been here before. You
|
|
|
|
|
|
> pass through the broken door, and on the other side, there’s more
|
|
|
|
|
|
> corridors. You’re so hungry, and there’s no food.
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Sam Link’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> You are walking through the streets of St Parnas. You see several
|
|
|
|
|
|
> buildings with broken windows and minor damage. You see a woman on the
|
|
|
|
|
|
> ground. You run up to her and ask, “are you hurt?” She says, “my leg.”
|
|
|
|
|
|
> Looking more closely at her leg, you can see that it’s bent at a weird
|
|
|
|
|
|
> angle, and there is severe bruising. You put a hand on her leg, and
|
|
|
|
|
|
> you allow energy to flow. The leg straightens, and the bruising fades.
|
|
|
|
|
|
> She says, “thank you, cleric.” You say, “I’m not a cleric, but you’re
|
|
|
|
|
|
> welcome.”
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Alyssa Varn’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> It’s nighttime. You’re standing next to a sturdy stone building, which
|
|
|
|
|
|
> has a narrow vertical window, like a castle window. You try to squeeze
|
|
|
|
|
|
> yourself through the window, and you almost make it - you’re an
|
|
|
|
|
|
> unusually thin woman, and you’re really flexible, a contortionist. A
|
|
|
|
|
|
> male voice behind you says, “stop it, you’re being absolutely crazy.”
|
|
|
|
|
|
> You say, “This is my castle!” He says: “It’s not yours, you sold it!”
|
|
|
|
|
|
> You cram yourself into the window again, and this time, you actually
|
|
|
|
|
|
> succeed in getting through. The male voice says, “You’re nuts, and I’m
|
|
|
|
|
|
> done. Goodbye.”
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Balanestra’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> Green, at his desk: “I can’t fight a goddess. What do we do if she
|
|
|
|
|
|
> attacks?”\
|
|
|
|
|
|
> Balanestra: “We teleport away, of course.”\
|
|
|
|
|
|
> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
|
|
|
|
|
|
> Balanestra: “She can follow us *almost* anywhere.”
|
|
|
|
|
|
>
|
|
|
|
|
|
> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
|
|
|
|
|
|
> no!”
|
|
|
|
|
|
>
|
|
|
|
|
|
> Balanestra: “Trust me.”
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Pig’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> You sitting in the market square. You see that you are not human, you
|
|
|
|
|
|
> have enormous legs and arms, and huge clawed hands. You are playing
|
|
|
|
|
|
> the mandolin expertly, and you are telling a sad story about how you
|
|
|
|
|
|
> became sick, and your bride left you. You are surrounded by a crowd,
|
|
|
|
|
|
> they laugh at everything you say, even though your story is sad. They
|
|
|
|
|
|
> keep coming up to you and dropping coins at your feet, and fruit, and
|
|
|
|
|
|
> meat, and they tell you what a great comedian you are. You don’t
|
|
|
|
|
|
> understand, but you like the fruit and meat.
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Brunna’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> You are holding a rusty saber, which is resting across your two palms.
|
|
|
|
|
|
> You say, “This saber was made by a man named Jorrell. It was one of a
|
|
|
|
|
|
> set of three, one of which was sold to your grandfather.”
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Asatya’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> You are wandering through an orchard. There are a few other people
|
|
|
|
|
|
> walking along the paths of the garden. You feel confused, your mind is
|
|
|
|
|
|
> foggy. You notice a weed that needs pulling. You bend over to pull it,
|
|
|
|
|
|
> but you don’t seem to be able to. In your confusion, you don’t know
|
|
|
|
|
|
> why you can’t pull the weed.
|
|
|
|
|
|
|
|
|
|
|
|
*Seeing through Rackle’s Eyes:*
|
|
|
|
|
|
|
|
|
|
|
|
> You are lying on a wooden floor, inside a tiny round stone building.
|
|
|
|
|
|
> Your wrists have been slit, and you’re bleeding out. You are almost
|
|
|
|
|
|
> unconscious. A woman is in front of you, wearing purplish priest
|
|
|
|
|
|
> robes. She casts cure wounds (you recognize it using arcana, it’s very
|
|
|
|
|
|
> easy to identify because you’ve been cured tons of times yourself).
|
|
|
|
|
|
> Your wounds close up.
|
|
|
|
|
|
|
|
|
|
|
|
# The Museum of Orethys
|
|
|
|
|
|
|
|
|
|
|
|
### About the Museum
|
|
|
|
|
|
|
|
|
|
|
|
The PCs drew the card *Donjon,* which imprisons the victim in an
|
|
|
|
|
|
apparently inescapable prison. For reasons known only to the deck
|
|
|
|
|
|
itself, the deck has chosen a strange prison called the *Museum of
|
|
|
|
|
|
Orethys*.
|
|
|
|
|
|
|
|
|
|
|
|
About a hundred years ago, a powerful Wizard named Orethys took in
|
|
|
|
|
|
interest in collecting *people*. He gathered interesting and strange
|
|
|
|
|
|
folk from around the multiverse, and brought them to his hometown, and
|
|
|
|
|
|
paid them to be exhibits in the original *Museum of Orethys*. However,
|
|
|
|
|
|
the bigger his collection got, the harder it was to keep his exhibits
|
|
|
|
|
|
from quitting, rebelling, or unionizing. Eventually, he got tired of the
|
|
|
|
|
|
hassle, and he decided to start over.
|
|
|
|
|
|
|
|
|
|
|
|
By this time, he was a much more powerful wizard, so instead of building
|
|
|
|
|
|
the museum in his hometown, he created a demiplane to house his
|
|
|
|
|
|
collection. He carefully designed the demiplane to make it perfect for
|
|
|
|
|
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storing people. His exhibits would “live” in the demiplane, but they
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would be frozen in a living stasis that would make it impossible to
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rebel or quit. They would always be the same strange, interesting people
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that they were when they were placed into the museum.
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When Orethys found a person worthy to be an exhibit in the Museum, he
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would take not only the person, but the building they were in, and the
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patch of land the building was standing on. That way, he wouldn’t just
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have an interesting person. He’d have a whole diorama, a person in their
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natural environment.
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About sixty years ago, Orethys died: he tried to make an exhibit out of
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somebody who was tough enough to fight back. Although Orethys is dead,
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the Museum of Orethys still survives. After his death, the Museum
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received no new exhibits, and no further guests showed up in the museum:
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apparently, only Orethys knew how to get there. The exhibits remain in
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stasis, sixty years later, more or less exactly as they have been the
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whole time.
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The demiplane appears as several hundred islands hovering in an immense
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cavernous space. Most islands consist of a patch of land, and one
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building. The patch of land is just big enough to hold the building and
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its yard. Some islands hold something larger, like a university, or a
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monastery, or a farm. A few islands have no building, only a geographic
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feature. Each building contains, on average, 1 or 2 people.
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The people in the exhibits are not frozen, motionless. They are allowed
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to move around and talk in order to make the exhibits more life-like.
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They go about their daily business as they did in their original lives.
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Yet, the people are in both a physical and a mental stasis. They are
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fundamentally incapable of doing or thinking new things, or changing in
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any meaningful way. They are trapped living the same day over and over.
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They cannot remember anything that has happened since they were
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captured. They still believe themselves to be at home. They have no
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ability to learn that they are no longer at home - or to learn anything.
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The physical stasis means their bodies can’t change, either. If they
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were injured at the moment when they were captured, then they’re still
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injured today. If you heal them, they’ll be injured again an hour or two
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later. If you kill one of them, they’ll reappear on their island back in
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the same state they were in when they were captured. They won’t remember
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that you attacked them, because they don’t remember anything that
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happened after their capture. They are utterly incapable of change as
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long as they’re in the museum.
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The buildings and the islands are also in stasis, incapable of change.
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If you break a door down, then a few hours later, the door will be back
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where it was. Even if you burn a whole building down, then if you stop
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paying attention for a while, the building will be back. If you try to
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build something on an island, it will remain for a few hours, and then
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vanish.
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If you approach the people, they will react as people do. Many are
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willing to answer questions. Some are friendly, offering food and water
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and assistance. A few are scared, and some are hostile. In other words,
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they’re people, with all the personality variation that implies.
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However: If you talk to them and leave, and then come back, they will
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not remember you. They will react exactly the same way as the first time
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you met them, right down to saying the same phrases.
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That doesn’t mean they’re not intelligent: they’re just as smart and
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creative as they were in life. They tend to be pretty interesting
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people. These individuals are here because Orethys thought that they
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were distinctive, and that they ought to be saved. You can talk to them
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and learn a lot: in fact, that’s what guests of the Museum used to do,
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back when there were guests.
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Exhibits come from everywhere: prime worlds, outer planes, inner planes,
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you name it. The people are of every imaginable race. Most are either
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low-level or zero-level: Orethys didn’t attempt to capture powerful
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people who could fight back.
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The people here only interact with other people in the same diorama.
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They don’t notice other islands, even if those other islands would
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normally be considered “attention grabbing.” For example, there could be
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a raging fire on one island, and the people on the next island over from
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that will be completely uninterested. If you deliberately draw their
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attention to some other island, they will be surprised that other
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islands even exist. But then, a mental block will take over, and they
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will direct their attention back to their own island, quickly forgetting
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that other islands exist.
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The people here can produce material goods, but those goods are
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transient. For example, if an island contains a baker, he may bake a
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loaf of bread. But remember, the island is in stasis, and that loaf
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wasn’t on the island when the island was captured, so it has to vanish.
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The loaf will cease to exist an hour or two after it is put down.
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Despite the absence of any real production, there is no shortage of
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supplies here. If somebody’s house is put in stasis at a time when its
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pantry is full, then that pantry will always be full. If you remove the
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food, then the pantry will return to its full state as soon as you stop
|
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paying attention to the pantry. The food you took won’t disappear from
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|
your inventory. You can eat it without difficulties. But if you put the
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food down and then look away, it will only remain on the ground an hour
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or two, and then vanish.
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The people here may talk about the future, but the future never comes.
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For example, a farmer who is busy tilling the fields in spring may talk
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about what he’s going to do at harvest-time, in the fall. But on his
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island, it will be spring forever, and he will be tilling every day,
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forever.
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The floating islands are hovering in a big cavern, whose “walls” are
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|
made of mist. The edges of the outermost islands just barely poke into
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|
the mist. Nothing will stop you from entering the mist. The mist does
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|
|
not smell of anything, and it doesn’t feel like anything either. If you
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|
enter the mist, you find yourself in what seems to be an endless expanse
|
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|
|
of mist. In the mist, there’s no gravity or wind, and you lose track of
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|
time. You also lose track of anyone around you. After being in the mist
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about 10 minutes, the mist around you will dissipate, and you’ll find
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|
yourself back on the island where you first appeared in the demiplane.
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|
From anywhere in the cavern, reaching the mist only takes a few minutes
|
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(assuming you have a way to cross from island to island). The cavern
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isn’t that large.
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Each island has its own weather. If you’re on an island with clear,
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|
sunny weather, then the entire cavern will appear clear and sunny to
|
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|
you. If you’re on an island with a blizzard, then the whole cavern will
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|
|
appear to be in a blizzard to you. The weather on a given island never
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|
changes. Each island has the terrain that it had before it was ripped
|
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|
|
from the multiverse. Some are grassy, some are rocky, some are sandy.
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|
Some might be permafrost, or desert, or you name it. It all depends on
|
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|
where they came from.
|
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|
The passage of time in the Museum feels normal. But the passage of time
|
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|
|
is not strictly tethered to the passage of time in most other parts of
|
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|
|
the multiverse. Time here sometimes passes faster than in the
|
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|
|
multiverse, sometimes slower. The reason for this is that the Museum
|
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|
|
doesn’t care about the passage of time. Nothing ever happens here, no
|
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|
|
|
matter how much time elapses. Nothing ever changes. When time has no
|
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|
|
meaning in a place, then that place gradually starts untethering itself
|
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|
|
from time.
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|
Arcane and divine magic work normally here. Gravity and falling damage
|
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|
|
are normal here. Most of the physical properties of the world here are
|
|
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|
|
normal, as they would be on a prime world.
|
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|
|
The Museum of Orethys has caretakers. These are aarakocras, they can fly
|
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|
|
around the cavern easily. Their job, sixty years ago, was mainly to
|
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|
|
attend to the guests. Orethys used a ‘geas’ spell to force them to keep
|
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|
|
|
doing their job forever. As long as they do their jobs, they can
|
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|
|
otherwise do as they wish. They eat at tavern and restaurant exhibits
|
|
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|
|
|
and they sleep wherever they like. They gain the benefit of the plane’s
|
|
|
|
|
|
physical stasis: they can’t age, they can’t stay injured long, and they
|
|
|
|
|
|
can’t die. But they can remember what happens from day to day. Now that
|
|
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|
|
there are no guests, they really don’t have much work to do. But the
|
|
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|
|
geas forces them to patrol the museum.
|
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|
|
|
|
|
|
|
|
### The Party is United
|
|
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|
|
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|
The PCs have all been imprisoned in the *Museum of Orethys*. But even
|
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|
|
|
though they’re all in the Museum, they haven’t met each other yet. The
|
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|
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|
|
DM should choose a PC, and run them solo. At this point, it will only be
|
|
|
|
|
|
a few minutes until the party is united.
|
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|
The PC knows that they are standing on a strange floating island. They
|
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|
|
also know they drew the card *Donjon*, so they can infer that this must
|
|
|
|
|
|
be some kind of prison. But aside from that, they don’t know much about
|
|
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|
|
the place. They certainly have no idea it’s a museum, or that they’re
|
|
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|
|
supposed to be an exhibit.
|
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|
|
The PC should start exploring the museum. As soon as they round a
|
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|
|
corner, or enter a building, have them spot one of the other PCs.
|
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|
|
When the two PCs see each other, they both experience a new special
|
|
|
|
|
|
ability: *Deck Awareness*. When they look at each other, they see cards
|
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|
|
|
|
hovering over each other’s heads: each one knows exactly what cards the
|
|
|
|
|
|
other one drew from the deck. They will experience this effect
|
|
|
|
|
|
consistently every time they meet somebody who has drawn from the Deck.
|
|
|
|
|
|
Let the PCs know they all have *Deck Awareness*. Do not tell them about
|
|
|
|
|
|
the other deck side effects, let them learn about them over time.
|
|
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|
|
|
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|
|
A few minutes after the first two player characters get together, they
|
|
|
|
|
|
notice another group on another nearby island, staring at them. This is
|
|
|
|
|
|
the rest of the PCs. Everyone can start roleplaying together now. The
|
|
|
|
|
|
two groups are physically separated by being on two separate islands,
|
|
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|
|
but the two islands are only about ten feet apart. They can easily talk
|
|
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|
|
to each other. They have to find a way to cross from one island to
|
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|
|
another. This is not particularly hard: ladders, ropes, and the like
|
|
|
|
|
|
work fine. These items can be found nearby. The Jump spell is also
|
|
|
|
|
|
useful. One way or another, the party is united.
|
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|
It’s odd that the players all arrived at the museum at the same time, in
|
|
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|
|
roughly the same place. There is nothing on the card *Donjon* that says
|
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|
|
that these people should end up in the same prison, yet they did.
|
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|
|
Although they don’t know this, they did not draw cards on the same day,
|
|
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|
|
yet with the help of the Museum’s loose connection to time, they were
|
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|
|
|
|
able to appear in the museum on the same day. The deck isn’t just giving
|
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|
|
these people cards, it’s tying them to each other, bringing their lives
|
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|
|
together.
|
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|
|
Now that the party is united, the players will want to know where they
|
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|
|
are and what the heck is going on. To find out, they will need to
|
|
|
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|
|
explore the museum.
|
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|
|
|
|
|
|
|
|
|
|
### Ropes and Ladders
|
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|
For simplicity, we can describe the museum as consisting of “floors.” A
|
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|
“floor” is a bunch of islands that are all hovering at more or less the
|
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|
|
same elevation.
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|
Islands on the same floor are separated by gaps about 8 feet wide on
|
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|
|
average. Some acrobatic characters may be able to jump it without
|
|
|
|
|
|
assistance. It is also possible to use the spell *jump*. Otherwise, a
|
|
|
|
|
|
makeshift bridge may be needed. Never leave your PCs stranded. There is
|
|
|
|
|
|
always something in the exhibit that will enable one to cross a gap. A
|
|
|
|
|
|
rope could be tied to a tree near the edge of an exhibit. There might be
|
|
|
|
|
|
a wooden fence that could be repurposed. There’s always something.
|
|
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|
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|
|
|
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|
|
To climb from a floor to the floor below, the most obvious method is to
|
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|
|
|
use a rope. This will require a rope of about 30 feet, which will have
|
|
|
|
|
|
to be tied to a tree or a lamppost and then dangled down over the edge
|
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|
|
|
|
of the exhibit. It is also possible to use the spell *feather fall*.
|
|
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|
|
|
|
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|
|
The islands are not perfect circles, they are irregular. There are good
|
|
|
|
|
|
spots to climb down, and bad spots to climb down. Good spots have
|
|
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|
|
|
something to tie a rope to, and they have a bit of island sticking out
|
|
|
|
|
|
below that the players can descend onto. To find a good spot, the
|
|
|
|
|
|
players will have to go around the periphery of the island.
|
|
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|
|
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|
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|
|
You must not let your PCs climb upward yet. We have provided several
|
|
|
|
|
|
obstacles to stop them:
|
|
|
|
|
|
|
|
|
|
|
|
- When the players created their characters, they were not permitted
|
|
|
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|
|
> to create flying characters.
|
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|
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|
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|
|
- Most people don’t have the physical strength to throw a rope 30 feet
|
|
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|
|
> upward.
|
|
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|
|
|
|
|
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|
|
- When throwing upward, you need the rope to catch on something on the
|
|
|
|
|
|
> island above. But of course, you can’t *see* what’s on the island
|
|
|
|
|
|
> above you. You’re throwing blind.
|
|
|
|
|
|
|
|
|
|
|
|
- The floor above the PCs consists of one exhibit: *The Harpy Eyrie*.
|
|
|
|
|
|
> The harpies will deliberately cut ropes, and anyone clinging to a
|
|
|
|
|
|
> rope is a sitting duck for harpy attacks.
|
|
|
|
|
|
|
|
|
|
|
|
Since the PCs start on the 5th floor, and since they can’t climb upward,
|
|
|
|
|
|
they are currently limited to the 5th floor and below. We have provided
|
|
|
|
|
|
a map called *The Bottom Floors of the Museum*, including everything
|
|
|
|
|
|
from the 5th floor on down. As you can see from the map, the cavern
|
|
|
|
|
|
narrows substantially at the bottom, so there are fewer and fewer
|
|
|
|
|
|
islands at each level as you go down. Do not show the map to your
|
|
|
|
|
|
players. It is for the DM only. The map includes exhibit names. You can
|
|
|
|
|
|
find the corresponding exhibit descriptions in the upcoming chapter,
|
|
|
|
|
|
also titled *The Bottom Floors of the Museum*.
|
|
|
|
|
|
|
|
|
|
|
|
At first, let your players explore randomly. They don’t really have a
|
|
|
|
|
|
goal or a destination yet, and they don’t have a map yet, so they really
|
|
|
|
|
|
can’t do any better than random exploration. There are lots of strange
|
|
|
|
|
|
and interesting things to find in the museum, so they should be
|
|
|
|
|
|
entertained by this for a while. As the PCs travel from exhibit to
|
|
|
|
|
|
exhibit, refer to the *The Bottom Floors of the Museum* for instructions
|
|
|
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|
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on running individual exhibits.
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As the players climb downward, they may leave ropes dangling down, to
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make it possible to get back up. But if they leave a rope somewhere,
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then the rope only stays for about an hour after you stop paying
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attention to it. Then, it vanishes. This is because of the stasis
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effect: the rope is resetting back to its original location. If the rope
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belongs to a PC, then the rope returns back to the PC’s starting
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location. If it’s a rope that they obtained from an exhibit, then the
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rope returns to that exhibit.
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If ropes are disappearing, you should have the players make perception
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checks to notice that one of their ropes is gone. They might freak out,
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and wonder how they’re ever going to get back up. Let them worry: it’s
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an interesting part of the puzzle that is the museum.
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If the players fall while climbing, then falling damage in the cavern is
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normal. The average distance between floors about 30 feet. You can
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easily hurt yourself badly by falling, especially if you fall more than
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one level. Fortunately, travel in the demiplane is inherently safe: the
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stasis effect makes it impossible to die permanently.
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### No Death in the Museum
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Everything in the museum is in stasis, and that includes the health of
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your PCs. If they get injured or die, then the injury or death is
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impermanent. Their bodies will eventually reset back to the conditions
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they were in when they first entered the demiplane. If a PC dies, that
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PC fades out of existence, and reappears at the exact spot where he
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first entered the demiplane, back by the tavern of the south gate.
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That makes the Museum a perfect place for inexperienced D&D players who
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are still learning the ropes. The stakes are reduced, so new players can
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learn without fear.
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### Learning about the Stasis Effect
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After exploring three exhibits, the PCs should be well on their way to
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figuring out that everything and everyone is in stasis. Physical objects
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revert to their original positions. Enemies killed pop back to life.
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People say the same things each time you return. There are tons of
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clues. You should look for many opportunities to show the stasis effects
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to them.
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### The Mist at the Edge of the Cavern
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At some point, the PCs may try going to the edge of the cavern. Let them
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try escaping via the mist. Each time they enter the mist, they drift for
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a few minutes, then the mist clears around them and they find themselves
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right back at the exact spot where they originally arrived in the
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demiplane. If they are attentive, they will realize that this is useful:
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the mist is a shortcut to the 5th floor.
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However, the mist is not a way to leave the demiplane. If they want to
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escape the demiplane, the key to success is this: they need to start
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asking the inhabitants about ways to escape. They need to ask for help.
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If the players fall into the mist, then they take no damage at all, and
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they reappear at the exact spot where they entered the demiplane. This
|
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effect is actually quite useful: it makes it so that it is always
|
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possible to get back to the starting location. You can’t ever really be
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stuck in the museum.
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### Figuring out How to Escape
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At some point, the PCs should start thinking about how they’ll get out
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of this prison. Realistically, to escape, the PCs need to ask the NPCs
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for help. If the players don’t think of asking for help, wait until one
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of them asks you something about escaping. Then, just answer
|
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in-character: instead of speaking as the DM, speak as the bartender the
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PCs are standing next to. Let him say something semi-useful. That should
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nudge the PCs to start asking around.
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If the players tell the residents that they’re trapped in a demiplane,
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the residents will be skeptical at first, but it’s very easy to convince
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them: just point out the window at the floating islands. They will be
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shocked, then agitated, and then a mental block will kick in that forces
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|
them to turn away from the sight and reenter the safety of their own
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|
exhibit. As soon as they do this, the inhabitant will lose their train
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of thought, and then they will forget that anything is out of the
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ordinary.
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This makes it difficult to ask the inhabitants about escaping. For
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example, saying, “we are stuck in a demiplane, how can we get out” will
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|
inevitably lead to a freak-out, and they will lose their train of
|
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|
|
thought again. But if you say, “hypothetically, if somebody were stuck
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|
|
in a demiplane, how would they get out,” you can avoid the freak-out and
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|
have a productive conversation.
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Many of the residents are quite smart. If you ask them (in general
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|
terms) about planar travel, one will eventually make three
|
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|
|
straightforward suggestions:
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1. They might suggest the *plane shift* spell, as a way to travel out
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|
> of a demiplane.
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2. They might suggest the *sending* spell, as a way to call for help.
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3. If you can’t cast these spells yourself, maybe there’s somebody else
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|
> who can.
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These three suggestions are sufficiently straightforward that pretty
|
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|
much *any* knowledgeable person could make them. A bartender might know
|
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|
|
about these spells because in his life, he had planar travelers come
|
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|
through his tavern. A butler might know about these spells because his
|
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|
|
boss used to be a planar traveler. Let the players ask around, and make
|
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|
|
sure that it takes them no more than 2 or 3 tries to find somebody who
|
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|
|
can make these three suggestions. It’s important to emphasize *both*
|
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|
|
spells, because in fact, both spells are part of the solution.
|
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|
Spoiler: the actual process for escaping is as follows: the PCs will
|
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|
|
call a friend for help, using the *sending* spell. It doesn’t matter
|
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|
|
*which* friend they contact. It could be a relative, a business partner,
|
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|
|
a spouse - anything that makes sense given the PC’s background story.
|
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|
The friend is not able to *plane shift*, but the friend will talk to
|
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|
|
somebody, who will talk to somebody else, and eventually, they will find
|
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|
|
somebody powerful who is able to cast *plane shift* and who is willing
|
|
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|
|
to help. Do not tell the PCs that this is the way out. Figuring it out
|
|
|
|
|
|
is a substantial part of the puzzle that is the Museum.
|
|
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|
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|
|
However, the PCs do know that *sending* and *plane shift* are useful. As
|
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|
|
they explore the museum, the PCs should constantly be on the lookout for
|
|
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|
|
people who can cast *sending* or *plane shift*.
|
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|
|
### Caretakers and their Guidebooks
|
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|
At times, the PCs may see man-sized flying creatures. These are the
|
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|
|
museum caretakers, who are all aarakocras. Do not let the PCs interact
|
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|
|
with the caretakers until “the time is right.” The time is right when
|
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|
|
the PCs are getting tired of exploring randomly, and they’re starting to
|
|
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|
|
feel the urge for a little more direction. Alternately, if the PCs never
|
|
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|
|
get tired of exploring randomly, then the time is right when the PCs
|
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|
|
reach the 3rd floor or below.
|
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|
|
At the appropriate time, have two caretakers land in front of the PCs:
|
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|
|
Keira, and Qurak. They are among the dozen or so caretakers of the
|
|
|
|
|
|
Museum. Keira does almost all the talking.
|
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|
|
Keira asks: “Who are you? Are you museum guests, or are you part of an
|
|
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|
|
|
exhibit?” The players will give some answer, but of course, they don’t
|
|
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|
|
|
really know anything, and this will become obvious to Keira and Qurak
|
|
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|
|
fairly quickly. Of course, the PCs may have all sorts of questions.
|
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|
|
Keira is happy to answer questions, but first she wants to know who the
|
|
|
|
|
|
PCs are. When Keira realizes that the PCs don’t know if they are guests
|
|
|
|
|
|
or exhibits, Keira will sigh, she’ll point at one PC, and say, “What’s
|
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|
|
your full name?”
|
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|
If the player refuses to give their name, Keira gets frustrated, but
|
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|
|
Qurak says, “give them time.” Qurak seems to have the ability to calm
|
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|
|
Keira down. Keira says, “I’m not trying to hurt you. Please, could
|
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|
|
somebody just give a name?”
|
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|
|
If the players persist in refusing to give their names, Keira will say,
|
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|
|
“Fine, just wander for all I care. When you get tired of that, flag us
|
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|
|
|
down.” The two caretakers leave. The players can bring them back by
|
|
|
|
|
|
doing something attention-grabbing. Force the PCs to be as inventive as
|
|
|
|
|
|
they can in this regard.
|
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|
|
If a player gives a full name, the Keira will pull a *guidebook* from
|
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|
|
|
|
her belt. The guidebook is a magical book that lists all the people in
|
|
|
|
|
|
the exhibits, and tells about what’s in the exhibits. It also tells the
|
|
|
|
|
|
spatial position of each exhibit.
|
|
|
|
|
|
|
|
|
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|
|
Keira looks up the PC’s name in the guidebook: “Let’s see… here’s your
|
|
|
|
|
|
name in the index. Your exhibit is called *The Deck of Many Things*. Let
|
|
|
|
|
|
me find it in here… Flip, flip, flip… oh… crap.” Qurak says, “What?”
|
|
|
|
|
|
Keira says “look.” Then they both peer at the book. Then Keira shows the
|
|
|
|
|
|
book to the PCs. The guidebook says:
|
|
|
|
|
|
|
|
|
|
|
|
> **The Deck of Many Things**
|
|
|
|
|
|
>
|
|
|
|
|
|
> Exhibit will be located inside Castle Green. The arrival of Castle
|
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|
|
|
|
> Green has been delayed.
|
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|
|
Keira says: “You’re supposed to be in your own diorama, but your diorama
|
|
|
|
|
|
isn’t even here yet. That explains why you’re wandering around.”
|
|
|
|
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|
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|
|
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|
|
At this point, the players can ask questions. Keira will answer general
|
|
|
|
|
|
questions about the museum truthfully. She’ll answer about the nature of
|
|
|
|
|
|
the museum, about who created the museum, about why there are no guests,
|
|
|
|
|
|
and so forth. If asked, she’ll say there are no portals out. If asked if
|
|
|
|
|
|
anyone can cast *plane shift* or *sending*, she says she doesn’t know.
|
|
|
|
|
|
|
|
|
|
|
|
If asked why she works for the museum, Keira tells the PCs about the
|
|
|
|
|
|
*geas*. When Orethys needed caretakers, he used a *geas* spell to force
|
|
|
|
|
|
people to serve. The caretakers *must* do their best to care for the
|
|
|
|
|
|
museum, or they will be tortured and eventually killed by the *geas*.
|
|
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|
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|
|
The geas does not prevent Keira from express her contempt for Orethys
|
|
|
|
|
|
himself. The caretakers hate Orethys, they all consider themselves
|
|
|
|
|
|
prisoners for eternity in a pointless museum where nothing ever happens
|
|
|
|
|
|
and no patrons ever arrive. They have been bored for decades now.
|
|
|
|
|
|
|
|
|
|
|
|
The PCs can ask lots of questions, but what Keira won’t do is describe
|
|
|
|
|
|
the contents of specific exhibits. If you ask her about a specific
|
|
|
|
|
|
exhibit, she’ll say, “There’s just too many exhibits for me to stand
|
|
|
|
|
|
here all day telling you what’s in them. Get a guidebook.” If the
|
|
|
|
|
|
players ask what a guidebook is, Keira will flash the guidebook she’s
|
|
|
|
|
|
been using. She says the players can get a guidebook from guest
|
|
|
|
|
|
services, on the bottom floor.
|
|
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|
|
|
|
|
|
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|
|
At some point, Qurak says: “These guys remind me of Diometron. Same
|
|
|
|
|
|
deal.” If the PCs follow up on this, Keira says, “he’s another exhibit
|
|
|
|
|
|
who won’t stay in his diorama. Spends most days exploring the museum. We
|
|
|
|
|
|
can’t get him to stay on his island.” If the PCs are smart, they might
|
|
|
|
|
|
realize that Diometron is a potential resource: he is very familiar with
|
|
|
|
|
|
the museum.
|
|
|
|
|
|
|
|
|
|
|
|
Now the players have three reasons to want a guidebook: so that they can
|
|
|
|
|
|
look up Diometron, to see where Castle Green is, and to find people who
|
|
|
|
|
|
might know the spells *plane shift* or *sending*.
|
|
|
|
|
|
|
|
|
|
|
|
If the players ask Keira for her guidebook, she says “No, sorry, I need
|
|
|
|
|
|
it to do my job.” If they ask her to go down to guest services and get a
|
|
|
|
|
|
copy for them, she says, “You guys are trapped here for all eternity
|
|
|
|
|
|
with nothing but free time. In a few years, you’ll wish you had
|
|
|
|
|
|
something to occupy your time. Believe me, I’m doing you a favor by
|
|
|
|
|
|
giving you something to do.”
|
|
|
|
|
|
|
|
|
|
|
|
When the players seem like they’re running out of questions, Qurak says
|
|
|
|
|
|
“OK, so what do we do with them?” Keira says, “I guess we just check on
|
|
|
|
|
|
them again in a while.” Then she tells the players: “Have fun for now.”
|
|
|
|
|
|
The two depart.
|
|
|
|
|
|
|
|
|
|
|
|
The most important result of this visit is that now, the players have a
|
|
|
|
|
|
mission: get a guidebook. To get one, they need to descend to the bottom
|
|
|
|
|
|
of the cavern, to the “bottom floor,” to guest services.
|
|
|
|
|
|
|
|
|
|
|
|
### Repetition in the Museum
|
|
|
|
|
|
|
|
|
|
|
|
Because the NPCs cannot remember the PCs from visit to visit, the PCs
|
|
|
|
|
|
will have many repetitive conversations with the NPCs. They will have to
|
|
|
|
|
|
introduce themselves every single time. This can get old fast. To make
|
|
|
|
|
|
it less tedious, say to your players:
|
|
|
|
|
|
|
|
|
|
|
|
> DM: In the museum, it’s often necessary to introduce yourself a second
|
|
|
|
|
|
> and third time. I’m not going to ask you to roleplay the same
|
|
|
|
|
|
> conversation over and over. I’m going to take it for granted that when
|
|
|
|
|
|
> you visit somebody for the second time, that you introduce yourselves
|
|
|
|
|
|
> the same as you did the previous time. If you want to introduce
|
|
|
|
|
|
> yourselves differently than the previous time, just tell me what
|
|
|
|
|
|
> you’re doing different.
|
|
|
|
|
|
|
|
|
|
|
|
There’s another kind of repetition that happens in the museum. The PCs
|
|
|
|
|
|
often have to climb from one floating island to another. This involves
|
|
|
|
|
|
ropes and ladders. The first time they do this, have them roleplay how
|
|
|
|
|
|
they improvise a ladder out of scrap wood and whatever they find lying
|
|
|
|
|
|
around the exhibit. Have them make acrobatics checks to make sure they
|
|
|
|
|
|
don’t fall, make it exciting. But the third time they need to improvise
|
|
|
|
|
|
a ladder, tell them:
|
|
|
|
|
|
|
|
|
|
|
|
> DM: By now, you guys have gotten the hang of improvising ladders and
|
|
|
|
|
|
> finding ropes to get from one exhibit to the next. You’ve crossed two
|
|
|
|
|
|
> bridges, and you’ve figured out how to do it without falling. It would
|
|
|
|
|
|
> get boring to keep roleplaying the construction of ladders. From now
|
|
|
|
|
|
> on, just say to me, “we’re crossing to the next exhibit,” and I’ll
|
|
|
|
|
|
> take it for granted that you’re finding an improvised ladder and doing
|
|
|
|
|
|
> whatever it takes. I’ll take it for granted that you can accomplish
|
|
|
|
|
|
> that without further difficulty.
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After they’ve climbed around on islands for a bit, you might hear the
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PCs say, “we can’t go *all the way back* to that exhibit, it’s too far
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away!” Respond like this:
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> DM: Moving around the museum is pretty time-consuming, what with all
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> the rope-climbing and ladders. But you guys have all the time in the
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> world: you’re trapped here for eternity. So if it takes several hours
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> to climb from one exhibit to another, it’s not really an issue. Just
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> accept that in the museum, moving around takes a few hours, and that’s
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> not a problem. If you want to climb from an exhibit to another
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> exhibit, just say you’re traveling there, and I’ll take it for granted
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> that you make the trek, no problem.
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Another thing that can get repetitive is that in the Museum, you can
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obtain duplicates of objects by entering an exhibit and taking an
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object, then leaving the exhibit, letting the exhibit reset, then going
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back into the exhibit and taking the object again. Naturally, this would
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be a time-consuming process. Tell the PCs:
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> DM: Yes, obtaining duplicates of items is time-consuming. But once
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> again, you have all the time in the world, you’re stuck here for
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> eternity. So I want you to roleplay the first time you take an item
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> from an exhibit. The second time, just say, “we’re doing the same
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> thing again to get a second one,” and I’ll take it for granted that
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> you can do the same steps again, no problem.
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The point is this: the magic of the museum can make certain things
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time-consuming and repetitive. But that doesn’t mean that the roleplay
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has to be repetitive.
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## The Bottom Floors of the Museum
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This section lists all the exhibits on the 6th floor and below. That
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includes guest services, which is on the bottom floor. This section
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contains all the information you need to run the PCs through the bottom
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floor exhibits.
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If the PCs decide to bypass one of these exhibits, that is fine, with
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one exception: the Dreaming Ghost. The PCs will need his help to solve
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problems in later chapters. Make sure the PCs meet the dreaming ghost.
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If necessary, rearrange and reposition the exhibits so that the PCs
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stumble upon him.
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### 6th Floor: Harpy Eyrie
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From the Guidebook:
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The singing voice of the Harpy is magically beautiful, apparently a gift
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from a perverse elven god. It is quite difficult to listen to the song
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and enjoy it. If one isn’t getting one’s eyes scratched out by harpy
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talons, one is getting charmed off the edge of a cliff. It makes for a
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poor concert-going experience.
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Fortunately, the harpies in our exhibit lived not far from a school of
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martial arts. They rapidly learned that fighting the monks was a
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mistake, so instead, the harpies would keep their distance and use their
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song.
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This presents an opportunity for you. By donning one of the monk robes
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in the chest in guest services, you can trick the harpies into singing
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for you without physically attacking you. That only leaves the risk of
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getting charmed. That chest also contains a potion to help boost your
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will-power a little. With these aids, hopefully, you can enjoy the music
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the way the elven gods intended.
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When Orethys captured some harpies to be in his museum, he also captured
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the cliffs that they live on. This makes for a rather large exhibit. The
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Harpy island spans the entire width of the cavern. The harpy exhibit is
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the entirety of the 6th floor of the museum. When the PCs first arrive
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in the museum, they are on the 5th floor, directly *below* the harpy
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exhibit.
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When the PCs look upward, they see the harpy island hovering over their
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heads. They can see some flying creatures swooping out over the edges of
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the island, but it’s hard to get a good look. They probably won’t know
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that these are harpies until later.
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The harpies serve an important purpose: they prevent upward travel until
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after the PCs are “ready for it.” To ascend to where the harpies are,
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the PCs will need some means of levitating or flying. To be able to
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defeat the harpies in combat, the PCs will need the monk robe and potion
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described in the blurb. Trying to get past the harpy exhibit without
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these items is extremely dangerous, as anyone on a rope is a sitting
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duck. But if you’re wearing the monk’s robe, the harpies won’t come near
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you - not even if you’re hanging from a rope.
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Note: do not read any of the guidebook blurbs to the PCs until the PCs
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have a guidebook.
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|
### 5th Floor: Tavern of the South Gate
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From the Guidebook:
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If you enjoy a good drinking contest, this is the tavern for you!
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Be aware: Liver damage is a real possibility.
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When the PCs materialize in the museum, they appear next to the Tavern
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of the South Gate. Therefore, the tavern is the exhibit that they’re
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most likely to interact with first. Because of that, it is important to
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roleplay the tavern very carefully.
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Bart Wyntell spends his days in the Tavern of the South Gate. He makes
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his living by betting on drinking contests. He will challenge the PCs to
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a contest, but he won’t play unless they make a bet of at least 5gp. The
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“trick” is that he can drink an unlimited amount of liquor. Literally
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|
unlimited. We have no idea why this is the case, and he doesn’t know
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either. Doesn’t matter. He always wins drinking contests.
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|
According to the Guidebook, Bart is the “point of interest” here. But
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|
for the PCs, the bartender Kellia Meeks is actually far more helpful.
|
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|
Kellia has been a bartender in the Tavern of the South Gate for quite a
|
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|
long time, and she gets a lot of planar travelers in her tavern. She
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|
likes to eavesdrop on stories about planar travel, and she knows all
|
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|
|
about the spells *plane shift* and *sending*. She can’t cast them, but
|
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|
she can advise the players that those are the spells they need if they
|
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|
want to escape from a demiplane.
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|
When the PCs go in the front door, give Kellia’s opening speech: “You
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|
|
walk in, and you see a fairly typical bar. The bartender says: Heh, you
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|
guys don’t look like you’re from around here. Sit wherever you want,
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|
I’ll be with you in a moment.”
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If the players sit down, say this, *exactly*: “The bartender walks over
|
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|
|
and says: I’m having a promotion where first-timers get a free drink.
|
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|
Just one drink, just this once. What can I get you?”
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It is important to get these two lines just right, for reasons we’ll
|
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|
explain shortly.
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|
If the PCs are in the tavern and there’s a lull in the conversation,
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|
Bart comes up to the PCs and says, “You guys want to try a little
|
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|
|
drinking challenge? I can out-drink anyone. You interested in a bet?” If
|
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|
|
the PCs play along, have a drinking contest. Partway through the
|
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|
|
challenge, Bart fumbles an entire flagon of beer on himself. He is
|
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|
|
soaking wet: that is important. Let the contest play out - by the end of
|
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|
|
the contest Bart is slurring and staggering, but he never goes down no
|
|
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|
|
matter how much alcohol he drinks. For details of the contest, you will
|
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|
|
have to improvise.
|
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|
|
The above are the basics of what happens in the bar. But where it gets
|
|
|
|
|
|
interesting is when the PCs leave and come back. If they do, Kellia says
|
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|
|
|
|
her opening speech, in *exactly* the same words, in *exactly* the same
|
|
|
|
|
|
tone of voice: “Heh, you guys don’t look like you’re from around here.
|
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|
|
Sit wherever you want, I’ll be with you in a moment.” She continues:
|
|
|
|
|
|
“I’m having a promotion where first-timers get a free drink. Just one
|
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|
|
|
drink, just this once. What can I get you?”\
|
|
|
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|
|
\
|
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|
|
This behavior should seem extremely odd. The players will be wondering:
|
|
|
|
|
|
“does this bartender have a memory problem?” Which of course, she does:
|
|
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|
|
she’s in stasis, and her mind has been reset back to the state it was in
|
|
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|
|
when the PCs first arrived.
|
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|
|
If the PCs had a drinking contest with Bart, have them make a perception
|
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|
|
roll, DC 8 (that’s so easy that at least one of the PCs should succeed -
|
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|
|
|
but making it a roll makes players think it’s important). When they
|
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|
|
succeed, point out to them: “Bart is no longer soaking wet.” If they
|
|
|
|
|
|
talk to him, he is no longer slurring and staggering. His physical
|
|
|
|
|
|
condition has been reset to the state it was in when the PCs first
|
|
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|
|
arrived.
|
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|
|
What we’re trying to do here is expose the PCs to the strangeness of the
|
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|
|
|
stasis effect. We should really rub their faces in the fact that these
|
|
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|
|
|
two characters keep getting “reset” every time you leave and return. You
|
|
|
|
|
|
should also look for opportunities to reset the bar itself. If the PCs
|
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|
|
|
break a chair, they return and the chair is fixed. If they empty a
|
|
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|
|
|
whiskey bottle, they return and the bottle is full. Look for
|
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|
|
opportunities to point such things out to the PCs.
|
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|
|
If the PCs try to discuss this stuff with Kellia or Bart, they are met
|
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|
|
|
with disbelief. For example, if they say to Kellia “we were just here a
|
|
|
|
|
|
minute ago,” she will say, “Don’t mess with me, I’ve never seen you
|
|
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|
|
|
before. I assure you, I’d notice a bunch of strange characters like
|
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|
|
you.”
|
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|
|
If the PCs ask the bartender where they are - which seems likely, the
|
|
|
|
|
|
PCs have just arrived in a demiplane they don’t recognize - then Kellia
|
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|
|
Meeks says, “You lost? Just go out the front door, turn right, follow
|
|
|
|
|
|
gate street for about two blocks, and you’ll be at the south entrance to
|
|
|
|
|
|
the city.” This answer is weird. The tavern is on a floating island.
|
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|
|
There’s a little chunk of cobblestone road out front, but it just leads
|
|
|
|
|
|
off the edge of the floating island. Yet the bartender seems to think
|
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|
|
her tavern is still in a city. She seems to not be aware that anything
|
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|
|
|
is out of the ordinary.
|
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|
|
If the PCs lead Kellia outside, and show her the floating islands, she
|
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|
|
says, “That’s weird, that definitely wasn’t like that before. There used
|
|
|
|
|
|
to be a city here. I shouldn’t leave Bart alone with the liquor, he’ll
|
|
|
|
|
|
drink it all - I need to go back inside.” Then she dashes back inside.
|
|
|
|
|
|
She is very uncomfortable looking at anything that’s not on her island -
|
|
|
|
|
|
the compulsion to ignore it is strong. She’s just looking for any excuse
|
|
|
|
|
|
to look away from the floating islands.
|
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|
|
|
|
|
|
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|
|
If the PCs follow her back inside, she gives her opening speech again:
|
|
|
|
|
|
“Heh, you guys don’t look like you’re from around here. Have a seat
|
|
|
|
|
|
anywhere, I’ll be with you in a moment.” That should really drive the
|
|
|
|
|
|
players nuts.
|
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|
|
|
|
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|
|
This bar is a good environment for the PCs to experiment with the stasis
|
|
|
|
|
|
effect. Give them every opportunity.
|
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|
|
|
|
|
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|
|
Aside from just being a good place to learn about the stasis effect, the
|
|
|
|
|
|
bar is also a good place to learn about the spells *sending* and *plane
|
|
|
|
|
|
shift*.
|
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|
|
|
|
|
|
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|
|
If the PCs talk about the outlands, or being in a demiplane, or any
|
|
|
|
|
|
other plane for that matter, Kellia overhears them talking about it, she
|
|
|
|
|
|
comes over and asks “Are you guys planar travelers? I get a lot of you
|
|
|
|
|
|
guys in here. Are you outsiders?” She is curious about planar travel.
|
|
|
|
|
|
She injects herself into the conversation. She is happy to talk about
|
|
|
|
|
|
such things. Look for excuses for Kellia to mention *plane shift* or
|
|
|
|
|
|
*sending*. For example, she might say “How long have you guys been away
|
|
|
|
|
|
from home? Doesn’t it get lonely? Do you use magic to talk to your
|
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|
|
|
|
families back home?” That could lead to a point where Kellia suggests
|
|
|
|
|
|
casting *sending*.
|
|
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|
|
|
|
|
|
|
|
|
It is difficult to discuss escape plans with Kellia. The problem is that
|
|
|
|
|
|
she has a mental block against knowing she’s not at home any more. If
|
|
|
|
|
|
you show her the floating islands, she gets agitated, runs back inside,
|
|
|
|
|
|
and tends to reset. At some point, though, the PCs will get the
|
|
|
|
|
|
*stabilization iron*, which can make it much easier to talk to Kellia
|
|
|
|
|
|
(or any NPC). If they stabilize Kellia, she will lose the mental block
|
|
|
|
|
|
and will be able to stand outside her tavern, talk about being stuck in
|
|
|
|
|
|
a demiplane, and make plans to get home. If the PCs don’t think of
|
|
|
|
|
|
stabilizing Kellia, they’ll just have to converse with Kellia without
|
|
|
|
|
|
showing her that she’s trapped in a demiplane. It is perfectly possible
|
|
|
|
|
|
to do that: just speak to her in generalities, she will be happy to
|
|
|
|
|
|
discuss hypotheticals.
|
|
|
|
|
|
|
|
|
|
|
|
The tavern can also be a useful source of mundane supplies. There is a
|
|
|
|
|
|
storeroom with plenty of food (the tavern serves dinner at night), and
|
|
|
|
|
|
it also contains a bunch of odds and ends that can be used for repairing
|
|
|
|
|
|
things around the bar. That includes about 50 feet of rope, which might
|
|
|
|
|
|
turn out to be useful. Getting Kellia to part with these items might
|
|
|
|
|
|
take some creative deception (or money).
|
|
|
|
|
|
|
|
|
|
|
|
Speaking of money: any coins the PCs spend in the museum will eventually
|
|
|
|
|
|
“reset” back to where the PCs first appeared in the museum. If the PCs
|
|
|
|
|
|
travel the museum and spend money in some exhibits, and then they return
|
|
|
|
|
|
to the tavern of the south gate, they will find their coins scattered on
|
|
|
|
|
|
the ground just outside the tavern. In planescape, gold coins are minted
|
|
|
|
|
|
by organizations all over the multiverse. Every gold coin has somebody’s
|
|
|
|
|
|
face on it, or the holy symbol of a temple, or something to indicate
|
|
|
|
|
|
where the coin was minted. When the PCs find their coins on the ground,
|
|
|
|
|
|
point out that the coins were minted in the PC’s hometown. These aren’t
|
|
|
|
|
|
somebody else’s gold coins: these are the coins that the PCs brought
|
|
|
|
|
|
into the museum, and they can be identified as such by the faces on the
|
|
|
|
|
|
coins.
|
|
|
|
|
|
|
|
|
|
|
|
Kellia can be a useful source of information and supplies. But even more
|
|
|
|
|
|
important than that, she can be an NPC that the players care about. But
|
|
|
|
|
|
you should play her in such a way as to make the players like her. When
|
|
|
|
|
|
players care about NPCs, it makes them feel invested in the world and
|
|
|
|
|
|
what happens to it.
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### 5th Floor: Golden Goats
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From the Guidebook:
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These goats come from the slopes of Mount Olympus, at an elevation where
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the cold forces them to grow thick, lustrous coats. But most remarkable
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is the fact that the divine nature of Mount Olympus has caused these
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goats to evolve hair made from real Gold. The sight of a tribe of these
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goats is breathtaking.
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Some of our more enterprising guests have attempted to shear the goats.
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Be warned: goats can be ornery. Also remember: is is physically
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impossible to remove a piece of an exhibit from the demiplane. If you
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attempt to plane shift away with a pocket full of pure gold hair, then
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when you go home, you will find your pocket to be empty. Perhaps
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shearing the goats is an exercise best left to the imagination.
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You can fight the goats to get some hair, but this is largely pointless.
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The total value of the hair is only about 100 gp. Like almost everything
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taken from an exhibit, it vanishes after an hour or two, or upon leaving
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the museum.
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There is nothing particularly useful about the golden goat exhibit. But
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there’s some important information in the blurb: it is physically
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impossible to remove a piece of an exhibit from the demiplane, even
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using plane shift. This will be important later.
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### 4th Floor: Library of Dame Kenere
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From the Guidebook:
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Dame Kenere once possessed one of the finest personal libraries in the
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multiverse. Now that library is part of the Museum!
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Of particular interest are the books that she authored herself. Some
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people say that there’s nothing safe to eat in the Abyss. That’s
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*mostly* true. But where there’s a will, there’s a way. For decades,
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Dame Kenere has been writing survival books about how to find food in
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the most hostile environments.
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Her manor also contains her butler, who can be a bit of a nuisance. If
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you tell him you work for Shiny Stone Publishing House, and are there to
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read her latest manuscript, he’ll leave you alone with her books. Or you
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can just chop his head off, but if you do, you’ll have to repeat the
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process every fifteen minutes.
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This exhibit consists of Lord Kenere’s manor. The only thing of any real
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interest inside the manor is the library. The library does indeed
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contain a large collection of abyssal recipe books. Here’s an example
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entry:
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> *The Plane of Thorns* - on this plane, it is possible to hunt meat,
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> which does provide nutrition. But eating local meat will almost
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> immediately cause a burning rash in the back of the throat, which can
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> only be eased by drinking water. Surprisingly, water found here is
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> safe to drink, and it does provide relief from the burning. But the
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> relief is short-lived, lasting only seconds. Consuming the water
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> continuously to neutralize the itch leads to constant urination, which
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> in turn leads to burning in the nether regions. The key to avoiding
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> this cycle is to learn how to properly neutralize the meat before
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> eating it. Doing so requires a mixture which can be concocted from
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> local flora.”
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It is not likely that Dame Kenere’s recipes are of any immediate use to
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the PCs. The real utility of Dame Kenere’s library is that the PCs can
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research almost anything here. Of particular relevance is a book called
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“An Index of the Spells of the Multiverse.” The author of this book
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wrote down summary descriptions of every spell he could find. The book
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doesn’t teach you how to cast spells - it’s just a listing of spell
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names and spell descriptions. In particular, it is possible to look up
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*sending* and *plane shift*.
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If they players do look up *sending* and *plane shift*, give them the
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spell descriptions from the players handbook. Tell them that they should
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read the descriptions very carefully. Tell them that to succeed at
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escaping the museum, they will need to truly understand the spells they
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are trying to use. This is actually only half-true. They will have many
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more opportunities to learn about the limitations of these spells, so it
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isn’t crucial that they learn now. But they will enjoy the campaign more
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if they feel like they have a handle on how things work and what’s going
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on.
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There is one problem with accessing Dame Kenere’s library: the butler,
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Nolan Levant. He opens the door, and asks the PCs what they want. For
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almost all possible answers, he replies: “I’m sorry gentlemen, Dame
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Kenere is not interested. Goodbye.” Then he slams the door. Because he
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is in stasis, he immediately forgets doing this. If the PCs knock again,
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he will open the door again in the exact same way, and ask the PCs what
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they want, in exactly the same way. Again, for almost all possible
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replies, he says “I’m sorry gentlemen, Dame Kenere is not interested.
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Goodbye.”
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There is really only one thing that can get him to take interest: if the
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PCs claim to be from Shiny Stone Publishing, then Mr. Levant will
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hesitate for a moment. This is the course of action recommended by the
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guidebook. But there’s a catch: Mr Levant will take one look at the PCs,
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and say, “Gentlemen, you give the impression of being mercenaries, not
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publishers. My apologies if I am mistaken, but I cannot let you in.”
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Then he slams the door again.
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To actually get in the front door, the PCs will have to do all of the
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following:
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- They have to claim to be from Shiny Stone Publishing.
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- They have to look like professional publishers, not mercenaries (ie,
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> not armed to the teeth).
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- They must convince Mr Levant that they have an appointment.
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The deception is quite difficult. The PCs may have to hide some of their
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group members (the ones who can’t look normal), and they may have to
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“borrow” some clothes from another exhibit. They will also have to
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choose their words carefully. Fortunately, the PCs can try over and
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over, because Mr Levant is in stasis and doesn’t remember anything. If
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the PCs fail to convince him, they can simply alter their approach and
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try again.
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The other approach to dealing with Mr. Levant is to kill him or tie him
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up. He’s not good at combat - he’s a butler. He fights with a dagger. He
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doesn’t know how to use defensive stances: he attacks all-out, which
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means he usually hits, but he leaves himself wide open. If he hits, he
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does 3HP of damage. He rarely survives long enough for a second attack.
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When he dies, which should happen quickly, he will respawn elsewhere in
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the mansion 15 minutes later. When he sees the PCs in his house, he
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attacks again. The downside of this approach is that the PCs will
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probably have to fight Nolan several times, and these repeated fights
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will slowly chip away 3HP here, and 3HP there. But this is a feasible
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approach, if it’s your style.
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Much later in the campaign, the PCs will be visiting a plane of the
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|
abyss. Perhaps they will remember the recipes of Dame Kenere. Dame
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Kenere herself was not captured into the museum. She continued writing
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|
books, and those books can be found in libraries all over the
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|
multiverse.
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|
Because Dame Kenere was never captured into the museum, she is still
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|
“out there” in the multiverse. That means that when the players finally
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|
gain the ability to cast *sending*, they have the option of trying to
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|
contact Dame Kenere. If they do, they will successfully reach her, and
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she will respond that her mansion disappeared sixty years ago. She is
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|
|
now very elderly, 101 years old. She is no longer able to help in
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|
person. However, she says she will contact some powerful friends and
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|
that a rescue attempt will be arranged. She says the PCs should sit
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tight and wait to be contacted again. The upshot is that just like
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|
contacting any other friend, contacting Dame Kenere will lead to a
|
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|
|
rescue party being sent.
|
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|
|
### 4th Floor: Breakneck Chariot
|
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|
|
From the Guidebook:
|
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|
|
Here’s a fun money-making scheme: build the fastest chariot in
|
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|
|
existence, then charge people for rides. Now that the chariot is part of
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|
|
my museum, you get to experience the joy and terror of it!
|
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|
Of course, it’s not *really* the fastest chariot in existence - that’s
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|
|
just marketing - but it is hellaciously fast. It *feels* even faster
|
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|
|
because you feel like you’re definitely going to die.
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|
A ranger named Viggart was traveling through the feywild when he was set
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upon by a half-dozen quicklings. This turned out to be a mistake on the
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quicklings’ part. Viggart killed several of them, and the quicklings
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fled. But Viggart wasn’t satisfied. He hunted the quicklings back to
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their home base, snuck in, and drugged their wine. When the quicklings
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|
were all unconscious, he bound them, threw them in his saddlebags, and
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carried them home. In this way, he collected two dozen squirming
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quicklings.
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When he got home, Viggart’s wife was furious - she demanded to know
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|
exactly what he intended to do with several bags full of angry
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quicklings. Viggart thought fast, and a money-making scheme was born.
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|
Viggart had a friend build a kart and yoke, and the quicklings were
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bound into servitude, as “horses” for a racing kart. The yoke has four
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rows of six quicklings: 24 total.
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Needless to say, the quicklings are not happy with this state of
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|
affairs, but there’s not much they can do about it. Viggart keeps them
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under control primarily by binding them tightly to the yoke: it is a
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rigid design that keeps them physically in front of the chariot while
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still allowing them to move their feet and hands. Viggart can also pull
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a “choke-rope” which is tied to the quicklings’ necks, to motivate them
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to cooperate.
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At night, the quicklings discuss their escape plans. They have two
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ideas. First idea: if one of them could just grab a knife from
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somewhere, they’re sure they could cut their neighbor free from the
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harness. Then, they could hand the knife to the freed quickling, who
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could (very quickly) free more. From there, all hell would break loose.
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Second idea: if they could get Viggart to fall off the chariot, then
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they could all just start running. They could be half a mile away (with
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the chariot) before Viggart could even pick himself up. With no Viggart
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to pull on the choke-rope, they’re pretty sure they could find a sharp
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rock or something and cut themselves free.
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When the PCs look down at the exhibit, they see a barn. In front of the
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barn is a packed earth road that snakes around and then comes back to
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where it started. It also has a branch that leads right off the edge of
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the exhibit.
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The dirt road is a racetrack, and the barn is being used as a parking
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|
garage. The barn contains the chariot, the quicklings, Viggart, and a
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|
paying passenger named Althune. They are getting ready to go for a ride.
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Viggart has to do many preparatory steps: Althune must be given a
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|
briefing, and then Althune must be strapped to the chariot so that he
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doesn’t fall off. Viggart doesn’t need straps, he has done this enough
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|
times to be able to keep his footing.
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All the players see when looking down is the dirt road, the barn, grass,
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|
and a scattering of trees. The best place to climb down (a place where a
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|
rope can be tied to a tree) leads the players descending to a spot just
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|
inside the racetrack. Nothing interesting happens until they are on the
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|
exhibit. Suddenly, they hear the quicklings shrieking, a clattering of
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|
wood on dirt, and Althune yelling his head off, and they see the entire
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|
contraption hurtling down the track. The quicklings are not a blur -
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|
they’re encumbered by the kart, so they’re not moving as fast as usual.
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|
The PCs can clearly see what’s coming at them.
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The quicklings also see the PCs and they immediately recognize that
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|
they’re armed. This is the perfect opportunity to grab a dagger and
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|
|
execute their escape plan. The quicklings steer the cart directly toward
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|
|
the PCs - the plan is just to ram the party at speed. You see, the kart
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|
is going “fast” from the perspective of a human, but it’s not especially
|
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|
fast to a quickling. The quicklings are sure that as the PCs are bowled
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|
over, they will be able to pick up weapons dropped by the PCs.
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|
When the cart goes off-road, Viggart starts yanking on the choke-rope,
|
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|
but the quicklings stubbornly keep going: this is their one and only
|
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shot.
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|
The PCs have one melee round to prepare before the kart crashes into the
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|
party. If the PC are bunched up, the kart will ram the party as a whole.
|
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|
If they’re spread out, the kart will pick the biggest bunch of PCs and
|
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|
ram that bunch. The kart is 10 feet wide at its widest point (the front
|
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|
|
of the yoke).
|
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|
The PCs who are rammed must make a DEX save DC13. Any PC who succeeds is
|
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|
|
next to the kart, rather than in front of it. The quicklings will reach
|
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|
|
out and try to grab a weapon from such a PC. They will not attempt to
|
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|
|
wrestle a weapon out of a PC’s hand: the quicklings are not strong
|
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|
|
enough to win a tug-of-war. But if the PC has a small sharp weapon
|
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|
|
(dagger, shortsword, ninja star) that is still in a holster, a quickling
|
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|
|
will easily grab it. Large weapons are too much for the quicklings -
|
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|
|
they can’t grab longswords or larger. The quicklings have no interest in
|
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|
|
bows or other weapons that they can’t use to cut themselves free.
|
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|
Any PC who fails his DEX save against being rammed is knocked prone and
|
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|
|
trampled, taking D4 damage. Such a PC is also subjected to the quickling
|
|
|
|
|
|
weapon-grab attempt. But they might also drop their weapon, DEX save DC
|
|
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|
|
13, which would give the quicklings an additional opportunity to grab a
|
|
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|
|
weapon without a tug-of-war.
|
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|
Any quickling who has a weapon gets one of the following actions on his
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turn:
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- If the quickling is still tied to the kart, the quickling will cut
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> himself free.
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```{=html}
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<!-- -->
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```
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- If the choke-rope is intact, the quickling will cut the choke-rope.
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```{=html}
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<!-- -->
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```
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- Otherwise, the quickling will cut one other quickling free.
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Any quickling who is free and who does not have a weapon can try to grab
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one.
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If the plan to grab a weapon fails, the quicklings may at your
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discretion bring the kart around and try again. But this time, the DEX
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saves are only DC10, because the PCs know what to expect.
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If three or more quicklings get weapons, they’ll immediately try to stab
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Viggart to death, and will very likely be successful - Viggart doesn’t
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have his weapons on him.
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If the plan to grab a weapon is a total failure, the quicklings will go
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for plan B: crash the cart into a tree, knocking Viggart off. Then,
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they’ll try to head for the hills, but they will stop short at the edge
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of the exhibit. When they realize a chasm prevents them from leaving,
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they’ll turn around and try to run Viggart over with the kart, as many
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times as possible.
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If Viggart is killed and all the quicklings get free, then the
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quicklings will begin mocking the PCs for being so slow and stupid.
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Eventually, they’ll lose interest in this and will grab some rope from
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the Kart, and escape from the edge of the island.
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The quicklings are highly atypical in that they are willing to leave
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their exhibit. Most museum NPCs have a mental block against leaving
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their exhibit. The quicklings have that mental block too, but the
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quicklings were desperate to escape from Viggart long before they were
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captured into the museum, and escaping from Viggart necessarily means
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they have to leave Viggart’s island. Their intense desire to escape
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overrides their mental block against leaving their island. If the
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quicklings do escape into the museum, they will eventually reset back to
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being in their own exhibit.
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The only thing really useful about this exhibit to the PCs is the
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supplies it contains. For example, the kart’s “choke-rope” is actually
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25 separate lightweight but strong ropes that go to 25 quickling necks.
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The total amount of rope is 25 x 6 feet = 150 feet of rope. That’s
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enough rope to descend 5 floors of the museum. Viggart’s shed may also
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contain a variety of other shed-typical items, at your discretion.
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If the PCs leave the exhibit and come back, then naturally, everything
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will be back in the shed where it all started. One way to avoid having
|
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to fight the kart again is to simply time it so that the PCs don’t climb
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onto the exhibit until the race is done and the kart is reentering the
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shed. That will give a full 20 minutes before the cycle repeats. Another
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way to avoid the confrontation is to yell to Viggart “don’t start
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racing, there’s an obstacle on the track,” or something to that effect.
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|
### 3rd Floor: Claren’s Tapestries
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From the Guidebook:
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Take it from me, making magic items is *hard*. So I always find it
|
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|
amazing when people can craft magic items without even trying.
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Claren weaves tapestries, and when she’s done, the tapestries can create
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remarkable phantasms. Those phantasms can persist in the physical world.
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Try it out! Surprisingly, the phantasms are more stable than other items
|
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taken from exhibits.
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Claren Lusk is a weaver who makes tapestries, and she invests a lot of
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effort into each one. Her tapestries are magical. If you stare at one
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for several minutes, you will find yourself in a dream-like trance where
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you think you are “inside” the tapestry. This is just an illusion. You
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are still actually sitting on a chair in front of the tapestry, staring
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at the tapestry, but the illusion feels real to you. If two people both
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stare at the tapestry at the same time, then both people can enter the
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|
tapestry-dream at the same time.
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When you’re experiencing the illusion, you feel like you’re in a world
|
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|
made of woven fabric. Even though things look like fabric, they work
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|
like normal items. For example, a soup bowl that looks like it’s made of
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fabric can still sit upright on the table and hold soup. The soup itself
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looks like yarn, but you can eat it and it tastes like soup.
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Anything pictured in the tapestry can be explored. For example, if the
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tapestry shows a cabin, then you can enter the cabin, and there’s normal
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|
furniture in the cabin, even though the inside of the cabin wasn’t
|
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|
visible from “outside” the tapestry.
|
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|
The tapestries all have fringes around the edge. If you are inside a
|
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|
tapestry, and you walk outside the area which is pictured in the
|
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|
tapestry, you find yourself in a “grassy” but otherwise empty field,
|
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|
|
where the grass is actually tapestry fringes. From there, you can easily
|
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|
walk back to the area pictured in the tapestry.
|
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|
To exit the illusion, all you have to do is tell the DM that you want to
|
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|
go back to reality. Just wanting it makes it happen. When you exit,
|
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|
anything that you were holding in the illusion is still in your hands.
|
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|
For example, suppose you’re in a tapestry, in a cabin, eating soup, and
|
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|
|
you decide you want to exit the illusion. You find yourself back on the
|
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|
|
chair in front of the tapestry, but now you’re holding a fabric bowl of
|
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|
|
soup. The bowl, which is now in your hands, is an illusion/phantasm.
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|
|
However, everyone in the room can now see it, and they can taste the
|
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|
|
soup if they want. If you bring a tool out of the tapestry, it is solid
|
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|
|
enough to actually be used as a tool.
|
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|
Phantasms stick around for anywhere from 6 hours to 3 days, depending on
|
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|
|
|
how emotionally invested you are in them. Mundane household objects
|
|
|
|
|
|
typically don’t create emotional investment, so they usually last about
|
|
|
|
|
|
6 hours.
|
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|
|
Many of the tapestries contain living animals - squirrels, birds,
|
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|
|
butterflies, the like. Sometimes a small animal will exit the tapestry
|
|
|
|
|
|
with you, depending on the situation. The animal will be drawn to the
|
|
|
|
|
|
person who conjured it and will stay nearby. The animal is, for all
|
|
|
|
|
|
practical purposes, alive. It will vanish in the same 6 hours to 3 days
|
|
|
|
|
|
time frame.
|
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|
|
Claren’s tapestries do not contain any people. This is deliberate on
|
|
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|
|
Claren’s part. She does not want to know what would happen if she caused
|
|
|
|
|
|
a fabric person to exist, she dreads the thought of creating an
|
|
|
|
|
|
intelligent person with a 6-hour lifespan.
|
|
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|
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|
|
It is possible to hurt yourself inside a tapestry, but the damage
|
|
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|
|
vanishes when you exit.
|
|
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|
|
|
|
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|
|
Claren’s shop is a well-built, well-maintained wooden building. The
|
|
|
|
|
|
inside is single large room, which is a gallery. All of the walls are
|
|
|
|
|
|
covered in tapestries, and in front of the tapestries are wooden
|
|
|
|
|
|
benches. In the middle of the room is a work area consisting of a large
|
|
|
|
|
|
loom and work-table covered in yarns and paper sketches. Claren is at
|
|
|
|
|
|
the loom, working.
|
|
|
|
|
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|
|
|
|
|
|
Claren is an aged elven woman. Her demeanor is gracious and warm, but
|
|
|
|
|
|
she is also serious about selling tapestries, she wants to make a sale.
|
|
|
|
|
|
This is difficult for her - even though the tapestries are amazing,
|
|
|
|
|
|
they’re also expensive, and there just aren’t that many people who can
|
|
|
|
|
|
afford them. She evaluates the PCs and if they don’t seem like people
|
|
|
|
|
|
who can afford magic tapestries, she may get a little impatient.
|
|
|
|
|
|
|
|
|
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|
|
When the PCs enter, Claren says, “Here to buy tapestries?” If the PCs
|
|
|
|
|
|
say yes, she says “Why don’t you try them out - sit on a bench, and just
|
|
|
|
|
|
gaze at one for a while. Don’t worry, the effect is safe.” If the PCs
|
|
|
|
|
|
conjure a phantasmal object, Claren says “Keep it, it’s yours. It will
|
|
|
|
|
|
vanish in a few hours, though.” If the PCs say they’re thinking about
|
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|
|
|
buying and they’ll come back later, Claren is fine with that.
|
|
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|
|
Claren has no idea how she does what she does. It just happens. If the
|
|
|
|
|
|
PCs discuss something other than tapestries with Claren, she’s an
|
|
|
|
|
|
intelligent woman who can discuss a variety of subjects. Feel free to
|
|
|
|
|
|
give her a detailed backstory, and an interesting personality.
|
|
|
|
|
|
|
|
|
|
|
|
The following tapestries are present in the gallery, among others:
|
|
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|
|
|
|
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|
|
- A cute log cabin on a hill overlooking a beach, with seagulls.
|
|
|
|
|
|
|
|
|
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|
|
- A well in a clearing in the woods, with sunlight streaming through
|
|
|
|
|
|
> the trees.
|
|
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|
|
|
|
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|
|
- An apple orchard, with ladders, fruit baskets, a cart, a wooden
|
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|
|
|
|
> fence, and more.
|
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|
|
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|
|
- Waves crashing on a rocky shore, with a scraggly tree.
|
|
|
|
|
|
|
|
|
|
|
|
- A view of a forest from on top of one of the trees, with
|
|
|
|
|
|
> butterflies.
|
|
|
|
|
|
|
|
|
|
|
|
Claren’s tapestries is here as a catch-all place where PCs can find
|
|
|
|
|
|
objects that they need. If there’s some specific object the PCs have
|
|
|
|
|
|
been looking for, then you have the option of adding a tapestry to the
|
|
|
|
|
|
list, in order to give the PCs the item they want.
|
|
|
|
|
|
|
|
|
|
|
|
In the gallery is an aarakocra named Algion. He is mesmerized, staring
|
|
|
|
|
|
at the forest/butterfly tapestry. Tapping him on the shoulder doesn’t
|
|
|
|
|
|
wake him up. To get his attention, you have to enter the tapestry with
|
|
|
|
|
|
him.
|
|
|
|
|
|
|
|
|
|
|
|
Algion is a medium-wealthy merchant who is in the business of
|
|
|
|
|
|
transporting wines. He’s friendly and curious, and he likes nice things.
|
|
|
|
|
|
He is a potentially useful NPC because he can fly, which means that he
|
|
|
|
|
|
can facilitate travel upward in the museum. Algion can’t carry a PC (not
|
|
|
|
|
|
strong enough), but he can carry a rope upward, tie it to a tree, and
|
|
|
|
|
|
dangle it down for the PCs to climb up.
|
|
|
|
|
|
|
|
|
|
|
|
If you encourage Algion to come with you, he is initially enthusiastic:
|
|
|
|
|
|
it sounds like fun! But as soon as he sees the edge of the exhibit, the
|
|
|
|
|
|
mental block kicks in. He freaks out and returns to the building, then
|
|
|
|
|
|
his memory resets, forgetting that anything happened. This is utterly
|
|
|
|
|
|
unproductive.
|
|
|
|
|
|
|
|
|
|
|
|
However, later in the campaign, the PCs will discover a magic item
|
|
|
|
|
|
called the “stabilization iron” which prevents objects from resetting,
|
|
|
|
|
|
and a “potion of willpower” that gives a +5 to wisdom saves. The
|
|
|
|
|
|
stabilization iron can be used on Algion, this prevents his memory from
|
|
|
|
|
|
resetting. He still freaks out at the edge of the exhibit, but when he
|
|
|
|
|
|
returns to the building, he says, “That was weird. I felt like I was
|
|
|
|
|
|
compelled to turn around, like I was under the effect of a charm spell
|
|
|
|
|
|
forcing me to turn around. Let me try again.” Then he goes back to the
|
|
|
|
|
|
edge again, and he tries to grit his teeth and overcome the compulsion.
|
|
|
|
|
|
But moments later, he turns around again and reenters the building, and
|
|
|
|
|
|
he says, “Ugh, that magical compulsion is strong! I don’t know what to
|
|
|
|
|
|
do.” At this point, if the PCs think of giving Algion the potion of
|
|
|
|
|
|
willpower, then Algion will be able to overcome the magical compulsion.
|
|
|
|
|
|
|
|
|
|
|
|
Once you do both of these things, Algion can join the party. He is
|
|
|
|
|
|
surprisingly good at taking the strangeness of the museum in stride.
|
|
|
|
|
|
Apparently, Algion is a person who is comfortable with change. Algion is
|
|
|
|
|
|
curious about the museum and is happy to explore with the PCs. He is not
|
|
|
|
|
|
a combatant, he will not fight.
|
|
|
|
|
|
|
|
|
|
|
|
### 3rd Floor: Wasted Wino
|
|
|
|
|
|
|
|
|
|
|
|
From the Guidebook:
|
|
|
|
|
|
|
|
|
|
|
|
Take it from me, making magic items is *hard*. I always find it amazing
|
|
|
|
|
|
when people can craft magic items without even trying. But Rixmort is
|
|
|
|
|
|
the only person I’ve ever found who can make a magic item in less than a
|
|
|
|
|
|
minute.
|
|
|
|
|
|
|
|
|
|
|
|
He’s a bartender, and when he improvises, you never know what the drinks
|
|
|
|
|
|
are going to do.
|
|
|
|
|
|
|
|
|
|
|
|
Rixmort is a green slaad bartender. The sign over the front door of his
|
|
|
|
|
|
bar says: “The Wasted Wino: a Purveyor of Artisan Cocktails.” The bar
|
|
|
|
|
|
used to be in Acheron before it was pulled into the museum. Rixmort can
|
|
|
|
|
|
indeed make drinks with magical effects. However, it’s not because he’s
|
|
|
|
|
|
an amazing bartender. It’s because he sometimes spits in the drinks.
|
|
|
|
|
|
When he does spit in the drinks, some of his chaos essence mixes with
|
|
|
|
|
|
the alcohol making a potion.
|
|
|
|
|
|
|
|
|
|
|
|
Rixmort is pretty good at sleight-of-hand, so he usually manages to spit
|
|
|
|
|
|
without anyone noticing (Orethys didn’t notice). He only does this when
|
|
|
|
|
|
he’s in the mood to be funny, and he doesn’t care at all what his
|
|
|
|
|
|
patrons want him to do.
|
|
|
|
|
|
|
|
|
|
|
|
The potions aren’t especially useful magic items, though, for one
|
|
|
|
|
|
reason: the ‘identify’ spell identifies the drink as a “potion with a
|
|
|
|
|
|
random effect.” That’s all that the identify spell tells you. The reason
|
|
|
|
|
|
for this is that the chaos essence that makes them work is constantly
|
|
|
|
|
|
shifting and changing, so the potion might be a potion of giant strength
|
|
|
|
|
|
one minute, and a potion of water breathing the next minute. You have to
|
|
|
|
|
|
roll randomly at the moment the person drinks it.
|
|
|
|
|
|
|
|
|
|
|
|
Rixmort is a terrible bartender. He just mixes ingredients randomly, and
|
|
|
|
|
|
the taste is usually disgusting. However, he *does* always include a lot
|
|
|
|
|
|
of alcohol. No matter what you order, he just gives you whatever he
|
|
|
|
|
|
feels like giving you. But, in Acheron, most people don’t really care.
|
|
|
|
|
|
They’re there for the alcohol, and the entertainment value of seeing the
|
|
|
|
|
|
random potion effects.
|
|
|
|
|
|
|
|
|
|
|
|
The bar is usually pretty busy, but in order to capture the bar into the
|
|
|
|
|
|
museum, though, Orethys had to clear out the patrons, so in the museum,
|
|
|
|
|
|
the bar is empty except for Rixmort.
|
|
|
|
|
|
|
|
|
|
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Rixmort is useless at conversation. No matter what you say to him, he
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*immediately* goes off on a tangent, and then goes off on another
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tangent, ad infinitum. To make matters worse, he uses pronouns in a
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confusing way. For example, if you say, “which way to the bathroom,” he
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might say, “You see that hallway, with the paintings of mushrooms? They
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\[mushrooms\] go great in kobold stew, you should simmer it a long time.
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They \[kobolds\] buy a lot more drinks than you would think for their
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size.”
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If for some irrational reason the PCs decide to fight Rixmort, use the
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standard green slaad stat block.
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Rixmort serves no real purpose in this chapter other than just to
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entertain the PCs.
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### 3rd Floor: Orb Conclave
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From the Guidebook:
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> One large hovering eyeball, and ten small hovering eyeballs.
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>
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> Although it doesn’t look like a beholder, I’m pretty sure this thing
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> is beholder-kin, because of its eye rays. If aggravated, it will
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> attack you with death, disintegration, telekinesis, charm, sleep… and
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> an anti-magic cone from the large eye. That combination of rays just
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> screams “beholder.”
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>
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> The personality, however, is very unlike a normal beholder. I find
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> that it just looks at me, impassively, no matter what I do - unless I
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> touch it or attack it, in which case it rains death. I advise you to
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> leave it alone unless you are prepared to deal with its destructive
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> energies.
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>
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> I would love to know what this thing is thinking, why it exists, or
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> what its purpose is. But I can’t get any reaction, other than staring
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> and all-out attack.
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The *orb conclave* doesn’t look like a beholder, because its “body” just
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consists of the eyes. There is no mouth, no skin, no scales, no
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eyestalks. Just hovering eyes. Each eye looks like a perfect white
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sphere with an iris and cornea, but nothing else - no optic nerve, no
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veins, no imperfections.
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If an eye is captured and dissected, the inside is just clear jelly,
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with no retina, no blood vessels, nothing that would suggest that this
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being has any kind of biology. It is more the abstract impression of an
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eye, than an actual eye from a living animal.
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The orb conclave is hovering calmly above a patch of icy tundra. It is
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quite cold, but the PCs don’t need protective equipment for a short
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visit, it’s not *that* cold. It is rare to find a beholder outside of an
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extremely well-defended lair, but this entity doesn’t seem to be in any
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kind of lair, and it isn’t surrounded by defenses. This is very atypical
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of beholders.
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Talking to the *orb conclave* has no effect - it stares, but it doesn’t
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respond. Telepathic contact is possible, making it obvious that the
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entity has a mind, and that it is receiving your message, but it doesn’t
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respond. Spells like *message* provoke no reaction other than staring.
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It will look at visual illusions, making it clear that it can see them,
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but again, no response.
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Doing damage to the *orb conclave*, or even just physically touching it
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with your hand, will provoke an all-out attack. Likewise, spells that
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alter the *orb conclave* without doing damage, such as a shrinking
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spell, or a teleport spell, will provoke an attack. Provoking an attack
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is the only way to get the conclave to move.
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Spells that don’t do damage, and which don’t directly affect the *orb
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conclave*, may or may not provoke an attack. For example, if you were to
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cause it to rain, that would not damage it, but it might provoke an
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attack - but that’s not 100% certain. Or, it might just hover calmly in
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the rain.
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Normally, the smaller eyes hover about three feet of the large central
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eye, moving in a slow dance around the central eye. But if attacked, the
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eyes will spread out. They can spread to any distance away from the
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central eye - they can move around the area as individuals. Spreading
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out is a tactic to protect against area-of-effect attacks.
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Eyes can be destroyed in a fight. Each eye can survive on its own, even
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if the large central eye is destroyed. If the *orb conclave* appears to
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be losing a fight, the eyes will flee, they will all go in different
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directions in order to make it difficult for the party to catch them
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all. If any one eye survives, the *orb conclave* survives. The remaining
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eyes will regroup, and then they will slowly conjure more eyes at a rate
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of 1 small eye per day, and then another 5 days for the large central
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eye, until the *orb conclave* is fully regenerated.
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If the PC provoke a fight, use the standard beholder stat block, with
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the following alterations:
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- The eyes move independently, and can fan out around the room.
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> Although the eyes appear independent, they act collectively, like
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> a beholder. They only get one collective initiative roll. Like a
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> beholder, the OC fires three rays per turn. Like a beholder, it
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> chooses its attacks unpredictably.
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- Each small eye has 5 hit points. The large eye has 50 hit points.
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> The PCs must specify which eye they are attacking. If they destroy
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> an eye, the OC is still alive, but it (obviously) cannot use that
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> eye any more. As long as the OC has at least three eyes remaining,
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> then it will continue to make 3 ray attacks per turn.
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- Each small eye has a different color: charm=pink, paralyzing=purple,
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> fear=green, slowing=brown, enervation=blue, telekinesis=yellow,
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> sleep=white, petrification=grey, disintegration=red, death=black.
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> This makes it possible for the PCs to announce, “I am attacking
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> the red eye.”
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The *orb conclave* does not hold a grudge. If you attack it, leave, and
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then return later, it will just stare at you as it stares at everyone.
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This is not just because of the stasis effect, this is how the OC would
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act if it were somehow released into the multiverse.
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The *orb conclave* is indeed beholder-kin. It was generated during a
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strange dream of a particularly odd beholder. At the time of this
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writing, there is only one *orb conclave* in the multiverse. So far,
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nobody has figured out what it is thinking of, why it stares, or why it
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doesn’t respond.
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If the PCs fight the *orb conclave*, given that the PCs are low-level,
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it seems likely that the creature will annihilate the PCs almost
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immediately. If that occurs, the PCs will respawn in the same way that
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they would for any other death in the museum. The OC is much weaker than
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a normal beholder, though, in that it is sometimes possible to destroy
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an eye in a single hit (only 5 HP). If the PCs are smart and target the
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most dangerous eyes first, they may be victorious.
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If the PCs provoke an attack and then attempt to flee, the conclave will
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not leave its floating island. It is bound by the rule that all museum
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NPCs refuse to pay attention to things outside their exhibit.
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In the unlikely event that the PCs do substantial harm to the *orb
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conclave*, the conclave flees, scattering in all directions. In this
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event, the conclave will leave its exhibit. It doesn’t want to pay
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attention to things outside its exhibit, but if its life is on the line,
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it will overcome that hesitation. In this event, the conclave doesn’t
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need to regenerate in the way that it normally does. Instead, the stasis
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effect of the museum will respawn the conclave in its original condition
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in its original location in a matter of an hour or so.
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The PCs can learn from this exhibit: they can learn that death in the
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museum is not permanent, and that they respawn back at the Tavern of the
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South Gate.
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### 2nd Floor: Dreaming Ghost
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From the Guidebook:
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A shack with a man asleep on a bed. Nothing much to see… unless you wake
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him up. Then, there’s even less to see. If you wake him, he vanishes,
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and he will reappear, asleep, about 15 minutes later.
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I cannot figure out what is happening here. I’ve included him in the
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museum as a curiosity. If you figure out what’s causing this, let me
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know. - Orethys
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Here’s what’s happening here: the sleeper, a man named Johann, enjoyed
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sleeping and dreaming so much that he made a deal with a powerful fey
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creature. He would gain the ability to explore other people’s dreams,
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and affect them. The price he paid, however, is that he lost the ability
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to enter the waking world, and affect the waking world.
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For Johann, being in the museum has been a boon. His physical body is in
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stasis, he cannot age, and his shack and bed need no maintenance. But
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his *mind* is not in stasis - because his mind is not in the museum. It
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roams the planes, visiting the minds of other dreamers throughout the
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multiverse. This has worked out to Johann’s liking.
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If you wake up Johann, he vanishes. But he *knows* he has been awakened,
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and he knows which PC did it. The next time that PC takes a long rest,
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the PC has a dream:
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> The sleeping man from the shack is walking toward you - you recognize
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> him. He stops in front of you, and he says, “Did you want something?
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> You tried to wake me up, when I was sleeping in my shack.”
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At this point, the PC can have a dream-conversation with Johann.
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Johann knows a trick: he can make you have a lucid dream. That way, the
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PC can have a clearheaded conversation with Johann, and remember it in
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the morning. The PC can say whatever he wants to Johann, and ask
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questions. Johann is willing to have a nice chat. Johann explains that
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his existence is just exploring the dreams of people all over the
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multiverse. If the PCs ask for specifics, Johann laughs and says, “oh,
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you know how dreams are. A lot of crazy stuff.”
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Johann is potentially quite useful to the PCs. One of the things that
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the PCs need to do to escape the museum is to call for help, using the
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spell *sending*. But there is an alternative to casting *sending*. You
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can ask Johann to visit somebody in their dreams. Johann can deliver a
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message for you. He asks no payment for this, he’s happy to help.
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There is a catch, though: most people don’t pay much attention to their
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dreams. You will need to send the message to somebody who is in the
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habit of listening to their dreams, otherwise the message won’t be acted
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on. In general, priests are a good choice in the D&D universe. Gods
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often communicate with their servants in dreams, so priests try to
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remember their dreams. Another good choice would be a fortune-teller or
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soothsayer - they take signs and portents seriously.
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After Johann tries to deliver a message, Johann will once again enter
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the PC’s dreams. He will report on whether or not he was successful on
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getting a message through. If the recipient was paying attention to
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their dream, Johann will know. He will tell the PCs that their message
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got through. But if the recipient was the kind of person who ignores
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their dreams, Johann will apologize, saying “some people just don’t put
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much stock in dreams, there’s not much I can do about that.”
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The PCs will need Johann’s help not just in the museum, but in later
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chapters. Make sure that you roleplay Johann in a particularly friendly
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and outgoing manner. Make sure the PCs get to know him a little. If
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necessary, make Johann a little nosy - he pops into their dreams whether
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the PCs call for him or not.
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### 2nd Floor: Reggie’s Boots
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From the Guidebook:
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Take it from me, making magic items is *hard*. So I always find it
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amazing when people can craft magic items without even trying.
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|
Reggie Drum’s family thought he was a normal human child. They were
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wrong: Reggie’s mother had been deceived by a clever fae, and Reggie was
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conceived. The wild magic of faerie runs in his blood. Yet, he has the
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most boring life imaginable. His father was a shoemaker, and Reggie was
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apprenticed at an early age. He spent his days sitting in a gray room,
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making shoe after shoe after shoe.
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The enchantment of faerie calls to Reggie, but he loves his family, and
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his sense of duty is strong. So he stays in his shop, and provides for
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his family. But while he works, his mind drifts. Reggie does not
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deliberately enchant the boots he makes. He simply allows his hands to
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craft, while his mind wanders to the fey realms.
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|
Reggie’s workshop is a sturdy building on a cobblestone street. The door
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has a sign that just says “Boots and shoes, Reasonable prices, Please
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|
come in.” Inside is a workshop: a big workbench, piles of leather and
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|
|
catgut, lots of tools in good condition. It’s obvious that Reggie is
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|
making good money. Reggie’s bedroom is upstairs. Reggie is standing by a
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bench, working on a pair of boots.
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|
Reggie is all business. When the PCs walk in, Reggie doesn’t even look
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|
up, he just says, “Here for quality shoes, or magical shoes?” If the PCs
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|
say “quality,” Reggie says, again without looking up, “rack’s over
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|
there, try them on until you find a pair you want.” The rack is full of
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|
|
normal shoes. If the PCs say “magical,” however, Reggie finally looks
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|
up. He says, “They’re expensive. You have money?”
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|
All of Reggie’s boots, even the so-called “non magical” ones, have one
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|
minor effect: if you’re wearing them, your legs never get tired. You can
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|
be on your feet all day. In addition to this one minor effect, Reggie
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|
|
has a few pairs of boots with major effects:
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|
|
- Boots of Speed. 4000 gp.
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- Boots of Elvenkind. 2500 gp.
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- Boots of Levitation. 4000 gp.
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- Boots of Striding and Springing. 5000 gp.
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The boots of levitation can be used to climb upward in the museum. These
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are important quest items.
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The boots are all *very* expensive - the PCs do not have the money to
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buy a pair of boots. If one of the PCs drew the *Gem* card from the
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deck, they may have gems worth thousands of GP. But if they show the
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gems to Reggie, he says, “I don’t know anything about appraising gems. I
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have no idea what those are worth. Go sell them to a jeweler and bring
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me gold coins. I won’t accept anything other than gold.”
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Some PCs might think about raiding other exhibits to get the coin. That
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is impractical. There are very few exhibits that have a lot of gold
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pieces. Remember also that items taken from exhibits are transient, and
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will vanish in an hour or two - and scraping together thousands of GP by
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finding 50 gp here, 50 gp there would take a very long time. You can
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stabilize gold coins using the stabilization iron (see the chapter on
|
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*Magic Items of the Museum*), but if you do that, every coin will have a
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glyph on it. Merchants are always on the lookout for conjured coins that
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might vanish when the conjuration spell wears off, so they carefully
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look for warning signs that suggest that a coin might be of magical
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origins. A glyph is a huge red flag that would make any merchant refuse
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to accept coins.
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Like it or not, if the PCs want the boots, they’ll have to steal them.
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Of course, it’s not really immoral to steal the boots: they are just
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going to reappear in the exhibit anyway. Reggie will be completely
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unaffected by the theft. If necessary, point this out to your players.
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The magical boots are not out in the open. Reggie doesn’t want people
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stealing his boots, and he figures the best way to avoid the problem is
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if people don’t know where the boots are. They are under some
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floorboards, under a cabinet. If you pay for some boots, Reggie will ask
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you to step outside for 5 minutes. Then he will lock the door, retrieve
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the boots from under the floorboards, unlock the door, and hand the
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boots to you. If you say you won’t pay without seeing the boots, he
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says, “Anyone in town will tell you I’m honest. Go ask around, and when
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you trust me, come back.”
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Here are some things the PCs can do:
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- There are windows in the shop. It is possible to spy on Reggie. When
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> he finishes the boots he’s working on, he stashes them under the
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> floorboards.
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- If you can get Reggie to be fatigued, he will go to his bedroom and
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> take a nap.
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- It is possible to kill Reggie, but he’s a tough opponent.
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If the PCs decide to fight Reggie, he’s a fourth-level fighter with a
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longsword and leather armor. He is wearing “Boots of Kicking and
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Jumping.” These boots grant two useful abilities:
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- As a bonus action, after attacking with his longsword, Reggie can
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> also kick with the boots for 1D6 damage. He can kick any target,
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> it does not necessarily need to be the same target he attacked
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> with the longsword. He can do this every melee round.
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- As a bonus action, Reggie can take the dodge, disengage, or dash
|
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> action. If he uses this ability, his jump distance is also
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> doubled. After using this ability, Reggie cannot use it again for
|
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> two melee rounds.
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> Reggie Drum
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>
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> Level 4 fighter with longsword, leather armor, wearing magical boots of
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> kicking and jumping.
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>
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> Armor Class 13
|
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>
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> STR 14 (+2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
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>
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> Hit Points 40
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>
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> Speed 30 ft.
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>
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> Passive Perception 14
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>
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> Longsword: Action, +6 to hit, reach 5 ft. Hit: 7 (1d8 + 3) slashing
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|
> damage.
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>
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> Kick (because of boots): Bonus Action, +4 to hit, reach 5 ft. Hit: 4
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> (1d6 + 1) blunt damage.
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>
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> Dodge, Disengage, or Dash (because of boots): Bonus Action, two melee
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|
> rounds cooldown.
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|
To get the boots, the PCs will need to execute an interesting heist. Let
|
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them plan anything they want. You will have to improvise the layout of
|
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|
Reggie’s workshop. Note that fighting Reggie doesn’t automatically get
|
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|
|
you the boots: you’ll still have to find them.
|
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|
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|
|
### 1st Floor: Tiny Men
|
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|
From the Guidebook:
|
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|
|
> Most people think sprites are the smallest humanoids. Turns out,
|
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|
> that’s not even close. I don’t know what these things are called, but
|
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|
|
> they’re less than two inches tall. (They’re hiding in the rocks.)
|
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|
The ground on this floating island is very rocky terrain. Cut into some
|
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|
|
of the bedrock rocks are small caves, with wooden doors. The doors are
|
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|
|
only about three inches high, and they’re positioned to make them hard
|
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|
|
to notice. When the PCs first arrive, describe the island as “completely
|
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|
|
empty, except for dirt and rocks.” Only if the PCs get down on hands and
|
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|
|
knees and root among the rocks do they notice the doors.
|
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|
|
Behind the doors are a miniature cave system containing tiny men. They
|
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|
|
are a primitive hunter-gatherer society. If you manage to get them out
|
|
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|
|
|
of their holes, and do something about the language barrier, you can
|
|
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|
|
talk to them about hunting insects and foraging for seeds. They don’t
|
|
|
|
|
|
have much else to say. The tiny men are not important to the main quest.
|
|
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|
|
What makes this island interesting, for the PCs, is its size and its
|
|
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|
|
|
position. Orethys only captured as much land as he needed to fully
|
|
|
|
|
|
capture these tiny men and their underground lair - and that’s not much
|
|
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|
|
land. So this island is only about ten feet in diameter.
|
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|
|
This floating island is positioned about thirty feet below Reggie’s
|
|
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|
|
Boots. If you’re on Reggie’s island, you can peer over the edge and see
|
|
|
|
|
|
this tiny island below. But actually getting *onto* this tiny island is
|
|
|
|
|
|
a tricky problem. If you dangle a rope down from the edge of the large
|
|
|
|
|
|
exhibit, it will not reach the tiny island. It will just hang down into
|
|
|
|
|
|
empty space. If you extend the rope too far, it will dangle down into
|
|
|
|
|
|
the mist at the edge of the cavern. See the diagram below, showing the
|
|
|
|
|
|
large island, this tiny island, and a rope dangling from the large
|
|
|
|
|
|
island.
|
|
|
|
|
|
|
|
|
|
|
|
### {width="2.3387674978127735in" height="2.3387674978127735in"}
|
|
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|
|
If the rope touches the mist, that’s not a big deal, it is unaffected by
|
|
|
|
|
|
the mist. But if a person enters the mist, they will vanish and respawn
|
|
|
|
|
|
back at the Tavern of the South Gate. That’s probably not what the PC
|
|
|
|
|
|
wanted to do. Swinging the rope is not helpful - the PC hanging from the
|
|
|
|
|
|
swinging rope will swing into the mist before they swing onto the tiny
|
|
|
|
|
|
island. The most likely solution will involve tying a rope that hangs
|
|
|
|
|
|
underneath the large island, like this:
|
|
|
|
|
|
|
|
|
|
|
|
{width="2.307292213473316in"
|
|
|
|
|
|
height="2.307292213473316in"}
|
|
|
|
|
|
|
|
|
|
|
|
Actually getting a rope installed like that is tricky. The easiest way
|
|
|
|
|
|
to do it is to walk around on the underside of the large exhibit using
|
|
|
|
|
|
*spider climb*. But it is possible to do it without any magic at all. If
|
|
|
|
|
|
two people hold the two ends of the rope, and they push the middle of
|
|
|
|
|
|
the rope off the edge of the large exhibit, and then the two people walk
|
|
|
|
|
|
to opposite sides of the large exhibit, they can get the rope into
|
|
|
|
|
|
position.
|
|
|
|
|
|
|
|
|
|
|
|
Another possible issue is that some PCs may not be strong enough to
|
|
|
|
|
|
“hand-over-hand” down the rope. In that case, it may be necessary to rig
|
|
|
|
|
|
up some sort of harness.
|
|
|
|
|
|
|
|
|
|
|
|
Of course, it may also be possible to invent other solutions entirely.
|
|
|
|
|
|
Give the PCs room to be inventive here, and try to respect their
|
|
|
|
|
|
solutions, even if those solutions aren’t entirely logical. If the PCs
|
|
|
|
|
|
come up with a solution that makes sense to *them*, then let them have
|
|
|
|
|
|
their small triumph. They need to succeed here, so make sure they do
|
|
|
|
|
|
succeed.
|
|
|
|
|
|
|
|
|
|
|
|
### Bottom Floor: Guest Services
|
|
|
|
|
|
|
|
|
|
|
|
When you enter the front door of guest services, you are in the dining
|
|
|
|
|
|
hall. There is a dinner table with seating for eight, and a nicely
|
|
|
|
|
|
stocked buffet table. On the rear wall, there is a ten-foot-tall
|
|
|
|
|
|
painting of Orethys, who as it turns out, was an aarakocra. In the
|
|
|
|
|
|
corners of the room are pedestals with busts of Orethys. He did not have
|
|
|
|
|
|
a small opinion of himself.
|
|
|
|
|
|
|
|
|
|
|
|
The fact that Orethys was an aarakocra explains a few things. Aarakocras
|
|
|
|
|
|
originate from the elemental plane of air. Any land in the elemental
|
|
|
|
|
|
plane of air naturally forms a floating island. When Orethys created
|
|
|
|
|
|
this demiplane, it naturally took on several of the characteristics of
|
|
|
|
|
|
the plane of air, because that’s what Orethys was familiar with. The
|
|
|
|
|
|
fact that he, his guests, and his caretakers were aarakocras explains
|
|
|
|
|
|
why he did not provide any mechanism to fly from one island to island:
|
|
|
|
|
|
they could already fly.
|
|
|
|
|
|
|
|
|
|
|
|
Around the dining room are other areas. A door leads to a clean
|
|
|
|
|
|
restroom. A corridor leads to a row of bed chambers with well-made beds.
|
|
|
|
|
|
An open archway leads to *Featured Exhibits*. All three areas are
|
|
|
|
|
|
clearly labeled.
|
|
|
|
|
|
|
|
|
|
|
|
Guest services is in stasis, like everything else in the demiplane. The
|
|
|
|
|
|
bathrooms always return to their clean state, the buffet table
|
|
|
|
|
|
replenishes itself, and the beds remake themselves. Convenient!
|
|
|
|
|
|
|
|
|
|
|
|
The archway labeled *Featured Exhibits* leads to a large room. Just
|
|
|
|
|
|
inside the archway is a pedestal, with a guidebook on it. Like
|
|
|
|
|
|
everything else in the museum, the pedestal is in stasis. If you take
|
|
|
|
|
|
away the guidebook, then next time you look, there will be another
|
|
|
|
|
|
guidebook on the pedestal. With the help of this magic, you can get as
|
|
|
|
|
|
many guidebooks as you want. The guidebook is described in the chapter
|
|
|
|
|
|
*Magic Items in Guest Services*.
|
|
|
|
|
|
|
|
|
|
|
|
Also close to the archway is a second pedestal containing what looks
|
|
|
|
|
|
like a tiny branding iron. The *stabilization iron* can apply a glyph to
|
|
|
|
|
|
any object taken from an exhibit. Whereas an object taken from an
|
|
|
|
|
|
exhibit will tend to vanish if you stop paying attention to it for an
|
|
|
|
|
|
hour or two, an object with a stabilization glyph will last three or
|
|
|
|
|
|
four days. The iron is described in *Magic Items in Guest Services*.
|
|
|
|
|
|
|
|
|
|
|
|
The back of the *Featured Exhibits* room divides into two showrooms.
|
|
|
|
|
|
|
|
|
|
|
|
One showroom is labeled *Monsters of Divine Beauty*, which contains
|
|
|
|
|
|
readable information about three of the floating islands: *The Harpy
|
|
|
|
|
|
Eyrie*, *The Golden Goats of Olympus*, and *The Medusa’s Visage.* All of
|
|
|
|
|
|
these exhibits are described in subsequent chapters*.* The walls of the
|
|
|
|
|
|
showroom are covered in paintings of the three creatures, and there are
|
|
|
|
|
|
three large posters containing the guidebook blurbs for these three
|
|
|
|
|
|
islands. There is also a chest containing stuff meant to be used at the
|
|
|
|
|
|
harpy exhibit.
|
|
|
|
|
|
|
|
|
|
|
|
The other showroom is *Innately Magical Craftspeople*, which contains
|
|
|
|
|
|
information about *Claren’s Tapestries*, *Reggie’s Boots*, and *The
|
|
|
|
|
|
Wasted Wino.* There are paintings of the three craftspeople at work,
|
|
|
|
|
|
paintings of their work, and again, three posterboards containing the
|
|
|
|
|
|
guidebook blurbs.
|
|
|
|
|
|
|
|
|
|
|
|
Most of those exhibits have already been listed in this chapter, *The
|
|
|
|
|
|
Bottom Floors of the Museum*. The exception is the medusa exhibit, which
|
|
|
|
|
|
is listed a little later, in the *Escaping the Museum* chapter. This
|
|
|
|
|
|
book includes an appendix, *The Posters in Guest Services*, which
|
|
|
|
|
|
contains copies of the relevant blurbs. You can easily print out the
|
|
|
|
|
|
appendix and hand it to your players.
|
|
|
|
|
|
|
|
|
|
|
|
In the back of the *Featured Exhibits* room is a locked door that says
|
|
|
|
|
|
“caretakers only.” In the event that the players manage to pick the
|
|
|
|
|
|
lock, they will find a closet containing a small pedestal. On the
|
|
|
|
|
|
pedestal is the *Capture Device*. The PCs can’t do anything useful with
|
|
|
|
|
|
the capture device yet, because it doesn’t work inside the museum, but
|
|
|
|
|
|
if they want to examine it, they can. It is described in the upcoming
|
|
|
|
|
|
chapter *Magic Items in Guest Services*.
|
|
|
|
|
|
|
|
|
|
|
|
Because guest services has bed chambers, it is an excellent place for a
|
|
|
|
|
|
long rest. If the players do take a long rest, they experience their
|
|
|
|
|
|
next deck-related feat: *Deck Dreaming*.
|
|
|
|
|
|
|
|
|
|
|
|
People who have drawn cards from the deck are all telepathically linked.
|
|
|
|
|
|
A *deck dream* is actually a true vision of what is happening to
|
|
|
|
|
|
somebody else who drew cards from the deck, as seen through the eyes of
|
|
|
|
|
|
that person. If the players remember the deck dreams they have, this
|
|
|
|
|
|
will give them a preview of several of the NPCs they will meet later in
|
|
|
|
|
|
the campaign. It will also allow them to have insights into how to
|
|
|
|
|
|
handle those NPCs. The deck dreams that the PCs can experience are all
|
|
|
|
|
|
listed in the upcoming chapter, *The Deck Dreamers*. Feel free to skip
|
|
|
|
|
|
ahead and look over the options.
|
|
|
|
|
|
|
|
|
|
|
|
Now that the players have a guidebook, the most obvious next step is to
|
|
|
|
|
|
go talk to Diometron.
|
|
|
|
|
|
|
|
|
|
|
|
## Magic Items in Guest Services
|
|
|
|
|
|
|
|
|
|
|
|
Guest services contains four interesting magic items that the PCs can
|
|
|
|
|
|
take.
|
|
|
|
|
|
|
|
|
|
|
|
### Item: The Guidebook
|
|
|
|
|
|
|
|
|
|
|
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The guidebook is a leather-bound magical volume. It is found on a
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pedestal in guest services. It has several features:
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- One page for each exhibit. Every exhibit has a name, such as “The
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> Tavern of the South Gate.” Exhibits are sorted alphabetically by
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> name. The page has a blurb about the exhibit, just a paragraph or
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> two.
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```{=html}
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<!-- -->
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```
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- An index of residents. If you know the name of an person, you can
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> find the name of the exhibit they’re associated with.
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- A Cover with a painting of a compass. The compass is initially
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> pointing due north.
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- The Cover shows the name of the exhibit you are closest to, along
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> with a danger rating. In guest services, the book says “Closest
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> Exhibit: Guest Services. Danger: None”
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- A bookmark, attached to a string, attached to the guidebook’s spine.
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> The back of the guidebook explains that if you put the bookmark
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> into the page for an exhibit, the compass on the cover will point
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> toward that exhibit.
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The guidebook is very useful for finding an exhibit if you know the
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exhibit name or a person’s name. Unfortunately, it’s not useful for
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finding exhibits by content. If one of your players says, “I’m just
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going to read all the exhibits until I find one that has a spellcaster
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who knows *plane shift*,” say, “you read for a while, but the blurbs
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aren’t giving the information you need.” Give them the blurb from *The
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Radiant House* as an example. Point out that this exhibit definitely
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contains a wizard, Dardannon, but the blurb tells you next to nothing
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about him. There’s no information about whether he can cast *sending* or
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*plane shift*. There’s no mention of what magic items he might have in
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his house. It doesn’t even say what level of spellcaster he is. The
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point is: trying to use the blurbs to search for specific things just
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isn’t working.
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The rule for the guidebook is: if you know a person’s name or an exhibit
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name, the guidebook will help you locate the exhibit, and will also tell
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you a bit about the exhibit. But if you don’t have a name, it can’t
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help. Be upfront with the players about that simple rule.
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The other thing the guidebook can do is tell you what exhibit you’re
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standing on. This can be useful, for example, if you find an exhibit
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that contains a building, and you aren’t sure whether it is wise to
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enter or not.
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### Item: The Stabilization Iron
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When objects are taken from exhibits, they tend to stick around for
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about an hour, and then they vanish - in some sense, returning to their
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exhibit. They never vanish while you’re actively thinking about them or
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using them - they vanish when your attention turns elsewhere. This is
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the stasis effect in action.
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The stabilization iron looks like a tiny branding iron. Used like a
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branding iron, it will apply a stabilization glyph to any object taken
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from an exhibit. This will cause the object to last several days,
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instead of an hour. The stabilization iron can be found on a pedestal in
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guest services.
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Since both the guidebook and the iron are part of the guest services
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exhibit, they will both vanish after about an hour unless they are
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stabilized. This is advisable. To stabilize the stabilization iron
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itself, you will need two stabilization irons, so that the two can apply
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glyphs to each other. To get two irons, you have to take one from the
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pedestal, leave the room, and come back. Let the PCs figure out this
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little puzzle.
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The iron can be used an unlimited number of times per day. It can
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stabilize any object, animal, or person taken from an exhibit.
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Using the iron to stabilize a *person* who is part of an exhibit will
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have a surprising effect. NPCs in exhibits tend to forget new things
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very quickly. That is particularly true when you show them other
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islands: they have a mental block against thinking about other islands.
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These limitations make it largely impossible to have a productive
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conversation about the museum with an NPC. The stabilization glyph
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eliminates both these limitations. A stabilized NPC can remember
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everything you tell them for several days, and can observe and think
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about other islands. They can even travel with the party (if they’re
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able to climb ropes).
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The PCs may try to stabilize themselves. If they do, the stabilization
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glyph is indeed applied, but there is no effect.
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### Item: The Capture Device
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The *Capture Device* is used to create new exhibits in the museum. If
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there were written instructions, which there aren’t, this is what they
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would say:
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> Leave the museum, taking the capture device with you. Then, look for
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> an interesting person to add to the museum. Put the capture device in
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> the building with the interesting person. Activate the device, which
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> begins a countdown. Evacuate the building before the countdown
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> expires. When the countdown finishes, the entire building will be
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> captured as an exhibit.
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The device is found in guest services, in a locked closet. It can also
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be given to the PCs by the caretakers.
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The Capture Device is a metal cylinder, about three inches in diameter,
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and two inches tall. The cylinder has two halves, separated by a
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hairline crack. It radiates magic strongly. The two halves can be
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rotated relative to each other.
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If you activate it by rotating it, it says, “Exhibit capture in five
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minutes. Evacuate the building.” Then it starts a verbal countdown. At
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the end of five minutes, it tries to collect an exhibit. If it fails, it
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says one of the following error messages:
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- “Capture failed. Cannot capture inside the museum” - The device
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> simply doesn’t work inside the museum. You can’t capture what’s
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> already been captured.
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- “Capture failed. Powerful force resists capture” - The person being
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> captured gets to make a wisdom saving throw, DC15. If they make
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> the saving throw, then the capture fails. There are other
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> situations where a being or a place might be too powerful to
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> capture.
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- “Capture failed. Must be inside a structure” - The device is meant
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> to be placed inside a building or similar structure. It will
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> capture the whole building. It can also work inside a fenced-in
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> area. If it’s not inside a structure, the device doesn’t know what
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> area to capture.
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- “Capture failed. Exhibit does not contain an exotic person, animal,
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> or anomaly” - The exhibit must contain something worthy of the
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> Museum. This is up to the DM’s discretion.
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- “Capture failed. Exhibit may contain at most two people” - This
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> version of the device can only capture two people, maximum.
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If one of these errors occurs, it will be spoken at the end of the
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countdown, and again when somebody picks up the device. But if
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everything goes right, there will be a “whoomp,” and the area will get
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sucked into the Museum, along with its inhabitants. What is left behind
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is typically a crater.
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Of course, if you try to use this device inside the museum, you just
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keep getting the message “cannot capture inside the museum.”
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There is only one *Capture Device* - it is a rare object in the museum
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that is *not* in stasis. When you take it from its pedestal, the
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pedestal doesn’t refill. Unlike other things found in the museum, you
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can take it out of the Museum. When it successfully captures a new
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exhibit, the capture device goes to the Museum along with everything
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else in the exhibit. Then, the caretakers will put it back on its
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pedestal, and it will take several months to recharge.
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After the party finally escapes from the museum, they will have the
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capture device with them. If they activate the capture device and then
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fail to evacuate the building, then in theory, some of the party members
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could get pulled back into the museum. That would not be fun. Don’t
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allow this to happen: just make up an excuse. There are several excuses
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built-in to the device: it can’t capture more than two people (and the
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party is probably more than two people), and it allows a saving throw
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(at least one party member can probably succeed at the save). If those
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excuses don’t work, make up a different excuse.
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### Item: The Potion of Willpower
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In guest services, there is a small chest designed to help you with the
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harpy exhibit. The chest contains a monk robe and a “potion of
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willpower.”
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Orethys provides the potion as a means to resist the charms of the
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Harpies. But the potion is actually a general-purpose potion that gives
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a +5 on wisdom saving throws, for an hour or so. The PCs can
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successfully use it for anything wisdom-save related.
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## Escaping the Museum
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After exploring the bottom floors of the museum, the PCs will be ready
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to escape the Museum. The escape process is fairly linear. There’s a lot
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to do before the PCs can actually leave!
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### Meeting Diometron
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Diometron is a rogue modron. Orethys’ interest in him is purely because
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rogue modrons are rare. Here is what the guidebook has to say about
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Diometron:
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\<WRITE BLURB ABOUT DIOMETRON\>
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Diometron became a rogue modron when his traveling party encountered a
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group of slaads. One slaad infected Diometron with slaad reproductive
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essence. Fortunately for Diometron, modrons are very resistant to
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elemental chaos. The slaad essence has not been able to take him over.
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But it’s still in there, trying.
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When Diometron was infected, he asked his superiors what to do. They
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decided that he was too badly damaged to repair, so they instructed him
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to report for incineration. Diometron did not comply, instead, he fled
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and went into hiding. He was hiding in a garden shed when Orethys
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captured him. He now sleeps in the garden shed, but he explores the
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museum when he is awake.
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When Diometron first went rogue, he was a duodrone. Contrary to popular
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belief, duodrones are not stupid: they just lack independence. If it
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were not for the slaad essence inside him driving him toward
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independence and free-thinking, he would have submitted to incineration.
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It is well known that most rogue modrons become quadrones. You might
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wonder how this is possible. It is because modrons come from the factory
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with the hardware necessary to change their own configuration. When a
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modron is given a promotion, the modron automatically transforms into
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the correct shape for their new rank. Most people don’t realize it, but
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modrons are actually shape-changers: people don’t realize it because
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modrons only change their shape in response to promotion.
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When a modron shape-changes, they always do so with an approved
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blueprint. Modrons come from the factory with four blueprints
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preinstalled: monodrone, duodrone, tridrone, and quadrone. To upgrade
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beyond that point, they must obtain a higher-level blueprint from their
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superior.
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When a modron goes rogue, they already have everything they need to
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self-promote to quadrone. They cannot promote beyond that point, because
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they don’t have a blueprint for anything beyond quadrone.
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A healthy modron would never, ever consider making up their own
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blueprint. The results would be utterly unpredictable, and modrons
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loathe unpredictability. But Diometron is modron corrupted by slaad
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essence. When he realized he was trapped on a floating island, he
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started wishing that his quadrone wings were not vestigial. The more he
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thought about it, the more it occurred to him that it would be a fairly
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simple modification to the blueprint to make the wings functional. He
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agonized over whether or not it would be lawful to invent one’s own
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blueprint. But in the end, he succumbed to temptation. Diometron can now
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fly around the exhibits.
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Diometron is resistant to the stasis effect: unlike all the other museum
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denizens, he does not forget everything he sees. He explains this as
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follows: “My memory systems have multiple layers of redundancy to
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prevent data loss. The museum keeps trying to reset my memory, but my
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systems keep restoring my memory from backup. This has been going on for
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seventy years. I am confident that I will not experience data loss.” It
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is a side effect of the “axiomatic mind” power that all modrons possess.
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Diometron knows that he is corrupted by chaos, and it terrifies him. He
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believes that he is not a force for good in the universe - he believes
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that he is likely to spread chaos, and that’s the worst thing a being
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can do. For this reason, he is very glad that he lives in the Museum of
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Orethys. He knows that everything the museum is in stasis, and
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therefore, it is not really possible to harm anyone in the museum.
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Diometron is afraid to interact with anyone who is not in stasis,
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because he is afraid that he will spread chaos and corruption to them.
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Periodically, Diometron will say that he “should have reported for
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incineration.” He has a severely damaged sense of self-esteem.
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Diometron’s name is a name that he gave himself. It is a combination of
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the following words:
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- Di, meaning two.
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- Metric, meaning measurement systems.
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- Tron, meaning a mechanism.
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So he views himself as a mechanism with two different, incompatible
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value systems: one, his original modron value system, and two, the value
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system of the slaad inside him. He does not think these are separable:
|
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like it or not, he is part slaad now. So he must constantly struggle to
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balance his modron values with his slaad values. In reality, he is far,
|
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far more modron than slaad. Probably 90% modron, 10% slaad. He is not
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overtly chaotic at all. But the slaad influence does enable him to act
|
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with some independence from the modron collective.
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Diometron is an intensely curious person. He has studied everything
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there is to study in the museum. He has read every book in Dame Kenere’s
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library multiple times, and he is proud of what he has learned. He will
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point out, whenever given the opportunity, that he is an “excellent
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swordsman,” an “excellent wizard,” an “excellent musician,” an
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“excellent bartender,” an “excellent weaver,” and everything else under
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the sun. He proclaims his skill in a matter-of-fact way, but he is quite
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proud. In reality, he’s good at several of those things, and he
|
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overestimates his ability at some of them.
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The fact that Diometron brags a little is essential to the plot:
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Diometron must tell the players, “*I am an excellent Wizard*.” That way,
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it will occur to them that maybe he can cast *sending*.
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Diometron is lonely. He talks to everyone in the museum, but of course,
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nobody can remember him, and that makes him feel disconnected. He does
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sometimes talk to the caretakers, but there’s a problem: the caretakers
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are obligated, by geas, to try to keep him in his exhibit. Whenever
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Diometron talks about what he has been doing, the caretakers are forced
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to respond, “you shouldn’t be doing that, you should be in your
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exhibit.” They never give him any encouragement, because they *can’t*.
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So it’s not much fun for diometron to talk to the caretakers, and the
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caretakers don’t enjoy stomping on Diometron’s spirit either. So they
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don’t talk that often.
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Diometron has a strange verbal tic: he doesn’t use contractions. He
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always says “do not” instead of “don’t,” he always says “I will not”
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instead of “I won’t.” When he talks, he repeatedly tilts his head from
|
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side to side. He says, “I am an excellent speaker of your common
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tongue.”
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Even when Diometron is saying something sad, like “I am corrupted by
|
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chaos, I should have been incinerated,” he speaks in a bright, cheery
|
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|
voice. His emotions are not expressed through tone of voice.
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If the PCs look for Diometron, the guidebook will guide the PCs to the
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shed. Diometron may or may not be there (flip a coin.) If not, the PCs
|
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can wait around and Diometron will eventually show up. If the PCs ask
|
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the caretakers about Diometron, the caretakers will tell the PCs that
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this is the right way to find him - just wait at his shed.
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The shed itself is utterly uninteresting: a completely mundane gardening
|
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shed. Diometron sleeps while standing in a corner. He sleeps in his own
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exhibit as a concession to the caretakers: they wanted him to stay in
|
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his exhibit, he wanted to explore the museum, so he compromised and
|
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agreed to sleep in his exhibit - at least that way, he’s there some of
|
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the time. The caretakers acknowledged that they had no power to force
|
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him, so they eventually just shrugged and accepted the deal.
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When Diometron first sees the PCs, he is terrified (because he is afraid
|
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he’ll spread chaos), but he is also fascinated - these are the first new
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people he’s seen in decades. Then he notices something that is very
|
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important to him: He says, “I have sensors that can detect the presence
|
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of elemental chaos. The level of chaos in your bodies is elevated. You
|
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|
are corrupted by chaos. I am also corrupted by chaos.” Suddenly, he
|
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feels a strange kinship for the PCs. He is also less afraid of
|
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corrupting them, because they are already corrupted.
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Of course, the chaos that Diometron detects is a side effect of using
|
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|
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the Deck of Many Things. The deck is one of the most powerful chaos
|
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|
artifacts in the multiverse, and it leaches elemental chaos into
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everything it touches.
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Diometron loves to talk. He is happy to explain anything that the PCs
|
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care to ask him.
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If the PCs suggest that Diometron could escape the museum with them,
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Diometron will balk. Diometron is terrified of the idea of spreading his
|
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|
chaos outside the museum. If the PCs are persuasive enough, they may be
|
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|
|
able to move Diometron to warm up to the idea.
|
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Diometron is relevant to the PCs for two reasons:
|
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- He is a 6th level wizard who can cast *sending*.
|
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- Other than the caretakers, he is the only NPC in the museum who can
|
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|
> remember the PCs.
|
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But aside from that, Diometron is designed to be a likeable NPC. He is
|
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|
|
friendly, he is cheerful, and he is enthusiastically helpful.
|
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|
Furthermore, he has some qualities that should tug at their heartstrings
|
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|
|
a little bit. It is intended that the PCs should relatively quickly
|
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|
|
develop a friendship for Diometron. This is important to the plot: later
|
|
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|
|
|
in the campaign, the PCs will be given the opportunity to dismantle the
|
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|
|
|
entire museum. If the PCs care about the NPCs in the museum, if they
|
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|
|
have emotional investment in their well-being, then freeing the NPCs
|
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|
|
from the museum will be a goal that feels important to them.
|
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|
|
### Sending a Distress Call
|
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The PCs will want to contact a friend outside the museum, to ask for
|
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|
|
help escaping the museum. The most likely way to do that is to ask
|
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|
|
Diometron to cast *sending*.
|
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If the PCs ask Diometron to cast *sending*, he points out there’s a
|
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|
|
catch: “In order to cast *sending*, I have to be familiar with the
|
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|
|
recipient. All my colleagues used to be modrons, but I cannot safely
|
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|
|
contact them, because they want to incinerate me. There is nobody
|
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|
|
outside the museum that I can contact, because I lack familiarity with
|
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|
|
everyone outside the museum.”
|
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|
|
The PCs can work around this in several different ways:
|
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|
|
- The PCs could try to tell Diometron about a friend outside the
|
|
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|
|
> museum. For it to work, the PCs must do at least two or three of
|
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|
|
> the following:
|
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|
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|
|
- Use *Disguise Self* to make themselves look like the friend.
|
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|
|
- Make a good performance roll to act like the friend.
|
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|
|
- Use the *Encode Thoughts* cantrip to give Diometron a thought of
|
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|
|
> the friend.
|
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|
|
- Ask Diometron to cast *Detect Thoughts*, then visualize the
|
|
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|
|
> friend.
|
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|
|
- Use telepathy to communicate an impression of the friend.
|
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|
|
- Give a detailed, compelling verbal description of the friend.
|
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|
|
- There may be other ways.
|
|
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|
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|
|
- The PCs could ask Diometron to contact Dame Kenere. Diometron has
|
|
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|
|
> read all her books, and has seen her portrait many times. That is
|
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|
|
> familiar enough.
|
|
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|
|
|
|
|
|
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|
|
- The PCs could ask Johann, the Dreaming Ghost, instead of asking
|
|
|
|
|
|
> Diometron. Johann can enter the dreams of people all over the
|
|
|
|
|
|
> multiverse, and Johann, being inside the PCs’ dream, can easily
|
|
|
|
|
|
> see who the PC is thinking of. The only catch is that Johann can
|
|
|
|
|
|
> only talk to people in their dreams. If the friend is somebody who
|
|
|
|
|
|
> pays attention to dreams (priests usually do, and so do mystics),
|
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|
|
|
> great. If not, there is a chance they might ignore their dream.
|
|
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|
|
Once the PCs figure all this out, they send the message. The actual
|
|
|
|
|
|
content of the message isn’t that important. “We’re trapped in a big
|
|
|
|
|
|
weird cavern, we can’t get out” is sufficient. It also isn’t especially
|
|
|
|
|
|
important who they send the message to: we can just assume that whomever
|
|
|
|
|
|
they contact will eventually pass the message on to the right person.
|
|
|
|
|
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|
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|
|
One person the PCs could try to contact is Green. If they try, Green
|
|
|
|
|
|
says, “We’ve been trying to find somebody who can plane shift to where
|
|
|
|
|
|
you are, with no luck. Now that you’re in verbal contact, maybe there’s
|
|
|
|
|
|
new options. I’m going to talk to my diviner, just hold tight.” Green
|
|
|
|
|
|
and his diviner end up passing the message on to the right person, and
|
|
|
|
|
|
the rescue is underway.
|
|
|
|
|
|
|
|
|
|
|
|
One challenge here is that the players did very little roleplaying
|
|
|
|
|
|
outside the museum, so they may not be able to think of anybody to send
|
|
|
|
|
|
the distress call to. So during character creation, when you ask your
|
|
|
|
|
|
players to create background stories, make sure they include at least
|
|
|
|
|
|
one living friend in their background story. That way, they’ll have
|
|
|
|
|
|
somebody to send to.
|
|
|
|
|
|
|
|
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|
|
Regardless of the details of how they do it, the players will eventually
|
|
|
|
|
|
get a message out.
|
|
|
|
|
|
|
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|
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|
|
When the players send their distress call, the message gets passed from
|
|
|
|
|
|
person to person. As a DM, it will be on you to invent a chain by which
|
|
|
|
|
|
the message ends up in Tymora’s ear. Maybe the PC sent a distress call
|
|
|
|
|
|
to his wife, and the wife talked to her priest, and that priest talked
|
|
|
|
|
|
to another priest, who happened to be a priest of Tymora. It doesn’t
|
|
|
|
|
|
matter what the exact sequence of communication was, it’s only important
|
|
|
|
|
|
that somehow, the PC’s distress call reaches Tymora.
|
|
|
|
|
|
|
|
|
|
|
|
Shortly after sending the distress call, the PCs get a *sending* from
|
|
|
|
|
|
somebody they don’t know:
|
|
|
|
|
|
|
|
|
|
|
|
> “Hi! I’m Joycie, I can probably get you out. I need you to try to find
|
|
|
|
|
|
> a teleportation circle. If you find one, use *sending* to send me the
|
|
|
|
|
|
> sigil sequence - that’s the series of arcane runes that surround the
|
|
|
|
|
|
> circle. As soon as I get that sigil sequence, I’ll be there. Also,
|
|
|
|
|
|
> give thanks to Tymora!”
|
|
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|
|
|
|
|
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|
|
The message is from Joycie, a powerful priestess of Tymora who can cast
|
|
|
|
|
|
*plane shift*. She will be the one to eventually get the players out of
|
|
|
|
|
|
the museum. So next, a brief digression, about why Tymora is getting
|
|
|
|
|
|
involved.
|
|
|
|
|
|
|
|
|
|
|
|
### What Tymora Wants
|
|
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|
|
Tymora is very upset about the Deck. She feels like the god who created
|
|
|
|
|
|
the deck is trying to steal the portfolios of Good Luck and Bad Luck.
|
|
|
|
|
|
The PCs will soon meet some priestesses of Tymora, and the priestesses
|
|
|
|
|
|
will be direct about Tymora’s problem. Here is how they will explain it:
|
|
|
|
|
|
|
|
|
|
|
|
> Let me ask you something: Who do you think created the Deck? Most
|
|
|
|
|
|
> people would assume that it was Tymora and Beshaba. After all, the
|
|
|
|
|
|
> most powerful luck-dispensing magic item in the universe would surely
|
|
|
|
|
|
> have been created by the gods of luck, wouldn’t it? But as it turns
|
|
|
|
|
|
> out, Tymora and Beshaba didn’t create the deck. So who did?
|
|
|
|
|
|
>
|
|
|
|
|
|
> We know it wasn’t created by a mortal, because it’s just way too
|
|
|
|
|
|
> powerful. Think about it: it’s been conjuring dozens of magic items,
|
|
|
|
|
|
> it’s granted tons of wishes. No magic item created by a mortal could
|
|
|
|
|
|
> do that. So it has to have been created by a god, and a powerful one
|
|
|
|
|
|
> at that. But which one? We don’t know.
|
|
|
|
|
|
>
|
|
|
|
|
|
> But people are starting to say that there’s a “new” god of luck in
|
|
|
|
|
|
> town. People are saying, “If you want good luck, go to Tymora. But if
|
|
|
|
|
|
> you *really* need good luck desperately, go to the Deck of Many
|
|
|
|
|
|
> Things.” People are saying that whoever created the deck is a more
|
|
|
|
|
|
> powerful luck god than Tymora. She’s losing a lot of respect in the
|
|
|
|
|
|
> eyes of the population.
|
|
|
|
|
|
>
|
|
|
|
|
|
> Funny thing is, Tymora’s a young goddess, only a few thousand years
|
|
|
|
|
|
> old, we think the deck is much older. Ancient records mention it a
|
|
|
|
|
|
> long, long time ago. Yet despite that, this hasn’t ever been a problem
|
|
|
|
|
|
> before.
|
|
|
|
|
|
>
|
|
|
|
|
|
> In the past, the deck used to appear once every hundred years or so.
|
|
|
|
|
|
> It would turn somebody’s life upside down, and then it would vanish,
|
|
|
|
|
|
> not to be heard from again for another hundred years. It never stuck
|
|
|
|
|
|
> around longer than two or three days. People tried to put it into
|
|
|
|
|
|
> vaults, they tried to guard it, but nonetheless always disappeared
|
|
|
|
|
|
> after just a few days. By the time the news got out to the public that
|
|
|
|
|
|
> the deck had made an appearance, it was already gone. So the public
|
|
|
|
|
|
> never had a chance to actually see the deck, and there was always a
|
|
|
|
|
|
> lot of skepticism about whether it even existed at all or whether it
|
|
|
|
|
|
> was just a bedtime story. People used to hear about it, and then
|
|
|
|
|
|
> realize it was already gone, and they would forget about it just as
|
|
|
|
|
|
> quickly.
|
|
|
|
|
|
>
|
|
|
|
|
|
> But this time, the Deck has been sticking around. Green’s been running
|
|
|
|
|
|
> his little draw-cards business for several months now. We have no idea
|
|
|
|
|
|
> why the deck isn’t vanishing this time, but it’s not. So this time,
|
|
|
|
|
|
> it’s really entered into the public imagination in a way that it never
|
|
|
|
|
|
> has before, and that’s what’s threatening to Tymora - public
|
|
|
|
|
|
> perceptions are essential to a goddess keeping her worshippers, and
|
|
|
|
|
|
> being perceived as “the second-best goddess of luck” would be deadly
|
|
|
|
|
|
> to her.
|
|
|
|
|
|
>
|
|
|
|
|
|
> Now, as for me, as a priestess of Tymora, I actually don’t care who’s
|
|
|
|
|
|
> more powerful. I trust Tymora. She isn’t just a goddess of luck, she’s
|
|
|
|
|
|
> also a kind and caring goddess and I just think it’s best for the
|
|
|
|
|
|
> universe if she’s the goddess of luck, as opposed to some cold and
|
|
|
|
|
|
> amoral god who just likes randomness. So that’s why I’m sticking with
|
|
|
|
|
|
> Tymora to the end. But other people might not see it that way.
|
|
|
|
|
|
>
|
|
|
|
|
|
> So now Tymora finds herself in the position where she has to defend
|
|
|
|
|
|
> her turf. She’s not an aggressive goddess at all, she doesn’t want to
|
|
|
|
|
|
> start a war. But she can’t let another god position himself as the
|
|
|
|
|
|
> most powerful god of luck. If you’re a god, protecting your portfolio
|
|
|
|
|
|
> is mandatory - if you don’t, you’ll fade out of existence.
|
|
|
|
|
|
>
|
|
|
|
|
|
> So now Tymora wants to try to negotiate with this other god. That’s
|
|
|
|
|
|
> where you guys come in. Tymora can see lines of telepathic connection
|
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> radiating out from you - she can see that you’re connected to some of
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> the other people who drew cards from the deck. She also thinks you
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> might be connected to the god who created the deck. She hopes she can
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> trace those lines of force to find the other god. But to do that, she
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> needs you to strengthen your telepathic connection to the god who made
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> the Deck.
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>
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> We also want to buy the Deck from Green. Tymora doesn’t want to take
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> it by force, that wouldn’t be right. So she isn’t going to appear in
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> her full glory in front of Green, that would be a show of force, and
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> Green might interpret it as a threat. She doesn’t want to do that. So
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> she wants to send a low-level ambassador instead. She thinks you guys
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> would make great ambassadors, because you already know Green. We also
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> think you can escort one of our priestesses to Green.
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Of course, you won’t be able to remember this whole monologue. Just
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remember these bullet points:
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- About the Conflict between Tymora and the God who made the Deck:
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- Tymora didn’t create the deck.
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- People are saying the deck’s creator is the “new” god of luck.
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- Tymora isn’t going to allow some other god to take over her job!
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- About Tymora and the Deck:
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- Tymora is a young goddess. The deck is much, much older.
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- In the past, Tymora never had a conflict with the deck, because
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> it never stuck around.
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- This time, the deck has been doing its thing for months and not
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> disappearing.
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- About Tymora and the Telepathic Channels:
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- Tymora can sense a “channel” connecting the PCs to the god who
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> created the deck.
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- Tymora wants to track the channel to find that god, but the
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> connection is too weak.
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- Tymora wants the PCs to strengthen that connection by
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> interacting with the deck some more.
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- About Tymora and Green:
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- Tymora wants to buy the deck from Green.
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- She thinks the PCs will make good negotiators, because they know
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> Green.
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Tymora’s desire to help the PCs is, to a degree, self-serving - she’s
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helping because she needs something in return. But Tymora is still a
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good goddess, and she isn’t going to do anything to hurt the PCs. She
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really is going to rescue them from being imprisoned in the Museum, and
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she’s not being unreasonable in asking for help with her problem.
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### The Teleportation Circle and the Medusa
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Joycie needs the PCs to find a teleportation circle. There is only one
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teleportation circle in the museum, in the medusa exhibit. From the
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Guidebook:
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The face of a Medusa is amazingly beautiful, in a strange and
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otherworldly way. Some people say it is a blessing from the gods, other
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say it was her beauty that led to her being cursed. Sadly, few ever get
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to see her face and tell the tale.
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Fortunately, you can look at a Medusa in a mirror without getting
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petrified. The traditional approach is to shine your shield to a
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mirror-like finish, then walk up to her backward while looking at her in
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your shield. If the arrows in your back make you question the wisdom of
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the traditional approach, do not worry: your friend Orethys is here!
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I built a hall of mirrors, and I teleported a Medusa into the back of
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it. You can enter the front. I have timed it: it takes her 16 minutes to
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get to the front of the mirror-labyrinth. That gives you about 14
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minutes to enjoy her beauty and 2 minutes to flee the exhibit. Of
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course, I could have just given you a potion of protection against
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petrification, but where would be the fun in that? This is so much more
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entertaining.
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By the way, some people say that if a Medusa sees her own reflection,
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she will be petrified. I can assure you that is not the case. The
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reflection of a Medusa is safe, for you and for her as well.
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The sigil sequence for the teleportation circle is, in rune-script,
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“*put medusa here*.” Most PCs probably can’t read rune-script, but
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Diometron can: he learned it from a book in Dame Kenere’s library.
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Creating this exhibit was a multi-step process. Here is how Orethys did
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it:
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- Step 1. Build a hall of mirrors.
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```{=html}
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<!-- -->
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```
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- Step 2. Put a teleportation circle in the back of the hall.
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- Step 3. Give the sigil sequence to a friend.
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- Step 4. The friend teleports a medusa into the circle.
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- Step 5. The instant the medusa arrives, Orethys captures the hall
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> into the museum.
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The outside of the exhibit is a rectangular stone building - a sturdy
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bunker designed to keep the medusa contained. The inside of the building
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is a mirror maze. The building has about a dozen steel doors around the
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outside of it. Each steel door has a sturdy deadbolt that can only be
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operated from outside the maze. The medusa cannot get out unless the PCs
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open a door. One of the doors is marked, “use this door,” and another is
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marked, “do not use this door!”
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The PCs might wonder why there are so many doors. Here’s why: Orethys
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didn’t know which path the medusa would take inside the maze. Rather
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than try to guess, he accounted for every possibility: he built entry
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|
doors all over the maze. Then, he waited until the medusa was in the
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museum, and he observed her. She always follows the exact same path,
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because she is in stasis. Because she always follows the exact same
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path, there is a door that she reaches first, a door she reaches second,
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and so forth, until the one door she reaches last. Orethys made a note
|
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of which door she reaches last, and marked it “use this door.”
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There is also a door right by the teleportation circle where the medusa
|
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|
|
is initially standing. That door is marked, “do not use this door!”
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|
There are several ways that the PCs can find out that the medusa exhibit
|
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|
|
contains a teleportation circle. One is to enter the medusa exhibit. As
|
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|
soon as you’re in the exhibit, the circle is quite visible, reflected in
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|
the mirrors.
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|
Another way to find out is to look carefully at the pictures of the
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|
|
medusa exhibit on the wall in guest services. When the PCs are in guest
|
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|
|
services, if they do the museum in the usual order, then they aren’t
|
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|
|
specifically looking for a teleportation circle at that time. So of
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|
|
course they won’t consciously notice it.
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|
Later, when the PCs learn they need a teleportation circle, let them
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|
make an easy insight roll. When they inevitably succeed, tell them
|
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|
|
“you’re sure you’ve seen some kind of magic circle in the museum… you’re
|
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|
|
just not 100% sure where.” Let them enjoy a little hunt. If they go back
|
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|
|
to guest services and check the pictures, they automatically spot it.
|
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|
To get the sigil sequence of the teleportation circle, you will have to
|
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|
|
get the medusa out of the way. One way to get her out of the way is to
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|
|
kill her. That’s pretty hard for low-level characters. But it’s not
|
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|
|
actually necessary. Instead, you can have one party member enter the
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|
|
maze through the “safe” door. Then, the party member waits until the
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|
|
medusa is about halfway between the back and the front. The party member
|
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|
|
signals a friend, who enters the “unsafe” door, and memorizes the sigil
|
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|
|
sequence of the teleportation circle. Then both people get the heck out.
|
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|
|
They can then relay the sigil sequence to the rescue party, warning the
|
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|
|
rescue party that they will have to tangle with a medusa. The rescue
|
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|
|
party is high-level, they are not worried about a medusa.
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|
If the PCs ask whether they can figure out the layout of the exhibit
|
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|
|
from the pictures in guest services, just say, “yes, easily,” and hand
|
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|
|
them the map of the medusa exhibit.
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|
The PCs can safely study the door mechanism. It takes the medusa at
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|
|
least two minutes to reach any door other than the one she starts at. So
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|
the PCs have time to open a door, examine the mechanism, and close and
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|
|
lock the door before anything bad happens. There is not much to see:
|
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|
|
ordinary hinges, and an ordinary deadbolt, very sturdy. The door frame
|
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|
|
has a metal flange to make it impossible for the medusa to poke a
|
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|
|
thieves tool between the door jamb and the door. It is designed to be
|
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|
|
only openable from the outside.
|
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|
When the PCs are inside the maze, they can easily see the medusa moving
|
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|
|
around in the mirrors. It’s impossible to tell where she is - the
|
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|
|
reflections of reflections are just too disorienting - but it’s easy to
|
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|
|
tell how close she is, because the largest reflection in the mirror will
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|
|
keep getting larger as she gets closer.
|
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|
It is possible that a character might have some means of sensing the
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|
|
medusa other than sight. If so, that’s a nice victory for that
|
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|
|
character.
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|
Some players may try to reason with the medusa. Bear in mind that the
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|
|
medusa was attacked by a wizard who teleported her into a mirror maze.
|
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|
|
Because she is in stasis, she thinks this just happened five minutes
|
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|
|
ago. She is and always will be both panicked and angry. But if you’re
|
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|
|
persuasive enough, it is possible.
|
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|
|
|
|
|
|
|
|
### The Priestesses Arrive
|
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|
When the players get the sigil sequence from the teleportation circle,
|
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|
|
and send it to Joycie, Joycie immediate uses *plane shift* to come to
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|
|
the teleportation circle, and she brings her friend and coworker, Lada.
|
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|
|
If the medusa is in there, Joycie is more than tough enough to handle
|
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|
|
the medusa.
|
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|
|
Joycie is a powerful lv 14 Cleric of Tymora, she works at Tymora’s
|
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|
|
|
primary temple in Brightwater. Her life is very busy: when a lower-level
|
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|
|
priest needs help with something particularly difficult, they often go
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|
|
to Joycie. This month, Joycie is on *plane shift* duty - she’s pretty
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|
|
much spending the whole month ferrying people around the multiverse. She
|
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|
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|
|
will get the PCs out of the demiplane, but that’s as much help as she
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|
|
can offer. She’s an essential worker at the temple in Brightwater, and
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|
|
she can’t be spared for long.
|
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|
|
Lada is only a lv 3 cleric, but she’s Tymora’s best theoretical
|
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|
|
|
fortunologist. She has a huge passion for research into how magical luck
|
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|
|
|
spells work. Another favorite topic of hers is the Deck of Many Things,
|
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|
|
|
|
though she’s never been able to research one except through dusty tomes.
|
|
|
|
|
|
Tymora specifically asked Lada to spend time with the players: Tymora
|
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|
|
knows that Lada will investigate the Deck with great enthusiasm.
|
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|
|
Both Joycie and Lada are genuinely good allies for the players to know.
|
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|
|
They are trustworthy and smart and will do their best to help in any
|
|
|
|
|
|
situation. This is not just because Tymora assigned them this task, it’s
|
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|
|
|
|
also because they’re just plain good people.
|
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|
|
Joycie is bubbly and friendly, she has a happy-go-lucky attitude. She
|
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|
|
assumes things are going to go great, and she’s usually right - after
|
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|
|
all, serving Lady Luck has its benefits. She likes to flirt with cute
|
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|
|
|
|
guys, but she’s not actually looking for a date, she’s just playing.
|
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|
|
She’s also quite busy, she can’t stick around long. Joycie appears
|
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|
|
human, but quite tall: 7 feet tall, and her forehead is prominent. She’s
|
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|
|
|
one-eighth hill giant.
|
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|
|
Lada is very shy and awkward, but once she finally feels comfortable
|
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|
|
around you, she becomes quite warm. She is very passionate about her
|
|
|
|
|
|
research. She thinks that magical luck is much more strange and powerful
|
|
|
|
|
|
than it appears to be. She has devised dozens of experiments to test
|
|
|
|
|
|
what magical luck spells are capable of doing. She knows exactly how
|
|
|
|
|
|
they impact probability and statistics. Lada is a youngish halfling,
|
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|
|
with a mop of wild curly hair.
|
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|
|
Joycie won’t stick around long, but Lada will. Lada’s serves several
|
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|
|
|
purposes: first, it’s important for the players to have friendly NPCs
|
|
|
|
|
|
that they care about, so that they feel invested in the world and so
|
|
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|
|
that they feel like the world is worth protecting and saving. Second,
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|
|
Lada raises weird questions that the players can think about and even
|
|
|
|
|
|
research during the course of the campaign. This will make the world
|
|
|
|
|
|
more mysterious and interesting for them. Finally, Lada can be a channel
|
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|
|
through which the DM occasionally gives hints to the players.
|
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|
|
In combat, let the players take turns controlling Lada. She strongly
|
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|
|
|
prefers to spend her combat actions healing, blessing, and buffing. She
|
|
|
|
|
|
rarely deals damage directly. If the PCs try to push her around and tell
|
|
|
|
|
|
her to get on the front lines, she refuses. If the PCs mistreat her in
|
|
|
|
|
|
any significant way, she will leave the party, with Tymora’s blessing:
|
|
|
|
|
|
Tymora won’t subject her priestesses to abuse, Tymora will find another
|
|
|
|
|
|
way to research the deck. Lada is always one level lower than the rest
|
|
|
|
|
|
of the PCs, and she is only ever in a support role.
|
|
|
|
|
|
|
|
|
|
|
|
When the two priestesses appear in the teleportation circle, they
|
|
|
|
|
|
introduce themselves. Lada is quiet and withdrawn because of her
|
|
|
|
|
|
shyness, but she’s secretly in awe of the PCs because they have had
|
|
|
|
|
|
contact with the Deck. Joycie is her outgoing bubbly self.
|
|
|
|
|
|
|
|
|
|
|
|
Joycie presents the players with Tymora’s request: “I need to be honest.
|
|
|
|
|
|
We are here to rescue you, but we’re not just here to rescue you - we
|
|
|
|
|
|
were hoping for your help with something.” She gives the explanation in
|
|
|
|
|
|
the previous chapter, *What Tymora Wants*.
|
|
|
|
|
|
|
|
|
|
|
|
The plot of the entire campaign revolves around the PCs joining into the
|
|
|
|
|
|
service of Tymora. They must accept the job. If the PCs refuse, do
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whatever you have to do to convince them. The best way to do this is to
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make an impassioned but reasoned argument. For example, Joycie could
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say, “Tymora is a genuinely good goddess, and she needs help. If Tymora
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|
were to lose her position as the goddess of Luck, I can’t imagine what
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terrible echoes that would have for the universe. And don’t forget, she
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|
went out of her way to help you when you were in trouble. If you do
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agree, you’ll have the gratitude of our priesthood for the rest of your
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lives. Please, we really do need your help.”
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|
### A Failed Departure
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When the PCs are ready to leave the Museum, Joycie instructs everyone to
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form a circle. She takes out a tuning fork for the Outlands, and casts
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*plane shift*. Joycie and Lada vanish, but the PCs are still in the
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museum. A few minutes later, the PCs get a *sending* from Joycie: “What
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happened? Are you still in the museum? I’m going to take a long rest,
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we’ll come try again in the morning.”
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Here’s what went wrong: as explained in the *Golden Goats* blurb, it is
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physically impossible to remove a piece of an exhibit from the
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demiplane, even using *plane shift*. The PCs are part of an exhibit.
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They will have to buy their freedom in order to leave.
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### Two Divine Visitations
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While waiting for the two priestesses to return, the PCs will receive
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visitations from two goddesses.
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#### Selune
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The PCs are sitting around doing not much, waiting for Joycie to return.
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Suddenly, the scene shifts: they are in a grassy field, surrounded by
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hills, at night. The moon is absolutely enormous in the sky, and
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everything is bathed in silvery moonlight. A female figure descends from
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the sky, wearing a long flowing dress. She settles on the grass in front
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of the PCs. It is Selune. She says:
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> Tymora is one of my best friends, and she is as trustworthy and kind
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> as a goddess can be. But she is making a mistake. I encourage you to
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> work with her, but just be aware: there will come a point in time when
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> you have to tell her to stop what she’s doing.
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>
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> Here is what I ask of you: keep your eyes open. Use your brains. If
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> you see her do something that you think is going to cause harm, you
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> must speak up. Tell her, or tell her priestesses. Do not be overawed
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> by her divine presence. You speaking up at an appropriate moment may
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> be all that stands between her and disaster.
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The PCs can then talk to Selune. They will probably ask “What *kind* of
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mistake is she making? What do you know about this situation? Give us
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details.” Selune responds:
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> A long, long time ago, I made a promise to keep a secret. I am bound
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> by that promise: I could not break it if I wanted to. Because of that
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> promise, I cannot give you any more details than I already have. I am
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> relying on you to figure out what it is that I cannot say. I have seen
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|
> you in the museum: you are clever, and you are good at figuring things
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> out. I trust that you will discover what you need to before it is too
|
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> late.
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So here’s the backstory that you can’t tell to your players: when the
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universe was young, Omta planted the seeds of randomness, knowing full
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well that the creator of the universe would *not* be happy about what
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Omta had done. After planting that seed, Omta fled and hid, hoping that
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nobody saw what he did. However, somebody *did* see: Selune. Selune
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tracked Omta back to his hiding place, and asked: “what did you do, and
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why?” After hearing Omta’s explanation, Selune decided it was for the
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best: the universe really *would* be better with some randomness. She
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promised to Omta that she would not reveal what he had done. She
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promised that she would let his existence and his hiding place remain a
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secret. Selune has kept his secret for millenia.
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So now, Omta is still in hiding, and now Tymora is trying to track down
|
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Omta to his hiding place, in order to challenge him for the portfolio of
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Luck. Selune thinks this is a mistake: she thinks there is no real
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conflict between Omta and Tymora, and she thinks a war between them
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would be a disaster. She approached Tymora and advised Tymora to leave
|
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|
|
the Deck alone. However, because of her promise to Omta, she couldn’t
|
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|
|
give any further explanation to Tymora. Tymora trusts Selune, but she’s
|
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not willing to simply do what Selune tells her to do with no
|
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explanation. Tymora, exasperated at Selune’s unwillingness to explain
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her reasoning, told Selune that she will persist until somebody gives
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her a clear, logical reason why she shouldn’t.
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When the PCs speak to Selune, let her be soft-spoken and very warm. She
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doesn’t stick around long. She gives her warning, answers a question or
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|
|
two, then says goodbye. The scene shifts back to the museum.
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|
|
#### Beshaba
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Beshaba’s visitation comes immediately after Selune’s, and it
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deliberately mocks Selune’s visitation. Once again, the scene shifts,
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|
|
and the players are in “the same” field, surrounded by “the same”
|
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|
|
rolling hills. But this time, the ground they’re sitting on is sharp
|
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|
|
obsidian shards, and the sky is filled with roiling black clouds, with
|
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|
|
shafts of red light breaking through. This is what Beshaba’s home plane
|
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|
|
in the Abyss looks like. Again, a female figure descends from the sky,
|
|
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|
|
wearing the same long flowing dress. Beshaba sits on the ground in the
|
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|
|
same pose as Selune. She says,
|
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|
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> “Am I not more beautiful than Selune?”
|
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Let the PCs hem and haw awkwardly for a minute, then have Beshaba give
|
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|
|
her speech:
|
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|
|
> Tymora is my sister, and as arrogant as a goddess can be. I am here to
|
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|
|
> tell you that she is making a mistake. She is trying to find the god
|
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|
|
> who made the deck, so that she can challenge him for the portfolio of
|
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|
|
> luck. This will inevitably lead to war between gods.
|
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|
|
>
|
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|
|
> When two gods war, usually, both gods survive. But that’s not true for
|
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|
|
> the mortals involved. Very likely, thousands of priests and innocents
|
|
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|
|
|
> will die in a war between gods. And if one of the gods does die, that
|
|
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|
|
> will cause untold upheavals in the multiverse, with thousands more
|
|
|
|
|
|
> innocents dying.
|
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|
|
>
|
|
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|
|
> Of course, I’m not really being altruistic here. I just don’t want to
|
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|
|
> get dragged into a war between gods. I figure if this other god
|
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|
|
> attacks Tymora, he’s going to attack me too. I don’t know how powerful
|
|
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|
|
> this other god is, or what he can do to me. That’s not a risk I want
|
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|
|
> to take. I prefer to let sleeping dogs lie.
|
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|
|
>
|
|
|
|
|
|
> So here’s what I want from you: pretend to work for Tymora. But when
|
|
|
|
|
|
> the time comes for her to actually obtain the deck, I want you to
|
|
|
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|
|
> undermine her. For example, if she asks you to negotiate for the deck,
|
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|
|
> negotiate badly. If she looks like she’s going to take the deck by
|
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|
|
> force, talk her out of it. Do what you have to do to stop her.
|
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|
|
This is 100% lies.
|
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|
|
Beshaba’s rationale, “preventing war,” is obviously out-of-character.
|
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|
|
Beshaba would *love it* if some other god were to fight Tymora. She
|
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|
|
would *love it* if thousands of innocents were to die in a war between
|
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|
|
gods. She would *relish* all that. She’s also not really afraid of being
|
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|
|
attacked by this other god.
|
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|
|
The reason for the lying is that Beshaba has a plan. Gods are most
|
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|
|
powerful in their own realm. Beshaba intends to use the Deck to lure
|
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|
|
Tymora into her realm, where Beshaba is at her most powerful, and where
|
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|
|
Tymora is at her least powerful, so that Beshaba can kill Tymora. To do
|
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|
|
that, she needs to make sure that Tymora doesn’t get the deck first.
|
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|
|
That’s Beshaba’s goal: get the Deck before Tymora does, so she can use
|
|
|
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|
|
it as bait. All those reasonable-sounding explanations are just lies
|
|
|
|
|
|
designed to sell the PCs on the whole endeavor.
|
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|
|
The PCs may ask, “If you want to stop us from getting the Deck, why not
|
|
|
|
|
|
just give us tons of bad luck?” Beshaba responds matter-of-factly:
|
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|
|
> Certainly, I could throw annoying obstacles in your way. I could also
|
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|
|
> just kill you. But that wouldn’t stop Tymora. She would just find
|
|
|
|
|
|
> other people to carry out her mission. You’re much more valuable to me
|
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|
|
> alive: you have Tymora’s ear, and you can convince her of things.
|
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|
|
Again, Beshaba only answers questions for a minute, and then she ends
|
|
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|
|
|
the visitation.
|
|
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|
|
|
|
|
|
|
|
|
### The Arrival of Castle Green
|
|
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|
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|
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|
|
After the two visitations, the PCs have to wait the night. In the middle
|
|
|
|
|
|
of the night, they’re awakened by the caretakers Keira and Qurak, who
|
|
|
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|
|
say, “Castle Green is arriving. Want to come see it?” If the PCs ask
|
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|
|
“How do you know it’s coming,” they say, “the guidebook alerted us!” The
|
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|
|
|
guidebook used to say:
|
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|
|
|
|
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|
|
Exhibit will be located inside Castle Green. The arrival of Castle Green
|
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|
|
|
has been delayed.
|
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|
|
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|
|
But now it says:
|
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|
|
|
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|
|
Exhibit will be located inside Castle Green. Castle Green will be
|
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|
|
|
arriving soon.
|
|
|
|
|
|
|
|
|
|
|
|
The PCs may be hesitant to visit their own exhibit, for fear of getting
|
|
|
|
|
|
trapped in their exhibit. Obviously, the PCs do not want to spend
|
|
|
|
|
|
eternity in a diorama. So Keira and Qurak might have to convince the
|
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|
|
|
|
PCs. They make the following arguments:
|
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|
|
|
|
|
|
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|
|
- We can’t actually imprison you in your diorama. We have no power to
|
|
|
|
|
|
> do that. That’s why Diometron wanders the museum.
|
|
|
|
|
|
|
|
|
|
|
|
- You don’t actually have to go inside. You can stand on the next
|
|
|
|
|
|
> island over, and just look. You could send in Diometron to
|
|
|
|
|
|
> investigate for you, if you want.
|
|
|
|
|
|
|
|
|
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|
|
If the PCs aren’t interested even after Keira encourages them, don’t
|
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|
|
|
force them. It’s not essential.
|
|
|
|
|
|
|
|
|
|
|
|
If the PCs do travel to the appropriate location, they find a clearing
|
|
|
|
|
|
in the cavern where the new floating island is going to be. The clearing
|
|
|
|
|
|
is filled with thin white mist. Keira explains that’s what it looks like
|
|
|
|
|
|
when an exhibit is arriving.
|
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|
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|
|
After staring at the appropriate spot for 15 minutes or so, the top half
|
|
|
|
|
|
of Castle Green appears, including everything from about waist level on
|
|
|
|
|
|
up. The top half of the castle has been sliced off of the bottom half,
|
|
|
|
|
|
and the bottom half was left behind. The main tower is completely
|
|
|
|
|
|
unattached to anything. The chunks of Castle Green sink a few feet, then
|
|
|
|
|
|
start bobbing in space: this is now the first “floating island” without
|
|
|
|
|
|
any island. The pieces of Castle Green are hovering in space, levitated
|
|
|
|
|
|
by the same force that keeps the floating islands floating. There are no
|
|
|
|
|
|
people in the debris.
|
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|
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|
|
When Keira sees this happen, she just sighs and says, “Great. Well,
|
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|
|
that’s a shitshow.” Qurak says, “Screw this, I’m getting lunch.”
|
|
|
|
|
|
|
|
|
|
|
|
If the players check, there’s very little in the wreckage. There is
|
|
|
|
|
|
nobody in there. Everything of value has been taken. The big room where
|
|
|
|
|
|
the PCs drew cards from the deck is there, hovering at a crooked angle,
|
|
|
|
|
|
with the desk flopped over on its side, and the desk accessories
|
|
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|
|
scattered around the room. The Deck is not present.
|
|
|
|
|
|
|
|
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|
|
This event is here purely to make the players wonder what the heck is
|
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|
|
|
going on at Castle Green.
|
|
|
|
|
|
|
|
|
|
|
|
If the players look at the guidebook under “The Deck of Many Things,”
|
|
|
|
|
|
the text now says: “Exhibit is Out of Order.”
|
|
|
|
|
|
|
|
|
|
|
|
### The Final Departure
|
|
|
|
|
|
|
|
|
|
|
|
Joycie and Lada return to the museum, via the teleportation circle. They
|
|
|
|
|
|
ask the PCs why the plane shift failed. Eventually, the group will ask
|
|
|
|
|
|
Keira and Qurak about it. Keira explains: “You’re part of an exhibit.
|
|
|
|
|
|
You’re the property of the museum. You can’t take any part of an exhibit
|
|
|
|
|
|
out of the museum, even with *plane shift*. It’s just impossible.”
|
|
|
|
|
|
|
|
|
|
|
|
But then Qurak, who has been mostly silent for the entire time the PCs
|
|
|
|
|
|
have been in the museum, steps forward. He says, “It’s not entirely
|
|
|
|
|
|
impossible. We can grant permission.” He explains the following bullet
|
|
|
|
|
|
points:
|
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|
|
|
|
|
|
|
|
- Qurak has the power to set the PCs free, by saying some “magic
|
|
|
|
|
|
> words.”
|
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|
|
|
|
|
|
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|
|
- However, Keira and Qurak are compelled, by geas, to do what’s in the
|
|
|
|
|
|
> best interests of the museum. Orethys would not approve of giving
|
|
|
|
|
|
> away an exhibit, no matter how bad the exhibit. Orethys *never*
|
|
|
|
|
|
> gave anything away. So the geas prevents Qurak from releasing the
|
|
|
|
|
|
> PCs.
|
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|
|
|
|
|
|
|
|
|
- Qurak has an idea for a workaround: he could trade the PCs exhibit
|
|
|
|
|
|
> for a better exhibit. That would be in the best interests of the
|
|
|
|
|
|
> museum, and therefore, would be allowed under the geas.
|
|
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|
|
|
|
|
|
|
|
|
- The actual procedure would be this: Qurak sets the PCs free, and the
|
|
|
|
|
|
> PCs agree to capture a new, better exhibit within a month or so,
|
|
|
|
|
|
> using the capture device.
|
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|
|
|
|
|
|
|
|
|
- There’s a catch: if the PCs fail to follow through and capture an
|
|
|
|
|
|
> exhibit, the geas punishes Qurak by torturing him. Actually, geas
|
|
|
|
|
|
> will eventually kill him, but since he’s in the museum, he can’t
|
|
|
|
|
|
> die, so it will just keep torturing him forever.
|
|
|
|
|
|
|
|
|
|
|
|
- Qurak is willing to accept this risk, in exchange for a promise: the
|
|
|
|
|
|
> PCs will try to dismantle the museum, and set Qurak and Keira
|
|
|
|
|
|
> free. Qurak will take this risk because he is desperate for
|
|
|
|
|
|
> freedom.
|
|
|
|
|
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|
If the PCs object on the grounds that they can’t morally put another
|
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|
person in the museum, Qurak makes these arguments:
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- You could capture somebody who’s a danger to others, somebody who
|
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> genuinely deserves to be in a prison.
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- It doesn’t necessarily have to be an exhibit with a person in it. It
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> could just be an interesting place or object.
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- If you’re serious about dismantling the museum, putting somebody
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> into the museum is just a temporary situation.
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If the players agree, and accept the capture device, Qurak gives them a
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tutorial on using the capture device. Then, he says the magic
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|
incantation: “By the will of Orethys, you are free to go.”\
|
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\
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Now the PCs can leave the museum, using *plane shift*. They cannot bring
|
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any exhibit NPCs (including Diometron) with them, because other NPCs
|
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have not been granted permission to leave the museum. When the PCs are
|
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ready, Joycie plane shifts, and the PCs materialize in the market square
|
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|
of St. Parnas, with Joycie and Lada.
|
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|
|
|
## Bonus Exhibits
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This section is here if you just need a few more random exhibits.
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### Exhibit: The Organ Player
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From the Guidebook:
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Fff-huss is the most spectacular organ player I’ve ever listened to.
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He has about 40 tentacles, they all move independently - and they’re
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fast! A normal pipe organ will malfunction if you try to press more than
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about 15 keys at the same time - there just isn’t enough airflow to
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power that many pipes. So they built a custom set of 4 independent
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bellows in order to make it possible for Fff-Huss to play his music.
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It really is something to hear. Mind you, that’s not to say that it’s
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*good*. But it is impressive.
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The venue is a wealthy playhouse with a pipe organ. Most days, it’s used
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for normal theatrical productions. But on Thursday, the day when the
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playhouse was captured into the museum, Fff-Huss gets to play his music.
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On this particular day, he had no audience at all - the locals know
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about Fff-huss, and they are not interested in paying for cacophony.
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Fff-huss, by the way, is a flumph.
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When the PCs enter the exhibit, Fff-huss is napping in a round bed. When
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he hears the PCs enter, he drifts over to them and points at them. Then
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he points at chairs. He wants them to sit down.
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By the way, Fff-huss cannot speak any verbal language, since he has no
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mouth. He also seems to be unable to understand spoken speech, though he
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can understand telepathic speech if one of the party members can do
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that. Usually, he communicates by pointing and gesturing.
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If the PCs sit down, Fff-huss starts his pipe organ music. It is very,
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|
very fast, he plays “chords” of 30 or 40 notes at a time, and it seems
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to be mostly arhythmic. It has some patterns but they’re hard to make
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sense of. It sounds vaguely like music, for some definition of “music.”
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It is mostly not enjoyable, though it can be intellectually interesting
|
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to try to figure out what he’s trying to accomplish.
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After the show is over, Fff-huss will go get a bowl which contains a few
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silver coins. He will show the bowl to the PCs, one at a time, and he
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will hold up three tentacles. He wants three silver coins per person. If
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the PCs pay, Fff-huss is satisfied and he goes to take a nap. If the PCs
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leave without paying, Fff-huss turns red and hisses, but he doesn’t do
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anything else.
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|
### Exhibit: The Mud Sauna
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From the Guidebook:
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This is the best mud-bath you’ve ever had. I *highly* recommend it. So
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relaxing.
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Your aching muscles will thank you.
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The exhibit is a cave in the side of a rocky slope. The rocks are black
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pumice, suggesting that this slope is volcanic. The cave is about 20
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feet wide and 30 feet deep, beyond which point it narrows to just a
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crack. A steady trickle of muddy water is flowing from the crack, it
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flows through the mud, out of the cave, and it forms a small stream that
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runs to the edge of the exhibit and vanishes. The water is very warm,
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like a hot tub - a natural hot spring. The inside of the cave is
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entirely coated in squishy, warm mud.
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|
Soaking in the mud are two mud monsters. No, wait, they’re not
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|
mud-monsters: they’re just people who are covered head to toe in mud.
|
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|
|
One is Bartleby, a human, the other, Imbrex, is a half-celestial. They
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|
are both here to enjoy the mud bath. Feel free to give them any
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|
personalities you wish.
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|
There is one other inhabitant in the cave: a mud elemental. He is not
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|
|
initially visible, as he is down in the mud pit. The elemental has been
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|
|
trapped in this cave for some time, and he longs for the company of
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|
|
other mud elementals. But there are no other mud elementals here. He is
|
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|
|
lonely.
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|
If the PCs don’t get in the mud, the mud elemental will emerge. He will
|
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|
try to cover the PCs in mud, in order to make them look like mud
|
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|
|
elementals. This makes the mud elemental feel a little less lonely. The
|
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|
|
PCs will probably recoil, but Bartleby and Imbrex will say, “don’t
|
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|
|
worry, he’s harmless.” If the PCs still don’t let themselves be covered
|
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|
|
in mud, the elemental will sadly slink back into the mud pit. If they do
|
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|
|
allow it, the elemental will cuddle up to them. He is warm to the touch.
|
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|
After a while, the elemental will try to lead the PCs into the mud pit.
|
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|
|
The mud pit is extremely warm, soft, and relaxing. The elemental will
|
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|
|
massage your muscles, because he wants you to stay and he knows that
|
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|
|
people like being massaged. He has become quite good at it.
|
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|
|
Staying in the mud for 30 minutes is equivalent to a long rest. However,
|
|
|
|
|
|
since you’re not actually asleep, you don’t have any dreams. If the PCs
|
|
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|
|
have gotten injured - say, by falling off a rope - tell them that all
|
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|
|
the bruising is gone.
|
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|
|
When the PCs decide it is time to leave, it is possible to rinse most of
|
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|
|
the mud off in the small stream outside the cave. If the PCs do this,
|
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|
|
the mud elemental will poke his head out of the mud and watch for a
|
|
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|
|
|
short while, and will then slink back into the mud.
|
|
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|
|
|
|
|
|
|
|
# The Castle with the Steel Door
|
|
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|
|
|
|
|
|
|
|
|
## Chapter Summary
|
|
|
|
|
|
|
|
|
|
|
|
Omta is extremely conflicted about the PCs. On one hand, they are
|
|
|
|
|
|
deck-touched, which means they have a certain bond with Omta. On the
|
|
|
|
|
|
other hand, the PCs have agreed to work with Tymora, and Omta is
|
|
|
|
|
|
terrified of Tymora. So in this chapter, Omta erects barriers that
|
|
|
|
|
|
prevent the PCs from getting too close to the Deck, but he also makes
|
|
|
|
|
|
overtures to communicate with the PCs. He will lower the barriers when
|
|
|
|
|
|
he is confident that the PCs understand his point of view. This chapter
|
|
|
|
|
|
is all about building trust.
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs arrive back at the remains of Castle Green, all that
|
|
|
|
|
|
remains is the basement. Omta has created two lines of defense: first,
|
|
|
|
|
|
he has turned the basement into a complicated labyrinth where movement
|
|
|
|
|
|
is only feasible with Omta’s permission. Second, he has walled off the
|
|
|
|
|
|
Deck behind an impenetrable steel door.
|
|
|
|
|
|
|
|
|
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|
|
When the PCs enter the labyrinth, they find it confusing and impossible
|
|
|
|
|
|
to get anywhere. But they also feel a presence in the back of their
|
|
|
|
|
|
minds, trying to communicate with them. This is Omta’s first attempt at
|
|
|
|
|
|
communication, using the telepathic bond they share. At this stage, all
|
|
|
|
|
|
the PCs have to do is make an effort, trying to talk to Omta. It doesn’t
|
|
|
|
|
|
matter *how* they try to communicate, or how successful they are, as
|
|
|
|
|
|
long as they make an effort. Once the PCs show that they care about
|
|
|
|
|
|
establishing contact, Omta will start helping the PCs to navigate the
|
|
|
|
|
|
labyrinth: he will take them where they want to go, if they just say
|
|
|
|
|
|
where they want to go.
|
|
|
|
|
|
|
|
|
|
|
|
Once the PCs can navigate the labyrinth, they will start finding Green’s
|
|
|
|
|
|
employees scattered about the labyrinth. An important side quest is
|
|
|
|
|
|
helping Green’s employees get out of the labyrinth, one by one. It can
|
|
|
|
|
|
be quite gratifying to get everybody out safe and sound - with the sole
|
|
|
|
|
|
exception of Green and his bodyguards, who are trapped behind the steel
|
|
|
|
|
|
door.
|
|
|
|
|
|
|
|
|
|
|
|
Eventually, the PCs will reach the steel door. By this time, Omta will
|
|
|
|
|
|
be dissatisfied with his efforts at communication so far. The telepathic
|
|
|
|
|
|
bond is allowing him to send vague impressions and emotions, but it’s
|
|
|
|
|
|
bad at sending detailed information. So Omta comes up with Plan B: if
|
|
|
|
|
|
telepathic communication isn’t working, then we can try writing! He
|
|
|
|
|
|
conjures six parchment scrolls, and drops them at the PCs feet. Then, he
|
|
|
|
|
|
adds six pigeonholes to the door. After the PCs decipher a scroll, they
|
|
|
|
|
|
can put the deciphered scroll into a pigeonhole. When all six scrolls
|
|
|
|
|
|
are deciphered, the door will open.
|
|
|
|
|
|
|
|
|
|
|
|
The scrolls contain a strange form of writing: each scroll contains
|
|
|
|
|
|
several cards from the deck, arranged in little groups. The Deck is
|
|
|
|
|
|
using cards as a form of symbolism. Each card has a symbolic meaning.
|
|
|
|
|
|
The PCs have collectively drawn many cards. They automatically know the
|
|
|
|
|
|
symbolic meanings of any cards that they have drawn. But there are also
|
|
|
|
|
|
many cards on the scrolls that the PCs *didn’t* draw, and they may have
|
|
|
|
|
|
no idea what *those* cards mean.
|
|
|
|
|
|
|
|
|
|
|
|
To learn the symbolic meanings of *those* cards, the PCs will have to
|
|
|
|
|
|
talk to NPCs who drew those particular cards. This becomes the main
|
|
|
|
|
|
quest of this chapter: tracking down NPCs who drew particular cards.
|
|
|
|
|
|
Unfortunately, talking to those NPCs is not always easy. For example,
|
|
|
|
|
|
one of these NPCs has been transformed into a rampaging beast. Another
|
|
|
|
|
|
has been put into a coma. Figuring out how to get useful information
|
|
|
|
|
|
from NPCs who have been drastically warped by the deck can be a
|
|
|
|
|
|
difficult challenge.
|
|
|
|
|
|
|
|
|
|
|
|
Talking to those NPCs, the PCs will discover that many of them are in
|
|
|
|
|
|
crisis. The Deck has turned their lives upside down, for good or for
|
|
|
|
|
|
bad. Many of them need help. The PCs have the opportunity here to build
|
|
|
|
|
|
relationships that will end up paying off in later chapters, when these
|
|
|
|
|
|
NPCs may become powerful allies with deck-granted powers.
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs finally know the symbolic meanings of all the cards, they
|
|
|
|
|
|
will be able to decipher all the scrolls. This allows them to open the
|
|
|
|
|
|
door, which leads to Omta’s hiding place. The PCs can then have a true
|
|
|
|
|
|
conversation with Omta for the first time. When the conversation is
|
|
|
|
|
|
over, the PCs are returned to Castle Green. There is no longer a steel
|
|
|
|
|
|
barrier preventing access to Green and the Deck. The PCs can go talk to
|
|
|
|
|
|
Green, and can negotiate to buy the Deck.
|
|
|
|
|
|
|
|
|
|
|
|
## The Market Square of St Parnas
|
|
|
|
|
|
|
|
|
|
|
|
The PCs manage to leave the Museum of Orethys, with Joycie’s help. The
|
|
|
|
|
|
entire group plane shifts back to the outlands. They arrive in the
|
|
|
|
|
|
market square in the center of St. Parnas. The market square is full of
|
|
|
|
|
|
shops and stalls with various vendors. You can buy most anything in the
|
|
|
|
|
|
market square, or near it.
|
|
|
|
|
|
|
|
|
|
|
|
### Damage from the Chaos Storm
|
|
|
|
|
|
|
|
|
|
|
|
The first things the PCs notice when they reach the market square is
|
|
|
|
|
|
that there is merchandise scattered all over the ground, and merchants
|
|
|
|
|
|
are busy picking up the mess. The merchants will explain that items were
|
|
|
|
|
|
teleporting around. The merchants have given the phenomenon a name:
|
|
|
|
|
|
they’re calling it a “chaos storm.” The epicenter of the chaos storm
|
|
|
|
|
|
was, of course, Castle Green.
|
|
|
|
|
|
|
|
|
|
|
|
The PCs will not learn the cause of the storm for some time. However,
|
|
|
|
|
|
the DM should know the secret. When Tymora observed a spiritual link
|
|
|
|
|
|
between the PCs and the other deck-touched individuals, she speculated
|
|
|
|
|
|
that a link might also exist to the creator of the deck. She was not
|
|
|
|
|
|
wrong: Omta knows that the PCs can in fact lead Tymora to Omta. When the
|
|
|
|
|
|
PCs agreed to help Tymora with this, Omta had a panic attack.
|
|
|
|
|
|
|
|
|
|
|
|
His panic manifested as objects teleporting around randomly. The biggest
|
|
|
|
|
|
object that got teleported was the top half of Castle Green, it got
|
|
|
|
|
|
teleported all the way into the Museum of Orethys. If this seems like an
|
|
|
|
|
|
odd coincidence, it is… but Gods and Fate are like that.
|
|
|
|
|
|
|
|
|
|
|
|
Lots of medium-sized objects also teleported, chunks of masonry, wagons,
|
|
|
|
|
|
you name it. Most of these items moved 20 to 30 feet in a random
|
|
|
|
|
|
direction. Some of these movements caused real harm: when a wagon
|
|
|
|
|
|
teleports 20 feet in the air, it can really hurt somebody when it comes
|
|
|
|
|
|
crashing down. When a structural support beam of a building teleports
|
|
|
|
|
|
somewhere else, it’s not good for the building. There are many injured
|
|
|
|
|
|
people.
|
|
|
|
|
|
|
|
|
|
|
|
The damage is most severe at Castle Green itself. But the parts of town
|
|
|
|
|
|
that are close to Castle Green also got hit. Places that are farther
|
|
|
|
|
|
away mostly avoided any serious damage, but they did experience a lot of
|
|
|
|
|
|
small-object movement: wine bottles, notebooks, and the like got
|
|
|
|
|
|
scattered. There is quite a mess. In the market square, which is far
|
|
|
|
|
|
enough from Castle Green, there is minimal real damage.
|
|
|
|
|
|
|
|
|
|
|
|
Much of what happens in this chapter will be dealing with the damage and
|
|
|
|
|
|
aftermath of the chaos storm.
|
|
|
|
|
|
|
|
|
|
|
|
### Joycie Says Goodbye, Lada Stays
|
|
|
|
|
|
|
|
|
|
|
|
Shortly after arriving at the market square, Joycie says that she was
|
|
|
|
|
|
glad to have met the PCs, but she now needs to go back to her job at the
|
|
|
|
|
|
temple in Brightwater. She’s very high-level, which means her time is in
|
|
|
|
|
|
very high demand. The temple was only able to spare her for a short
|
|
|
|
|
|
time.
|
|
|
|
|
|
|
|
|
|
|
|
Lada explains that she would like to stay with the party, if they’ll
|
|
|
|
|
|
allow it. Tymora wants her to study the deck, and they both agree that
|
|
|
|
|
|
sticking with the PCs is the best way to do it.
|
|
|
|
|
|
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Assuming the PCs allow Lada into the group, let the players take turns
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running Lada’s character. Lada will never fight, but she will do support
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activities like casting *cure* and *bless* spells. Be strict about that:
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the players cannot put Lada on the front line: she is scared of combat,
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and she will panic if she is targeted. Lada is always one level beneath
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|
the PCs. The reason she’s so low-level is that she doesn’t aspire to be
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a combatant: she’s a scientist, she spends her days in the lab, not on
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the road.
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### Magic Items in the Market Square
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The PCs will notice that there are several merchants selling magic
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|
items. That is not typical of St. Parnas, this is only a medium-sized
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town. On a normal day, there would be no more than a handful of magic
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items for sale in the entire city (not counting potions, which are
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fairly common). But today, there are multiple merchants displaying quite
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a few items. Naturally, that’s because the deck has been conjuring lots
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of items, and many of them get put up for sale. The merchants try
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selling them in St. Parnas first, and then if they don’t sell in St.
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Parnas, they ship them to Tradegate where there’s a broader clientele.
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If any PC didn’t receive anything of material value from the Deck, then
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Green owes them 5000 gp. When the PCs were cast into the *donjon*, Green
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|
assumed they would never be heard from again, so he gave the money to
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the PC’s family or friends. When the players created characters, they
|
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were instructed to invent at least one friend. If the PC talks to their
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friend, the friend will have the money (unless the friend has issues.)
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So again, they will have enough money to buy one serious magic item.
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So none of the PCs will feel left out - everyone will have about enough
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money for one serious magic item, unless they already received a magic
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item directly from the deck.
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When the PCs created characters, they were expected to have a reason to
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draw cards from the deck. Some of the players may have given their
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characters backstories that they needed to pay a debt, or to rescue a
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family member. In that case, a PC may have used up their money. This may
|
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make the player feel left out. Try to avoid that situation. For example,
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if the PC used their money to rescue a family member, perhaps the family
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|
member in their gratitude raised money to pay the PC back. Try to find
|
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an excuse to make sure that every player still has the money they won
|
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from the deck.
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|
### The Ogre in the Market Square
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In the corner of the market square is huge Ogre, just standing there
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holding a mandolin. His name is Pig, and he is deck-touched: the PCs can
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see cards over his head. A detailed description of Pig is given in the
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|
upcoming section, “Pig: The Ogre King.” The Deck gave Pig the ability to
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play the mandolin - just before the chaos storm, Pig was playing music
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for a small crowd. When the chaos storm hit, Pig stopped playing and the
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crowd scattered. Pig is now just standing there looking perplexed. Pig
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|
has an INT of 6, so when he’s perplexed, he stays perplexed for quite a
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|
while.
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If the PCs approach Pig, then Pig is not that hard to have a
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conversation with. Refer to Pig’s character bio to know how to play Pig.
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At this time, Pig is not willing to leave the market square. Pig will
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tell the PCs anything they want to know, but remember that Pig has an
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INT of 6, so he can’t tell them anything that isn’t straightforward and
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obvious.
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|
## The Deck-Touched NPCs
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Throughout the town, the PCs will find deck-touched NPCs: people who
|
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|
drew cards from the deck. Some of these will show up early in this
|
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|
chapter, others are hard to find and will not be found until the PCs
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|
search for them. We are putting this list here, early in the chapter
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|
description, because these NPCs will make appearances throughout the
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|
chapter. Finding and speaking to them will become an important goal for
|
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|
the PCs.
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When the PCs do start searching for the deck-touched NPCs, the most
|
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|
|
reliable way to get a lead is to pay attention to Deck Dreams. Each
|
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|
|
dream comes from a different deck-touched NPC. The dreams contain all
|
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|
kinds of clues about who these people are and where to find them.
|
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|
### Pig: The Ogre King
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The Ogre King is an ogre named Pig.
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Pig is not a standard Ogre: he is a Ysgard Ogre. The giantish races that
|
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|
live in Ysgard tend to be much larger than the giants in other parts of
|
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|
|
the multiverse, and Pig is no exception. He stands a full 10 feet tall.
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A stat block for Pig will be given later.
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Pig used to be the leader of his tribe, and for good reason. He was very
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strong, even by the standards of a Ysgard Ogre, and among ogres, being
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|
the strongest makes you the leader. A few years ago, Pig contracted a
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|
wasting disease which left him physically weak (STR: 13). He became the
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|
target of derision and mockery by the other ogres, his mate rejected
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|
him, and he became the laughing stock of his tribe. Desperate, he left
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|
his home.
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|
Somebody suggested to Pig that he might find a cure if he drew from the
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|
Deck. This was terrible advice. If any of the PCs asks a real medical
|
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|
|
professional about Pig and his condition, the professional will
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|
|
immediately be able to identify the disease that he suffered from,
|
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|
*Wasting Rot*, and they will know the standard treatment: *Greater
|
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|
|
|
Restoration*. Of course, *Greater Restoration* is very expensive, but
|
|
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|
|
|
it’s the right treatment. Drawing cards from the Deck, on the other
|
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|
|
hand, was extremely unlikely to result in a cure. Pig was not
|
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|
|
intelligent enough to realize that. He drew these cards:
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|
- *Key*: Pig gained great skill as a musician.
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- *Jester*: Nobody takes Pig seriously.
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- *Throne*: Pig is going to become the king of a nation.
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|
That an ogre should be a musician is quite odd. At some point, Pig
|
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|
|
picked up a mandolin from a merchant booth and started playing it,
|
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|
|
skillfully. The merchant, rather taken by this turn of events, decided
|
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|
|
to give him the mandolin as a gift. Pig has learned to use this as a
|
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|
|
source of income: he plays the mandolin (quite beautifully) in the
|
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|
|
|
market square, and people give him food.
|
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|
The Jester card is particularly humiliating for Pig. He used to be the
|
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|
|
object of mockery among ogres. Now he can’t even scare humans.
|
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|
The Throne card says that Pig will be the king of a nation. Nobody has
|
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|
|
the first clue how that could possibly be the case. It just seems
|
|
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|
|
|
utterly implausible that a feeble ogre, that nobody takes seriously,
|
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|
|
|
could be a king. Pig certainly *isn’t* a king: he’s a homeless musician
|
|
|
|
|
|
who panhandles for food. If you ask Pig about the throne card, Pig says,
|
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|
|
“Throne card say me king! That’s dumb. Pig not king, Pig weakling.
|
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|
|
Weakling can’t be king.”
|
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|
|
The monster manual says that Ogres are evil. But for the purpose of this
|
|
|
|
|
|
campaign, we’re taking the view that Ogres are actually too close to
|
|
|
|
|
|
animal intelligence to be really “evil.” Instead, we view them as
|
|
|
|
|
|
dangerous predatory animals. Ogres have simple desires: food and mates.
|
|
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|
|
Like most apex predators, they respect the biggest, strongest
|
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|
|
individual. Their approach to problem solving boils down to fight or
|
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|
|
flight. Because Ogres are such apex predators, it’s usually fight.
|
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|
|
If you encounter an apex predator like a lion, and it is well-fed and
|
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|
|
|
has no reason to feel threatened by you, then it will often just ignore
|
|
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|
|
|
you. Ogres are the same. Ogres form bonds with other Ogres, and they can
|
|
|
|
|
|
be protective of their mates. If you treat an Ogre well, they can learn
|
|
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|
|
to trust you.
|
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|
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|
|
Pig is not that hard to get along with. Like most animals, he prefers an
|
|
|
|
|
|
easy meal, and he has lots of access to easy meals: the people of St
|
|
|
|
|
|
Parnas are providing him with food. Because of this, Pig has no urge to
|
|
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|
|
|
eat the PCs. Also, Pig knows that he is physically very weak, because of
|
|
|
|
|
|
the *Wasting Rot,* so he instinctively knows he needs to be submissive,
|
|
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|
|
even to humans.
|
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|
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|
|
Pig is very unhappy. He’s still physically weak - the deck didn’t change
|
|
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|
|
|
that - and now everyone laughs at him. The only bright spot in his life
|
|
|
|
|
|
right now is that he enjoys playing the mandolin. When he speaks, it is
|
|
|
|
|
|
in a melancholy, depressed tone.
|
|
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|
|
|
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|
|
The PC have the following dream, as seen through Pig’s eyes:
|
|
|
|
|
|
|
|
|
|
|
|
> You sitting in the market square. You see that you are not human, you
|
|
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|
|
|
> have enormous legs and arms, and huge clawed hands. You are playing
|
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|
|
> the mandolin expertly, and you are telling a sad story about how you
|
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|
|
> became sick, and your bride left you. You are surrounded by a crowd,
|
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|
|
> they laugh at everything you say, even though your story is sad. They
|
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|
|
> keep coming up to you and dropping coins at your feet, and fruit, and
|
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|
|
> meat, and they tell you what a great comedian you are. You don’t
|
|
|
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|
|
> understand, but you like the fruit and meat.
|
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|
|
Because Pig hangs out in the market square, which is the hub of St
|
|
|
|
|
|
Parnas, Pig is probably the first other deck-touched individual the PCs
|
|
|
|
|
|
will meet. This will probably be the first time their *Deck Awareness*
|
|
|
|
|
|
power allows them to see three cards over an NPC’s head. Pig says “You
|
|
|
|
|
|
have cards on your head! Me too.” This confirms to them that they’re
|
|
|
|
|
|
members of a community who are all experiencing some of the same things.
|
|
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|
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|
|
Pig’s *jester* card warps the perceptions of the townsfolk, making them
|
|
|
|
|
|
think that Pig is funny. But because the PCs drew their own cards, they
|
|
|
|
|
|
have a special power: *Deck Immunity*, which means they are immune to
|
|
|
|
|
|
the effects of other people’s cards. So Pig’s *jester* card cannot warp
|
|
|
|
|
|
their perceptions. They see Pig as he as: a frustrated, sad,
|
|
|
|
|
|
stressed-out Ogre.
|
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|
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|
|
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|
|
At some point, Pig notices that the PCs aren’t laughing at everything he
|
|
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|
|
|
says. “Why you not laugh! Everyone laugh! Why no laugh?” Pig is
|
|
|
|
|
|
extremely grateful to have somebody, anybody, who isn’t laughing at him.
|
|
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|
|
|
This immediately ingratiates him to the PCs.
|
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|
|
|
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|
|
Of course, Pig also has *Deck Awareness*. If Pig sees the *jester* card
|
|
|
|
|
|
above any of the PCs’ heads, Pig immediate commiserates: “You got bad
|
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|
|
|
|
card! Everyone laugh at you! Pig got bad card!” This makes him feel even
|
|
|
|
|
|
more connected to the PCs. If he sees the *key* card, he asks, “You get
|
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|
|
|
|
music too?”
|
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|
|
|
|
|
|
|
|
|
|
If the PCs ask questions, Pig will willingly answer, but remember, Pig
|
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|
|
|
|
has an INT of 6. He cannot answer any difficult or abstract questions.
|
|
|
|
|
|
Mentally, he’s the equivalent of a toddler. Pig doesn’t know how to use
|
|
|
|
|
|
his inside voice: he yells more or less all the time.
|
|
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|
|
|
|
|
|
|
|
|
*Asking Pig about Key:*
|
|
|
|
|
|
|
|
|
|
|
|
If you ask Pig about the Key card, he says “Key teach me music! I can do
|
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|
|
it now! Watch! (He plays). Now music is job, I work here, play music.”
|
|
|
|
|
|
So Pig has actually mentioned several concepts: teaching, skills,
|
|
|
|
|
|
careers. This is the essence of the key card, and it should be enough.
|
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|
|
The PCs won’t be able to get much more out of him than that.
|
|
|
|
|
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|
|
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|
|
|
There’s one thing that’s confusing about Pig’s explanation: it might
|
|
|
|
|
|
sound as if the deck gave him a mandolin: it didn’t. Pig was given the
|
|
|
|
|
|
mandolin by a merchant named Brunna, who we will tell you about later.
|
|
|
|
|
|
What the deck did is give Pig the necessary skill.
|
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|
|
|
*Asking Pig about Jester:*
|
|
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|
|
|
|
|
|
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|
|
Pig says, “Card make everyone laugh. Pig not like it. You not laugh. Pig
|
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|
|
like you.” He really can’t say anymore. Fortunately, none of Omta’s
|
|
|
|
|
|
scrolls contain the jester card.
|
|
|
|
|
|
|
|
|
|
|
|
*Asking Pig about Throne:*
|
|
|
|
|
|
|
|
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|
|
Pig says: “I was big, strong, king of my tribe! Now not king, weak. Card
|
|
|
|
|
|
say I be king again. I don’t understand. Biggest strongest ogre is king!
|
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|
|
Pig not biggest, not strongest, so not king.”
|
|
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|
|
There’s a subtle distinction embedded in this explanation. When Omta
|
|
|
|
|
|
uses the throne card as symbolism, it doesn’t mean a king who rules by
|
|
|
|
|
|
authority, or by respect. It means someone who rules by raw power, by
|
|
|
|
|
|
being the biggest and toughest. Pig accurately captures that intention
|
|
|
|
|
|
when he says “Biggest strongest is king!” Pig, with his INT of 6, is not
|
|
|
|
|
|
great at explanations, but he really does grasp the meaning of the
|
|
|
|
|
|
throne card.
|
|
|
|
|
|
|
|
|
|
|
|
*Helping Pig:*
|
|
|
|
|
|
|
|
|
|
|
|
Pig suffered from *Wasting Rot*, which caused his muscles to atrophy. He
|
|
|
|
|
|
now has STR 13, which is pathetic for an Ogre. Before the disease, he
|
|
|
|
|
|
was by far the strongest, toughest Ogre in his tribe - he was the King
|
|
|
|
|
|
of his tribe. The disease has already run its course, there is no need
|
|
|
|
|
|
to get rid of the bacterium. What’s needed is to undo the damage: what
|
|
|
|
|
|
Pig needs now is *greater restoration*. That spell will cause his
|
|
|
|
|
|
muscles to return, gradually, over a few weeks. There is nobody in town
|
|
|
|
|
|
who can cast Greater Restoration. The medics in town say, “you will need
|
|
|
|
|
|
to go to a large city.” If the PCs want to cure Pig, this is something
|
|
|
|
|
|
they can do in Chapter 3, which takes place in a larger city.
|
|
|
|
|
|
|
|
|
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|
|
Making an ally of Pig can be a big boon for the party. Pig is a heck of
|
|
|
|
|
|
a tank, if he is healed, then he can help the PCs in some big combats
|
|
|
|
|
|
later in the campaign.
|
|
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|
|
|
|
|
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|
|
|
However, there is a downside to restoring Pig: if the PCs do this, they
|
|
|
|
|
|
will have an oversized Ogre who is capable of killing a person with a
|
|
|
|
|
|
single blow, who has a short attention span and the intelligence of a
|
|
|
|
|
|
toddler. Disaster could result. If the PCs are going to restore Pig,
|
|
|
|
|
|
they need to have a plan to make sure that Pig is properly supervised.
|
|
|
|
|
|
If they don’t think of this, Lada mentions it.
|
|
|
|
|
|
|
|
|
|
|
|
Healing Pig’s muscles goes a long way toward making him happy. But
|
|
|
|
|
|
fixing the jester card would really make things complete. Fixing that
|
|
|
|
|
|
will take a Wish or the intervention of a god.
|
|
|
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### Borghan: The Caged Beast
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The caged beast was once a human man named Borghan. He drew cards from
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the deck because of his debts. He drew these cards:
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- *Gem*: Borghan received a shower of gems. His debts are paid.
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- *Beast*: Borghan has been transformed into an oversized Grizzly bear
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> with a few humanoid characteristics.
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- *Bricklayer*: The deck has built a labyrinth for Borghan to inhabit,
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> under Castle Green.
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Borghan looks like a werebear, but he does not have the curse of
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lycanthropy, and he is not a shapechanger. He is permanently in half-man
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half-bear form. He has animal intelligence and operates mostly on animal
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instinct.
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Green wasn’t sure what to do with Borghan, so he temporarily put Borghan
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in a holding cell. A few hours later, Borghan bashed open the cell by
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sheer strength, and quickly found his way to the labyrinth to which he
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was attracted by the compulsion of the Bricklayer card.
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There is no food in the labyrinth, Borghan hasn’t eaten in days. But he
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can’t overcome the bricklayer card’s magical compulsion to stay in the
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labyrinth. He is the “Caged Beast” because he is imprisoned in the
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Labyrinth by his own compulsion. With animal intelligence, he is not
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smart enough to reason his way out of the situation. If something
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doesn’t change soon, he will starve to death in the labyrinth.
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The PCs experience the following dream, as seen through Borghan’s eyes:
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> You are ravenously hungry, but you’re in an empty corridor, there’s
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> nothing to eat. You run down the corridor, turn, run some more, turn
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> again, and run some more, but there’s nothing but corridors. You see a
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> door, already smashed - you feel like you’ve been here before. You
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> pass through the broken door, and on the other side, there’s more
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> corridors. You’re so hungry, and there’s no food.
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When the PCs are exploring under Castle Green, they will stumble into
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Borghan’s labyrinth. They should immediately recognize the labyrinth
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from Borghan’s deck dream. If they think back on the deck dream, they
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will remember that in the dream, they were ravenously hungry.
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Wandering through the labyrinth will eventually cause the PCs to
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encounter Borghan. Borghan is ravenously hungry. When he sees the PCs,
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he sees food. He will attack with the intention of eating a PC.
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The PCs, for their part, will see a werebear-like creature, with three
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cards hovering over its head, one of which is “Beast.” They should be
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able to figure out that this is a person who has been transformed into a
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beast by the Deck.
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Very likely, the PCs will have to fight Borghan, unless they are very
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clever and prepared. If the PCs reduce Borghan to 0 HP, he doesn’t
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immediately die. Instead, like a PC, he gets death saves. If Borghan is
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down, and the PCs cast *cure wounds* or the like, then Borghan’s life is
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spared. In that case, Borghan will become submissive, even though he is
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intensely hungry: he knows he has been beaten.
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But even though he’s submissive, he’s still starving to death, and he
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can’t think about anything other than food. To enable Borghan to think
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about anything other than food, the PCs must sate his hunger. Borghan
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will not think of anything else other than eating until he is fed. To
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feed him requires a *lot* of food. A few rations from the PCs’s backpack
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isn’t even going to make a dent. A whole pig or sheep would do it. If
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the PCs manage to sate his appetite, he actually becomes reasonably
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cooperative.
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Once Borghan has eaten, the next step is to cast *Speak with Animals,*
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or something else along those lines. Telepathy might work. If there’s a
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druid in the party, they can probably do it. If the PCs don’t have any
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way to speak to animals, remember this: the marketplace in St Parnas is
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experiencing a glut of magic items because of the Deck. If the PCs look
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for a useful magic item, make sure they find one - maybe even let them
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rent it. Alternately, the PCs may be able to recruit an NPC helper who
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can cast *Speak with Animals*. There are lots of helpful people in St
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Parnas.
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Once the PCs have some sort of communication channel opened up, the PCs
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can try to learn about the cards that Borghan drew.
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*Asking Borghan about Gem:*
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It isn’t that hard to guess the meanings of the Gem card, so it probably
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isn’t necessary to ask Borghan. If the PCs want to ask Borghan, then
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coaxing this information out of him can be tricky. Probably the best way
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is just to show him some gems. His first reaction, “Gems Beautiful!
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Sparkly,” covers the concept of beauty. His second reaction relates to
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the fact that he drew cards because of his debts. He says, “I wanted
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gems before. I don’t remember why.” The PCs can probably figure out that
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he needed money, and that gems represent money.
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*Asking Borghan about Bricklayer:*
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The PCs can easily guess that the Bricklayer card means “building
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things.” They don’t need Borghan’s help to figure that out. What they
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won’t be able to easily guess is that the bricklayer card also instills
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a compulsion to be possessive and territorial about the structure that
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was built. So therefore, bricklayer can also mean “possessive” and
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“territorial.”
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Borghan cannot explain abstract concepts, with his animal intelligence.
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If the PCs ask him an abstract question like “what are the non-obvious
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meanings of the bricklayer card,” Borghan will just stare blankly. But
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if they ask a simpler, more concrete question like, “what did the deck
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build you,” he says “Labyrinth is for me. My territory!” If the PCs ask
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any other question about the labyrinth, Borghan gets agitated: “My
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territory! My territory! You only allowed because you feed me! My
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territory! Mine! Not yours! Mine!”
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This reaction is very similar to what Alyssa Varn says about “her”
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castle. Perhaps the PCs will put two and two together - both the people
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who drew the bricklayer card are being very territorial and possessive.
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If the card instills possessiveness and territoriality in everyone who
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draws it, then perhaps the symbolic meanings of the card include
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possessiveness and territoriality.
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*Helping Borghan:*
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Borghan is trapped in a maze with no food. He will starve to death.
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There are quite a few ways that the PCs could theoretically help him.
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The simplest thing they can do is hire somebody to feed him for a month
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or two. Over time, the compulsion of the bricklayer card will start to
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wear off, and Borghan will be able to go out into the woods and hunt for
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himself. Turning Borghan back to a human is probably not feasible: it
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would take a Wish or an act of a god. Another temporary solution for
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Borghan is to capture him into the Museum of Orethys. This will
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effectively put him on ice until later, which will keep him from
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starving for now. It may also be possible to find magic items that make
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Borghan a little more capable of coping with his situation. For example,
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a *headband of intellect* would bring back his intelligence, which would
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make it possible for him to figure out that he needs to leave the
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labyrinth temporarily in order to hunt.
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> Borghan
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>
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> *Large Monstrosity, Unaligned*
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>
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> Armor Class 12 (natural armor)\
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> Hit Points 200 (16d10 + 112)\
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> Speed 40 ft.
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>
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> STR 21 (+5) DEX 10 (+0) CON 24 (+7) INT 7 (–2) WIS 16 (+3) CHA 9
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> (–1)
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>
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> Saving Throws Con +10, Wis +6\
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> Skills Perception +6\
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> Senses darkvision 60 ft., passive Perception 16\
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> Languages understands Common and Sylvan, but cannot speak\
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> Challenge 6 (2,300 XP)\
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> Proficiency Bonus +3
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>
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> Keen Smell.\
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> Borghan has advantage on Wisdom (Perception) checks that rely on
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> smell.
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>
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> Multiattack: Borghan makes two claw attacks and one bite attack.
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>
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> Claw. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
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> *Hit:* 10 (2d6 + 3) slashing damage.
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>
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> Bite. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
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> *Hit:* 12 (2d8 + 3) piercing damage.
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>
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> Rage and Hunger (3/Day). Borghan lets out a blood-curdling roar and
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> enters a state of primal fury. It immediately ends any of the
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> following conditions on itself: charmed, frightened, paralyzed,
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> stunned, and any effect causing it to be incapacitated or unconscious
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> without reducing it to 0 HP. Until the end of its next turn, it has
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> advantage on all attack rolls and cannot be charmed or frightened.
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### Sam Link: The Chosen One
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The chosen one is a elven man named Sam Link. One day, he felt compelled
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to take a few hours off work. He wandered until he arrived at castle
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Green. When he got there, he drew cards from the deck. He would not be
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able to tell you exactly why he did this. He drew these cards:
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- *Star*: Sam has been given a ring of feather falling.
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- *Cripple*: Sam has developed serious lower-back pain.
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- *Sun*: Sam has been granted a divine spark. He is now on the path to
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> godhood.
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Sam knows he now has a divine spark, and Sam is the sort of person who
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believes that there’s a reason for everything that happens in the
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universe. Therefore, he believes he was chosen for some purpose.
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However, he has no idea what that purpose might be. He does know that
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his new power can be used for healing, though he suspects there’s more
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to it than that. He’s not sure what to do now that he is “chosen,” but
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he figures if he was given the gift of healing, he should use it, so now
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he’s out on the streets healing people.
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He also doesn’t know what to do with his ring of feather falling. He
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considered pawning it, but once again, he thinks there’s a reason for
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everything, so he decided he better keep the ring. He is wearing it
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around town, fully expecting to be thrown off a tower or something.
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The PCs experience the following dream, as seen through Sam’s eyes:
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> You are walking through the streets of St Parnas. You see several
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> buildings with broken windows and minor damage. You see a woman on the
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> ground. You run up to her and ask, “are you hurt?” She says, “my leg.”
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> Looking more closely at her leg, you can see that it’s bent at a weird
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> angle, and there is severe bruising. You put a hand on her leg, and
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> you allow energy to flow. The leg straightens, and the bruising fades.
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> She says, “thank you, cleric.” You say, “I’m not a cleric, but you’re
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> welcome.”
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The town of St. Parnas, where this chapter takes place, has experienced
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a “chaos storm” (we’ll explain that later). There are broken windows and
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injured people everywhere. In the immediate aftermath, Sam was walking
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around, healing everybody he could. He does not randomly encounter the
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PCs.
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By the time the PCs learn about Sam’s existence, the worst of the chaos
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storm is already over. At this point, Sam is searching around town
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looking for anyone who still needs help. Nobody knows where Sam is,
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because he’s moving around too much. The best way to find Sam is to go
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somewhere where there are injured people.
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One place where you can find injured people is after the basilisk fight,
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later in this chapter. When the PCs arrive, several civilians have
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already been petrified by the basilisk. The civilians will remain
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petrified for 24 hours while the effect wears off. The PCs will fight
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and probably kill the basilisk, then they’ll have to figure out what to
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do with the petrified civilians. One of those civilians is severely
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injured: her hand broke off at the wrist after she turned to stone. When
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she turns back to flesh, she will bleed out rapidly.
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Sam hears about this injured petrified person, and he goes to help. He
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will sit with her for a long time while he waits for her to turn back to
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flesh, so that he can heal her as soon as she does. This effectively
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locks Sam in one location for quite some time (you, as DM, can decide
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how long).
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The PCs can learn about Sam’s location in any one of several ways: by
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talking to the mayor, by talking to the guards, or by having a deck
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dream. If they go to the location right away, Sam is still there with
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the petrified woman.
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While they sit there, Sam is willing to have a conversation with them,
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on one condition: Sam will answer the PC’s questions, but only if the
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PCs agree to answer Sam’s questions. He will trade question for
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question: Sam asks one, then the PCs ask one, then Sam, then the PCs,
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back and forth like that. That’s his condition. If the PC’s question is
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about one of the cards, Sam will do his honest best to provide detailed
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information about that one card - but only that one card. Before we get
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to Sam’s questions, here is what Sam has to say about the cards:
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*Asking Sam about Star:*
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Sam tells the PCs that the star card is what gave him the ring of
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feather falling. He says it always conjures a wondrous magic item. He
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then explains that therefore, the card can mean *wondrous magic item*.
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He also says it can just mean wonderful non-magical item, or even a
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wonderful place, or the emotion of wonderment.
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*Asking Sam about Cripple:*
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Sam will tell them: “The cripple card gave me serious lower-back pain.”
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Sam explains that it can mean any kind of infirmity: lack of strength,
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lack of dexterity, lack of health, or the like. It can mean just a
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physical flaw in general. If you wanted to say that a teapot is broken,
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you would again use the cripple card to represent the state of being
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physically broken.
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*Asking Sam about Sun:*
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Sam tells the PCs that the Sun card is the one that gave him a divine
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spark. He explains that therefore, the Sun card can mean divine
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ascension, or the state of being a god or goddess, or any variant of
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that - it can mean divinity, divine, godlike, etc.
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*Helping Sam:\
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\
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*Sam agrees to answer the PCs questions, if in exchange the PCs agree to
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answer Sam’s questions. As it turns out, all of Sam’s questions are
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existential questions about the purpose and meaning of life. He
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absolutely insists that he won’t accept brief, thoughtless answers. He
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wants insights!
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Sam is the kind of person who believes strongly that the gods have a
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plan, and that there must be a reason for his divine ascension. But he
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is utterly baffled as to what the reason might be, or what he’s supposed
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to do about it. Here are his four questions, in the order he asks them:
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- Q1: Why do you think I was chosen for divine ascension? Why me?
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- Q2: What is the proper way I should be using the gift I’ve been
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> given?
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- Q3: How can I ascend further up the ladder toward godhood? What
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> should I do?
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- Q4: What the heck is this ring of feather falling for?
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In response to Sam’s questions, the PCs are likely to have a
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philosophical discussion. The PCs can tell Sam their theories for why
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Sam was given a spark, and they may have their own philosophies about
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what Sam ought to be doing with his gift. Sam will take these theories
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into serious consideration, but he won’t make any hard-and-fast
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decisions just yet.\
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\
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There are no “right” answers to Sam’s questions, but there are wrong
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answers: any answer that is glib, or that doesn’t seriously grapple with
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the difficult issues, is a wrong answer. If he gets a glib answer, Sam
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will refuse to move on to his turn until the PCs really tackle the
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question.
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In truth, the best way to help Sam is to get him to stop obsessing so
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much. He is so fixated on trying to solve the puzzle of why he was
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chosen, what he’s supposed to do, and the like, that he’s making himself
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crazy. He needs to slow down and just let things unfold naturally.
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In my version of this campaign, the PCs put Sam in a situation where he
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met a fun and playful woman. That gave him something else to do other
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than obsess about his role in the universe.
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### Alyssa Varn: The Squatter
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The squatter is a tiefling woman named Alyssa Varn. She is a gambler,
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and she was deeply in debt. She was one of the first people that drew
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cards from the Deck. She drew these cards:
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- *Tiger*: She gained a lot of limberness, she is now basically a
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> contortionist.
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- *Knight*: She received a staff of withering.
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- *Bricklayer*: The Deck built her a castle.
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Alyssa quickly sold the staff, she is not a combatant and has no use for
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a weapon. That paid off half her gambling debts. However, she did not
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want to sell the castle: the bricklayer card instilled a strong
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compulsion to live in the castle. Her husband told her that if she
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didn’t sell the castle and pay off her debts, he would divorce her.
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Under pressure, she sold the castle to Green, and it became Castle
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Green.
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Alyssa resents being forced to sell, her compulsion to live in the
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castle is overwhelming. She has convinced herself that a contract “made
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under duress” (the threat of divorce) is invalid, and so therefore, the
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sale is invalid, and the castle is still hers. So she keeps sneaking
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back in.
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The PCs have the following dream, as seen through Alyssa’s eyes:
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> It’s nighttime. You’re standing next to a sturdy stone building, which
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> has a narrow vertical window, like a castle window. You try to squeeze
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> yourself through the window, and you almost make it - you’re an
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> unusually thin woman, and you’re really flexible, a contortionist. A
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> male voice behind you says, “stop it, you’re being absolutely crazy.”
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> You say, “This is my castle!” He says: “It’s not yours, you sold it!”
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> You cram yourself into the window again, and this time, you actually
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> succeed in getting through. The male voice says, “You’re nuts, and I’m
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> done. Goodbye.”
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Alyssa is currently living in the basement of castle Green. The castle
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came furnished with lots of furniture. Green moved a lot of that
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furniture into a storage room in the basement. Alyssa took some of the
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bookcases in the storage room and improvised a small hidden “room” (with
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bookcase walls) hidden behind a giant pile of furniture.
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Green has a lawsuit pending against Alyssa in the courts of St Parnas,
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he’s trying to have her committed to a mental institution. However, the
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Mayor is slow-rolling it, mainly as retaliation for the fact that Green
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and the Deck are upsetting the calm of what was once a safe little small
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town. So, for now at least, Green is on his own. From time to time,
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Green’s guards catch Alyssa. But Green isn’t cruel: he knows that Alyssa
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is just a sad crazy woman, and that her craziness is in part Green’s
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fault, so he can’t bring himself to physically harm her. So he just
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kicks her out of the castle for the umpteenth time, and he hopes the
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courts will take action soon.
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Unfortunately for Green, that means that for now, Alyssa can pretty much
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harass Green with impunity. Alyssa is a zero-level NPC, so she cannot
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take on Green and his guards directly. She knows that if she gets too
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close to the guards, she’s going to get kicked out again. So instead,
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she harasses Green mainly using traps.
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None of Alyssa’s traps are deadly - at least, not intentionally. She is
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|
annoying and even dangerous, but not a murderer. She often will lurk in
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|
the shadows, watching her own traps. The PCs encounter the following
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traps set by Alyssa:
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|
- In the Armory, a tripwire. See the subsequent section on the Armory
|
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|
> for more information.
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|
```{=html}
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|
<!-- -->
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|
```
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- In any room, she puts a bucket of yellow liquid on top of an open
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|
> door. Dexterity save DC 12 to dodge it. You can determine the
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> in-game effects, if any.
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- In the event that one or two characters separate from the party, and
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> end up in a room, Alyssa jams a triangular wedge into the door,
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> then she nails the door shut. It’s not specified what is required
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> to get the door back open, but make it a not-too-difficult project
|
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|
> that takes up 15 minutes of game time. Do not do this if all the
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|
|
> party members are in the room, and don’t do it if the party
|
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|
> members in the room are strong enough to simply force their way
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> out. Make it interesting, wait until a few party members who don’t
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> have the strength to break out can be trapped.
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Her traps usually come with a written note: “Get out of my castle,” or
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“Serves you right, trespassing in my castle!”
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While the PCs are exploring the castle, they never find Alyssa: she’s
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|
too good at hiding after months of experience. But they may find her
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sleeping quarters. If they look in the storage room with the furniture,
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|
they may notice that most of the room is covered in thick dust, but
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|
there’s a path through the dust (perception DC 13). To follow the path
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|
you have to be very small, or a contortionist, or ideally both. It leads
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|
to Alyssa’s hidden room, which contains a matress and some personal
|
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|
effects. There’s nothing interesting in the personal effects, but the
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|
size of the garments reveals that Alyssa is very small. Inside the
|
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|
hidden room is a stone wall with one of the stones carved out. If you’re
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|
small, you can squeeze through.
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The tiny passage through the wall emerges in Mikhail’s bedroom, into the
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back of his wardrobe. She has loosened part of the back of the wardrobe,
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|
she can take it off quickly, pass through the passage and into the
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|
wardrobe, then out the doors of the wardrobe.
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Alyssa wants her castle back. However, she has been trying for months,
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and now the upper half of the castle is gone. She is losing hope. When
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the PCs finally rescue all of Green’s employees from the labyrinth - not
|
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|
counting Green and his entourage - they will have achieved Alyssa’s goal
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for her: get rid of Green and his employees. However, by this time, the
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castle is being invaded by giant ants. This causes her to lose even more
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hope.
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The next time the PCs visit the labyrinth after rescuing all of Green’s
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|
employees, they find Alyssa just sitting on a sofa in the lounge,
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watching the ants glumly. The PCs can see her cards using *deck
|
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|
|
awareness*. She looks up and says:
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> “Hey, you guys drew cards, didn’t you. I’ve seen that effect on
|
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|
> Borghan and Balanestra (pointing at the cards over everyone’s heads).
|
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|
> Wait, are you the ones I wedged in such-and-such room?”
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If the PCs ask why she’s not in hiding any more, she says:
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> “For a long time, I was fighting to get Green out of my castle, my
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> home. Well, Green and his employees are finally leaving, but the top
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> half of the castle is gone, and now the ants are moving in. It’s just
|
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|
> getting more and more clear that I’m never getting my castle back. I’m
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> on the brink of giving up. That’s why I’m sitting here just taking one
|
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|
> last look at what remains of my home.”
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If the PCs complain about the shit that Alyssa has been doing to them,
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she says:
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> “Sorry about the traps. I was just getting more and more angry that
|
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> more and more people were in my castle, and I sort of overreacted. I
|
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> guess everything I did was pointless. Sorry I took it out on you
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> guys.”
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If the PCs say anything to suggest that maybe Alyssa is being irrational
|
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trying to live in a castle that she doesn’t need, when she has a
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perfectly good house in town, especially given that she sold the castle,
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|
she completely transforms into a crazed person:
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> “This is my home! My territory! It’s mine, the deck built it for ME!
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> Don’t be telling me it’s not mine, this is my territory, and I’m going
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> to protect it! Get the fuck out of my house!”
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Then, she starts screaming at the PCs and kicking and hitting (no
|
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|
|
damage). She won’t calm down for about a half hour. This transformation
|
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|
is magical: it’s the effect of the *bricklayer* card. The card instills
|
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|
|
a powerful compulsion to live in the space, to make it your own. Notice
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|
that Alyssa used the word “territory” twice. That’s a word that people
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|
mostly use in reference to animals who mark their territory - that’s
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|
intentional. The bricklayer card is strongly tied in to the concept of
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|
animalistic territorial possession.
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If the PCs leave and come back, Alyssa says:
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> “Sorry about that tantrum. I don’t know what got into me. Every time
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> somebody tells me to leave, I just turn into that crazy woman. I can’t
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> control it.”
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People who draw the bricklayer card have to make a Wisdom saving throw,
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DC 15 in order to escape from the compulsion to live in the building. If
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they fail, they get to try again once per month. Alyssa’s wisdom is only
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|
8. She has failed the saving throw multiple times.
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To help Alyssa, what the PCs really need to do is:
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|
> 1\. They need to figure out that Alyssa is under a magical compulsion.
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>
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> 2\. They must help her to escape from that compulsion.
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Once they figure out that that’s their goal, interrupt and say, “As your
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DM, this is how we’re going to roleplay this. Alyssa gets one wisdom
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|
saving throw to escape from the compulsion. Do what you can to prepare
|
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|
her, then roll the saving throw for her. You get one and only one
|
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|
chance.”
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|
There are actually lots of things the PCs can do to prepare Alyssa:
|
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|
- Any spell that helps with wisdom saving throws is a good idea,
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|
> including *bless*, *beacon of hope*, or *resistance*. However, it
|
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> will be very difficult talking Alyssa into letting some strangers
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> cast spells on her.
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- If the PCs can very delicately help Alyssa to understand that she’s
|
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> under a magical compulsion, that will help a lot. Nobody likes to
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> be magically controlled. +4 to save.
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- If the PCs (somehow) offer Alyssa a really nice alternative home, +4
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> to save.
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- I said that they get only once chance, but I lied: if they offer
|
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|
> Alyssa an inspiration point, they can get a second roll.
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- PCs are inventive. Let them be creative here.
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Regardless of whether they succeed at helping her, she will talk to the
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PCs and answer their questions willingly, when she’s in a calm mood.
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When it comes to answering questions about the cards, Alyssa (being a
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low-wisdom individual) is not that insightful. She tells the PCs the
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basics, but she may leave out details:\
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\
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*Asking Alyssa about Tiger:*
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FILL ME IN
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### Balanestra: The Wish-Keeper
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The wish-keeper is an aasimar woman named Balanestra. She is a wealthy
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woman who drew cards because she was profoundly dissatisfied with her
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life, feeling that it was mundane and boring. She was desperate to have
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a more exciting life, even if that meant great risk. She drew these
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cards:
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- *Gem*: She received gems, which she didn’t need at all, being quite
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> wealthy.
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- *Skull:* She had to fight an avatar of death. The bodyguards mostly
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> did it for her.
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- *Moon*: She was granted three wishes.
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She wished for the following:
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- Wish 1: To be highly skilled at plotting, manipulation, and
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> intrigue: Wish Fully Granted.
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- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly
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> Granted.
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The second wish gave Balanestra the ability to look into mirrors and see
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the people she’s thinking about. She can do this three times per day,
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for 15 minutes. However, her target gets a saving throw, WIS DC 20. All
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gods can resist, as can a few powerful people.
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Having made two wishes, Balanestra was supposed to make her third wish
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on Green’s behalf. Instead, she said to Green, “There are powerful
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people all over the multiverse who are scheming to take that Deck away
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from you. Now that I have these new talents, you should hire me to be
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your advisor. I can keep you one step ahead of those guys.” Green
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agreed, but then Balanestra named her conditions: “My price for working
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for you is this: I get to keep my third wish.” Green hesitated, but
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decided to accept the offer.
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Balanestra didn’t make a third wish. Instead, she decided to hold onto
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her third wish for a rainy day. She thinks of it as the ultimate
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emergency get-out-of-jail-free card.
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There is an old trope that says that if you get three wishes, you’ll
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somehow end up miserable. Balanestra is the proof that that’s just
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moralizing nonsense. She’s loving her new life, she’s ecstatic.
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The PC has the following dream, as seen through Balanestra’s eyes:
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> Green, at his desk: “I can’t fight a goddess. What do we do if she
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> attacks?”\
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> Balanestra: “We teleport away, of course.”\
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> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
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> Balanestra: “She can follow us *almost* anywhere.”
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>
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> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
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> no!”
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>
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> Balanestra: “Trust me.”
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Balanestra is with Green, in the basement of the castle, on the other
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side of Omta’s steel door. Therefore, it is not possible to get help
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from Balanestra. Fortunately, for every card that Balanestra drew, there
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is no need to seek help from her:
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- *Gem*: The gem card has many complicated meanings. If none of the
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> PCs drew the gem card, they are likely to need help. Fortunately,
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> they can ask Borghan (the Caged Beast) instead.
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- *Skull:* In Omta’s scrolls, he uses the skull card several times. In
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> one case, it means “wants to kill me,” in another case it means
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> “would kill me.” If none of the PCs drew the skull card, they will
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> have to guess the meaning, but *skull=killing* is a pretty easy
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> guess.
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- *Moon*: Lada tells you that the card grants three wishes, and that
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> hasn’t changed. The symbolic meaning of the card is wishes,
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> granted wishes, desires, or fulfilled desires. The PCs will have
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> to guess that, based on what the card does.
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The PCs will meet Balanestra, very briefly, at the end of Chapter 2,
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after they get through the steel door. She will become an important
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figure later in the campaign.
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|
### Brunna: The Antiquarian
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The Antiquarian is a Dwarven woman named Brunna. She used to make a
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living selling musical instruments. She was quite successful, and lived
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a comfortable life. But she wasn’t happy - he was bored and full of
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malaise. However, the comfort of her life made it hard to change. She
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knew she needed a push, and she thought the deck might give her that
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push. She drew these cards:
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- *Vizier*: she can now ask the fates a question, once a month.
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- *Comet*: she can hold an item in her hands and know its past.
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- *Idiot:* she lost 2 points from charisma. She now looks down her
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> nose at people, purses her lips, and speaks in a know-it-all
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> manner.
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She has gained two abilities that both allow her to learn about the
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past. The *comet* ability lets her hold an item in her hands and know
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something about its past. If that isn’t enough, she can ask the fates a
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question once a month, because of the *vizier* card.
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Meanwhile, her musical instrument business went bad. The charisma loss
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made it much harder to land a sale. In the week after she drew cards,
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she sold half as many musical instruments as normal. She realized that a
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salesperson needs charisma, and she just didn’t have it any more.
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She sold the music business, and went into a new line of work:
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antiquarian. She figured that coming across as a know-it-all was
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expected from an antiquarian, and the *comet* card made it pretty easy
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to learn the history of the items she handled. So antiquarian was a
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|
natural choice. She’s actually enjoying the new job, it’s different, a
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real change of pace.
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The PCs have the following dream about Brunna:
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> You are holding a rusty saber, which is resting across your two palms.
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> You say, “This saber was made by a dwarven man named Jorrell. It was
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> one of a set of three, one of which was sold to your grandfather.”
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Brunna is now running a consulting firm in the building that used to be
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her music shop. The building is not far from the St. Parnas market
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|
square. The front of the building has the faded outline of a lute on the
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brickwork, where the previous sign used to be. In its place is in a new
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sign that says “historical research: antique objects investigated.”
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Brunna sits in a comfortable chair, with a little coffee table in front,
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and a few other chairs across.
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As Brunna has settled into her new job, she is starting to really like
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it. She thinks it’s kind of fun explaining various facts about history
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to people - she enjoys storytelling. Also, since she doesn’t actually
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*know* history until she handles an item in her hands, when she tells a
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story, she’s learning it herself at the same time as she tells it to her
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customer. So she’s enjoying the feeling that her knowledge is expanding
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all the time.
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The idiot card caused her to act like a know-it-all and look down her
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nose at people. She knows that people now perceive her as a know-it-all,
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but she can’t understand why: this is the negative effect of the *idiot*
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card, she can’t understand her own lack of charisma. Still, she feels
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that it’s an acceptable sacrifice for the new job, which she thinks is a
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great new direction for her life.
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She has not used the *Vizier* power yet. She is excited to try it for
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the first time, but she knows she can only use it once a month, so she’s
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saving it for a special occasion. Maybe something the PCs ask her will
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inspire her to ask her first question of the gods.
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If the PCs want to ask Brunna about the cards, they will have to pay her
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|
5 gp consulting fee.
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|
*Asking Brunna about Vizier:*
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Brunna explains that the Vizier card gave her the ability to ask one
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question per month, and have it answered by the gods. She says the card
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can mean, literally, a vizier or seer, or a scholar, or researcher, or
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|
scientist. It can also mean the act of asking questions, or any other
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|
form of investigation. It can also just mean “knowledge,” especially
|
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secret knowledge or hidden knowledge.
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*Asking Brunna about Comet:*
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Brunna explains that the comet card allows her to hold an object in her
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|
hands and learn its history. The meaning of the card is generally just
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“time,” but it also encompasses all kinds of things related to time,
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like “the past,” “the future,” or “waiting.” It can also be a reference
|
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|
to knowledge of the past or the future, ie, history and prophecy.
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*Asking Brunna about Idiot:*
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Brunna explains that the idiot card somehow made her less charismatic.
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She says the card can refer to lack of intelligence, lack of social
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skill, lack of wisdom, or any other sort of mental incapacity. It can
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also mean “making a mistake” or “a bad decision.” The card can also
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mean, literally, an idiot. It can also mean somebody who is intelligent
|
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|
but with some kind of mental handicap - for example, a smart person with
|
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|
|
an alcohol addiction.
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|
*Handing a Scroll to Brunna:*
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If the PCs hand Brunna one of Omta’s scrolls, she holds it in her hand,
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|
and she says she knows something important about its history. But she
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says: “I’m willing to tell you what I know, but in exchange, you have to
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help me with something. I help you with a difficult puzzle, you help me
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|
with a difficult puzzle.” If the PCs agree, then this is what she has to
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say about the scroll:
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> Well, this scroll itself doesn’t have much history, it’s only a few
|
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|
> days old. But the communication method that is being used in this
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> scroll is very, very old. This goes back before written history.
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>
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|
> Language as we know it was invented by mortals. So how did the gods
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> communicate before the gods created mortals, and mortals invented
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> language? Well, gods can easily conjure little illusions, little
|
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> images. So that’s what they did. They showed each other little
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> pictures. There was no standard set of symbols. Each god would make up
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> whatever images made sense to them. Unsurprisingly, there was a lot of
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> miscommunication. That’s why this form of communication died out when
|
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> language as we know it was invented. The gods learned how to speak
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> from mortals, and they stopped using these images.
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|
*Helping Brunna:*
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Brunna has a problem: she doesn’t have enough customers. She’s not
|
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making enough money, the business isn’t profitable. Apparently, there
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|
just aren’t enough people who need their family heirlooms read. She asks
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the PCs for ways to improve her business.
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Brunna’s core problem is that she is suffering from a failure of
|
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|
imagination. Her *comet* power can be used for so much more than just
|
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|
|
investigating heirlooms. What the PCs really need to do is work with
|
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|
|
Brunna to brainstorm alternative ways to use her power. Here are some
|
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|
|
options:
|
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|
|
- *Crime Investigation*: She can hold a murder weapon in her hands,
|
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|
|
> and tell you who used it.
|
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|
- *Private Investigation*: She can hold some underwear in her hands,
|
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|
> and she can tell you who slept with your spouse.
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|
- *Industrial Espionage*: She can hold your competitor’s product in
|
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|
> her hands, and tell you how it was manufactured.
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- *Art Authentication*: She can hold a piece of art in her hands, and
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|
> tell you if it is the original or a forgery.
|
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|
- *Archaeology*: She can hold a relic of a past civilization, and tell
|
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|
|
> you something about that civilization.
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|
- *General Espionage*: She can hold objects stolen from diplomats or
|
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|
> politicians, and possibly learn their secrets.
|
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|
If Brunna branches out and advertises all of these services, she will
|
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|
have much more business than before.
|
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|
If the PCs help her brainstorm at least four new ideas for how to use
|
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|
her power, then she will be grateful and she will perceive the PCs as
|
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|
|
friends. She still charges 5 gp per item investigated, though. A
|
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|
|
consultant has to eat, you know.
|
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|
*Using Brunna as a Resource:*
|
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|
|
Brunna is a valuable investigative resource. Once the players figure out
|
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|
|
that Brunna can do all kinds of useful research, they will probably
|
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|
|
visit her fairly frequently. That’s actually a good thing.
|
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|
|
Do not let Brunna short-circuit major questlines. If there’s some
|
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|
|
information that you don’t want her to reveal, then don’t reveal it.
|
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|
Instead, reveal something else, like this:
|
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|
|
> PC: Can this sword kill the bad guy?\
|
|
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|
|
> Brunna: Here, give it to me. Hmmm. I can see that this sword was made
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|
|
> by a Dwarven man named Jorell, who works in Moradin’s keep.
|
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>
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> PC: Yeah, but can it kill the bad guy?
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>
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> Brunna: No idea.
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As the DM, you decide what Brunna knows, and what she doesn’t. If you
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don’t want her to have the answer to a question, then she doesn’t have
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the answer to that question. She always knows *something* about an item,
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but not necessarily what the PCs want her to know.
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The real value of Brunna is that you can use her to feed the PCs exactly
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the clues that *you* want to feed them. Try to encourage the PCs to
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visit Brunna regularly, by letting Brunna reveal little tidbits of
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useful information here and there (without major spoilers.) Then, if the
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players ever seem like they’re stuck, and they’re not making progress
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solving the major puzzles of this chapter, then you can feed them a big
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clue through Brunna.
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If the PCs get in the habit of visiting Brunna frequently, and it starts
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to get repetitive, then just start abbreviating the interaction:
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> PC: We go ask Brunna about whether the sword can kill the bad guy.
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>
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> DM: OK, you go visit Brunna. She reveals that the sword was made by a
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> man named Jorell at Moradin’s keep. You learn nothing else. She
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> charges you 5 gp.
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That way, it only eats up a few seconds of table-time.
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|
### Asatya: The Sleepwalker
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The Sleepwalker is a woman named Asatya, who used to be a gardener in
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the orchards. She’s getting older and her hands are getting arthritic.
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She didn’t think she could do her job much longer, and she felt she
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needed a new direction in life. She drew these cards:
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- *Owl*: She gained a great deal of intelligence, she is much smarter
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> than before.
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```{=html}
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<!-- -->
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```
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- *Fool*: She no longer knows how to cook, which turns out not to
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> matter very much.
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- *Void*: She fell into a deep sleep, from which she cannot awaken.
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Asatya is now a patient at the local hospice. Her body is being
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well-tended by the nurses there. She is completely unable to sense any
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stimuli or react in any way.
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While she sleeps, her spirit is sleepwalking around the city gardens.
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Like a sleepwalker, she can see the real physical world - the garden
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she’s walking around in. Like a sleepwalker, her thought processes are
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delirious and confused. But unlike a normal sleepwalker, she has left
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her body behind, and she sleepwalks through the world in the form of a
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spirit.
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Asatya’s strange state is a reflection of Omta’s own experience. Omta is
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also asleep, and Omta also sleepwalks through the multiverse.
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The PCs have the following dream about Asatya:
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> You are wandering through a manicured garden. There are a few other
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> people walking along the paths of the garden. You feel confused, your
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> mind is foggy. You notice a weed that needs pulling. You bend over to
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> pull it, but you don’t seem to be able to. In your confusion, you
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> don’t know why you can’t pull the weed.
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If the PCs visit Asatya’s body at the hospice, they will find that she
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is breathing deeply, as if in a restful sleep. She is completely
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unresponsive to any stimuli. Any attempt to contact her magically or
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telepathically will yield the impression that there’s nobody in there.
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One of the most surprising things about Asatya’s body is: *Deck
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Awareness* doesn’t work on her, there are *not* three cards hovering
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over her head! The reason is that the cards aren’t hovering over
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Asatya’s body. They’re hovering over her *spirit*, and her spirit is
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somewhere else: in the orchard.
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If the PCs ask the nurses, the nurses can tell the PCs a little bit
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about Asatya’s background, including, crucially, that she was a gardener
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in the orchard. This may trigger the PCs to remember the deck dream
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about a woman wandering the orchard, and trying to pick weeds.
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The PCs may contact Johann, the dreaming ghost from the Museum of
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Orethys, and ask him to enter Asatya’s dreams. When Johann reports back,
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he says:
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> Are you sure she’s in bed? Because as far as I can tell, she’s
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> sleepwalking. She’s walking around in an orchard. I can tell that it’s
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> a real, physical orchard in the real world, not a garden she’s
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> imagining in her head. Dreams are always fuzzy and mutable, but this
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> garden is real-looking. That’s why I’m very sure she’s sleepwalking.
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>
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> I tried to talk to her, but I have a problem with sleepwalkers. When a
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> sleepwalker opens her eyes, she gains the ability to see the physical
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> world, but she loses the ability to see her imaginary dream world.
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> Unfortunately, her imaginary dream world includes me, Johann. So
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> whereas a normal dreamer can see me and hear me, a sleepwalker can’t,
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> because they’re seeing and hearing the physical world instead. So I
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> couldn’t talk to her. I can never talk to sleepwalkers.
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If the PCs search the orchard, they eventually find three cards just
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moving around, apparently hovering over an invisible ghost. The PCs
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cannot see or hear Asatya, but because the PCs can see the cards, they
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can tell where Asatya’s ghost is standing, and which direction she is
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facing. Using *see invisible* will reveal Asatya’s vague outline, which
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|
can be used to confirm that, yep, it’s the same woman from the hospice.
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Here is one way that it is possible to ask Asatya a question: Tell
|
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Johann to enter Asatya’s dreams, and tell him to listen to anything she
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|
|
says. Then, go to the gardens and stand directly in front of Asatya.
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Face her, and ask her a question. Asatya will see and hear the PC, so
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|
she will answer the question. The PC won’t hear the answer, because
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|
Asatya is invisible and inaudible to the PC. But Johann can hear the
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|
answer, and pass it to the PCs.
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|
If the PCs ask Asatya a question in this manner, she gives answers that
|
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|
are dreamy and drifty, but still basically correct.
|
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|
|
*Asking Asatya about Owl:*
|
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|
She says, “I remember his eyes, the wisdom in his eyes. He is so smart.”
|
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|
The essential concepts here are intelligence and wisdom.
|
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|
*Asking Asatya about Fool:*
|
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|
She says, “He forgot his job… he forgot his name… then he disappeared.”
|
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|
The essential concepts here are forgetting and disappearance.
|
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|
|
*Asking Asatya about Void:*
|
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|
She says, “An empty place… empty mind… so dark, so quiet.” The essential
|
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|
|
concepts here are emptiness, darkness, and silence.
|
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|
|
*Helping Asatya:*
|
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|
|
After Johann helps get information from Asatya, he tells the PCs that
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|
|
Asatya is the only other person he knows who is permanently asleep. He
|
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|
|
|
*desperately* wants to meet her, but he can’t talk to her, because she
|
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|
|
can’t see him. He is very frustrated.
|
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|
|
Up until this point, Johann has been super-helpful and has done
|
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|
|
|
|
basically anything the PCs asked of him, at no charge. Johann points
|
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|
|
|
|
this out, and says, “I’ve been helping you. Now you help me. You’re a
|
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|
|
resourceful bunch. Figure it out, I want to talk to this woman.”
|
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|
|
Making this happen is shockingly easy: just tell Asatya to close her
|
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|
|
|
eyes. If you do that, she stops seeing the physical world, which makes
|
|
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|
|
her able to see her own internal dreamworld - which means she can see
|
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|
|
Johann. The minute you do this, the three cards disappear: her spirit is
|
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|
|
no longer in the orchard, it’s somewhere else, with Johann.
|
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|
|
Another way to get Asatya’s ghost to focus inward is to cast “sleep” on
|
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|
|
her. This will cause her to enter a more normal dream-sleep, in which
|
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|
|
Johann can talk to her. You can cast sleep on her spirit or on her body,
|
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|
either way works.
|
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|
This is a difficult puzzle. If the players come up with another way to
|
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|
|
get Asatya to focus inward, allow it, even if it only makes partial
|
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|
|
sense. You need this to work, because the PCs will need Johann’s help
|
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|
later.
|
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|
Johann knows a trick: he can make you have a lucid dream. As soon as
|
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|
|
Asatya starts talking to Johann, he uses his method to help her clear
|
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|
|
the cobwebs. She is still asleep, but she can now focus her mind and get
|
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|
|
|
a better grasp on her situation. Plus, she has a knowledgeable soul
|
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|
|
there who knows all about being trapped in dreams. She is no longer
|
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|
|
alone, she is no longer foggy-headed, and she has somebody who can show
|
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|
|
her the ropes.
|
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|
|
|
|
|
|
|
|
### Rackle: The Punching Bag
|
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|
|
The punching bag is a man named Rackle. He developed a medical condition
|
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|
|
that caused him constant pain. Healers were unable to improve the
|
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|
|
|
|
situation. In desperation, he decided to draw cards:
|
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|
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|
|
- *Euryale*: He is now terrified of monsters.
|
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- *Ruin*: Items he touches are likely to crumble to dust.
|
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|
- *Rogue*: People think he’s a fraudster and a con man, without
|
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|
|
> evidence.
|
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|
|
It’s very unlikely to draw three terrible cards from the deck, but
|
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|
|
Rackle managed to do it. His life was bad, and now it’s exponentially
|
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|
|
worse.
|
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|
|
After drawing cards, Rackle tried to find someplace to stay, but
|
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|
everywhere he went, he was ostracised as a fraud and a con man, because
|
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|
|
of the *rogue* card. Lacking any place to stay, he wandered around
|
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|
|
outside the city and eventually came across an old abandoned watchtower.
|
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|
|
The watchtower is one of a set of five posts that were built around St
|
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|
|
|
Parnas 150 years ago, and abandoned about 80 years ago. They are three
|
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|
|
stories tall, and consist of little more than a tall staircase with
|
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|
|
landings and a platform on top. The stone parts of the building are in
|
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|
|
good condition, but the wood parts are suffering from water damage from
|
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|
lack of maintenance.
|
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|
|
Rackle is living on the middle floor, which is basically just a landing
|
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|
between the stairs that lead up, and the stairs that lead down. There’s
|
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|
just enough space to lie down.
|
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|
Everywhere Rackle goes, he is sure that he is surrounded by demons
|
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|
|
|
lurking in the shadows. This is the effect of the *euryale* card. He has
|
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|
|
|
|
stolen a bag of salt and he makes salt protection circles on the ground
|
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|
|
wherever he goes, to prevent the demons from getting to him. Of course,
|
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|
|
there are no demons. But that doesn’t stop Rackle being terrified, all
|
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|
|
the time.
|
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|
Because of his Rogue card, he can’t get an honest job - nobody trusts
|
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|
|
him. Rackle tried stealing to make a living, but he discovered that
|
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|
|
anything valuable he stole would often crumble to dust, the effect of
|
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|
|
the *Ruin* card. So now he survives by stealing low-value items - bits
|
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|
|
of food, mostly.
|
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|
|
His medical condition persists: he is still in pain, an aching pain all
|
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|
|
over his body, with no obvious source or cause.
|
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|
|
Rackle’s absurd levels of misfortune have attracted the attention of
|
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|
|
Beshaba, goddess of misfortune. She didn’t cause his bad luck: it just
|
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|
|
|
happened on its own. But now that it has, Beshaba considers Rackle to be
|
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|
|
|
|
a “saint of misfortune.” Beshaba is therefore protecting Rackle - she
|
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|
|
has assigned a priestess named Clarissa to watch over him.
|
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|
|
Clarissa is a strange woman. She is a human in her mid-fifties. She used
|
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|
|
|
to be a sadist, that is what drew her to Beshaba. But in Beshaba’s
|
|
|
|
|
|
service, she witnessed such vast and terrible misfortunes that her own
|
|
|
|
|
|
efforts began to feel insignificant. No matter how hard she tried to
|
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|
|
make people suffer, life did worse — arbitrarily, effortlessly. She kept
|
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|
|
|
upping her game, but the universe always outdid her.
|
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|
|
Eventually, she gave up on torturing people and turned instead to
|
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|
|
|
|
studying the torments life produced without her help. At first, her goal
|
|
|
|
|
|
was to learn more about how to inflict pain. But over time, her study
|
|
|
|
|
|
grew more abstract, and more philosophical. Age crept in. She suffered
|
|
|
|
|
|
some things herself. She still studies suffering, but she’s not sure why
|
|
|
|
|
|
any more. Some days she feels tired. And though she’d never admit it,
|
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|
|
she’s begun to care for a few individuals, against her better judgement.
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|
Because of this, Beshaba has given Clarissa the responsibility of
|
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|
|
|
keeping Rackle alive. Clarissa camps near the ruined watchtower where
|
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|
|
Rackle lives, and watches from a distance. She does not interfere with
|
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|
|
|
|
his suffering — that would defeat the purpose — but she steps in if
|
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|
|
something threatens his life.
|
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|
|
That turns out to be harder than expected. After a month of isolation,
|
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|
|
|
pain, and fear, Rackle tried to take his own life. Clarissa found him
|
|
|
|
|
|
bleeding out and cast *Cure Wounds* just in time. It wasn't the last
|
|
|
|
|
|
time. Eventually, Rackle realized he couldn’t die by the blade — so he
|
|
|
|
|
|
stopped eating. Clarissa tried to force-feed him and nearly choked him
|
|
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|
|
|
to death in the process. She hasn’t tried again.
|
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|
|
Desperate, she turned to the druids of Silvanus, buying *goodberries*,
|
|
|
|
|
|
which are small enough not to cause choking. But the druids have been
|
|
|
|
|
|
growing suspicious, and they keep asking what she’s doing. She lies,
|
|
|
|
|
|
because “I’m keeping a man alive so he can suffer” isn’t a truth that
|
|
|
|
|
|
sells well. The druids are beginning to see through the lies.
|
|
|
|
|
|
|
|
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|
|
The PCs have the following dream, seen through Rackle’s eyes:
|
|
|
|
|
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> You are lying on a wooden floor, in a round stone room about 10 feet
|
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> across. You are motionless, staring straight up at the ceiling, which
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> contains some holes where the wood has rotted. In your peripheral
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> vision, you can see a set of stairs leading upward. You can also see a
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> woman in her fifties, in purple robes, kneeling beside you. You feel
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> weak, lightheaded, and your vision is blurry. You fade out of
|
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> consciousness.
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|
Finding Rackle is a challenge: all you really have to go on is the
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dream, which tells you that he’s in a round stone room, about 10 feet
|
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|
across, with a staircase in it. A fairly easy insight roll (DC10)
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reveals that he’s inside a round stone tower. If you ask the Mayor, he
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|
has the insight that it’s probably one of the watchtowers: he says
|
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|
|
“Homeless people camp in those all the time.” There’s no easy way to
|
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|
know which one is the right one, so the PCs will probably have to make
|
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|
the rounds searching them one by one.
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Information about the contents of the five watchtowers can be found in
|
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|
the upcoming section, “Life in St Parnas: The Old Watchtowers.”
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When the PCs finally find Rackle, he is in pretty much the same
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condition described in the dream above: passed out on the floor of his
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tower, with Clarissa ministering to him. Clarissa has recently given him
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her last *goodberry*, the druids won’t sell her any more.
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When the PCs come near Rackle, the *rogue* card will attempt to warp
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their perceptions to make them think that Rackle is a con-man, but the
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PCs have *deck immunity*: they cannot be affected by Rackle’s *rogue*
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card. So they see Rackle as he is. Clarissa is also immune, Beshaba
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needs her to be clear-eyed in order to do her job properly.
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Clarissa knows who the PCs are, because she has been told by Beshaba.
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However, she does not reveal this. She will speak to the PCs and will
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present herself as a friendly cleric who’s just trying to help. She
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says, truthfully, “Hi, I’m Clarissa. This man is starving to death. I’ve
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tried using cure spells, but they don’t help against starvation. I don’t
|
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have any way to feed him, it’s not safe to just cram food in his mouth,
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he would almost certainly choke. Can you guys do anything to help?”
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If the PCs interrogate Clarissa, she decides that there is not much
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point in lying to the PCs. She admits that she is a priestess of
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Beshaba, and that she has been sent to protect Rackle because Rackle is
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a saint of misfortune. She omits the part about keeping him alive to
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keep him suffering, though. If the PCs don’t ask Clarissa who she is,
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Lada figures it out anyway - as a priestess of Tymora, Lada can sense
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the influence of Beshaba.
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While talking to Clarissa, Lada gets a grim, tense look on her face and
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keeps her mouth shut. Later, when out of Clarissa’s earshot, Lada says,
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“That was a priestess of Beshaba. I don’t know what she’s up to, but I
|
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guarantee she’s up to no good. I don’t care what she says, priests of
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Beshaba are *never* here to help.”
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If the PCs attack Clarissa, have everybody roll initiative. On her first
|
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turn, Clarissa casts hypnotic pattern, spell save DC 16. But then, on
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her second turn, she says, “You know what, I can’t do it. I don’t do
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this any more.” She puts her hands in the air, and stops fighting. If
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the PCs keep attacking, they kill her easily.
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The PCs have two strong incentives to help Rackle: one, it would be
|
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morally evil to let him die, and two, they need to ask Rackle questions.
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|
There are several good-aligned temples in town that provide medical
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care, for 100 gp per day. If Rackle gets proper medical care, he will
|
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|
regain consciousness in two days. Clarissa doesn’t interfere, she’s out
|
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|
of options for keeping Rackle alive and she’s willing to accept help,
|
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even if doing so could reduce Rackle’s suffering.
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When Rackle wakes up, he is utterly terrified: there’s no ring of salt
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|
|
on the ground! The demons are going to take his soul! He won’t do
|
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|
anything but freak out until somebody puts down a protective ring of
|
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|
salt. The PCs can get salt inexpensively at a nearby shop.
|
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|
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|
|
## Life in St Parnas
|
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This chapter will take place in two primary locales: inside Castle
|
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|
Green, and in and around St. Parnas.
|
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|
This section lists some of the interesting things you’ll find in St.
|
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|
Parnas.
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|
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|
|
### A Summary of St Parnas
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Saint Parnas is a small town in the Outlands. It sits about a day’s
|
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|
journey spireward of Tradegate. It is a law-abiding, good-aligned town.
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|
Given its proximity to Tradegate (and therefore Bytopia), the
|
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|
predominant moral code in town is that a good person is a person who
|
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works hard, is diligent, and who contributes to his community. People
|
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|
look out for each other, and people have a strong sense of civic virtue.
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|
St Parnas has a definite small-town feel. The kinds of amenities you
|
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|
|
find in big cities aren’t available here. If you want to hire a
|
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|
|
high-level wizard or cleric, you’re out of luck. There are a number of
|
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|
|
one-room churches and temples to various good-aligned gods, but there
|
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|
|
aren’t any big, showy temples. Much of the employment is small-town
|
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|
|
employment: mainly farmwork and small craft workshops. Most of the
|
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|
|
|
people of St Parnas prefer the quiet small town lifestyle, and are glad
|
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|
|
that they aren’t in a big city.
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|
Overt evil is not tolerated here. You will not find any temples to evil
|
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|
|
gods. Of course, people are people, and everyone is flawed, even in a
|
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|
|
|
|
good place like this. You will certainly find people who are selfish, or
|
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|
|
greedy, or lazy. You might even find a few truly dark individuals hiding
|
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|
|
in the shadows. But for the most part, this genuinely is a town full of
|
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|
|
decent, reasonable people.
|
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|
It’s the kind of town where if the PCs are not overtly destructive,
|
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|
|
they’ll get along just fine.
|
|
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|
|
|
|
|
|
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|
|
### Where to Sleep in St. Parnas
|
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|
The first thing the PCs will probably look for in town is someplace to
|
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|
|
sleep. They can find lodging at an inn called “The Unnamed Inn.” Lodging
|
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|
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|
|
for a party of 4 is 2 gp per night, it includes two rooms and meals for
|
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|
|
everyone.
|
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|
The unnamed inn has a common room where people can relax, eat food
|
|
|
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|
|
prepared by the innkeeper, and occasionally, listen to music. It is not
|
|
|
|
|
|
really a “tavern.” Yes, you can get a drink, but service is mainly
|
|
|
|
|
|
intended for people staying at the inn. There are eight bedrooms
|
|
|
|
|
|
upstairs. When the PCs arrive, there are a handful of randos staying at
|
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|
|
|
the inn (feel free to invent some).
|
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|
There is one other inn in town: the Named Inn, in the nicer part of
|
|
|
|
|
|
town. Depending on how scruffy the party looks, they may not be welcome.
|
|
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|
|
Another option is that there are some unoccupied grassy fields on the
|
|
|
|
|
|
outskirts of town. If they want to, the PCs can set up tents, and nobody
|
|
|
|
|
|
will bother them.
|
|
|
|
|
|
|
|
|
|
|
|
### The Legend of St Parnas
|
|
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|
|
If anyone asks where the name “Saint Parnas” comes from, any local can
|
|
|
|
|
|
tell them this story.
|
|
|
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|
|
About 200 years ago, a party of settlers came from the Tradegate area,
|
|
|
|
|
|
looking for someplace to build farmsteads. They found a lovely clearing
|
|
|
|
|
|
where the town of St Parnas now sits, and they started to build.
|
|
|
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|
|
Unfortunately, the entire area was inhabited by a clan of druids who
|
|
|
|
|
|
viewed the area as theirs. The druids despised the fact that the
|
|
|
|
|
|
settlers were cutting down trees, tearing up nature, and domesticating
|
|
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|
|
the area.
|
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|
|
Gradually, tensions between the settlers and the druids escalated, and
|
|
|
|
|
|
it seemed like battle might be inevitable. Into this fray came a man
|
|
|
|
|
|
named Zell Parnas, a man with a silver tongue and a decent heart.
|
|
|
|
|
|
Somehow, Parnas managed to negotiate an agreement between the settlers
|
|
|
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|
|
and the druids.
|
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|
|
The step that finally got the druids to back down was choosing a modest
|
|
|
|
|
|
radius beyond which the city would never expand. The settlers would be
|
|
|
|
|
|
allowed to do as they pleased inside the boundary, but they would leave
|
|
|
|
|
|
nature untrammeled outside the circle. The boundary would be marked by
|
|
|
|
|
|
an orchard that completely encircles the town. This is a huge orchard,
|
|
|
|
|
|
and building it would be expensive, Mr. Parnas financed the planting out
|
|
|
|
|
|
of his own pocket. The druids and the townsfolk are both allowed to pick
|
|
|
|
|
|
fruits from the orchard.
|
|
|
|
|
|
|
|
|
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|
|
Because of the boundary, the village never grew beyond “small town”
|
|
|
|
|
|
status. About a hundred years after his death, Zell Parnas was declared
|
|
|
|
|
|
a saint, and the town was renamed after him.
|
|
|
|
|
|
|
|
|
|
|
|
### The Mayor, Elar Mossbrow
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs start to gain some notoriety in town, the mayor may
|
|
|
|
|
|
introduce himself. You should not introduce the mayor until the PCs have
|
|
|
|
|
|
been in town a while.
|
|
|
|
|
|
|
|
|
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|
|
The Mayor is a firbolg named Elar Mossbrow. It is unusual for a town
|
|
|
|
|
|
mostly populated by medium-sized people to have a giantish mayor, but
|
|
|
|
|
|
Elar is highly worthy of respect, and when he ran for election, he won
|
|
|
|
|
|
easily.
|
|
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|
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|
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|
|
Most firbolg think that money is evil, so it is strange for a firbolg to
|
|
|
|
|
|
be mayor of a human town. Humans use money for everything. The reason
|
|
|
|
|
|
for this is that Elar Mossbrow is a bit of a free-thinker among firbolg,
|
|
|
|
|
|
he eventually concluded that commerce is not a force for evil, he
|
|
|
|
|
|
concluded that commerce binds people together. He uses the expression,
|
|
|
|
|
|
“the bridge to the next village is the merchant’s cart.” Because this
|
|
|
|
|
|
view is in conflict with normal firbolg culture, Mossbrow decided to
|
|
|
|
|
|
move close to tradegate, where the view that commerce is an affirmative
|
|
|
|
|
|
good is the norm.
|
|
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|
|
|
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|
|
The town has a manor for the mayor, which contains a residential quarter
|
|
|
|
|
|
and also offices. Mayor Mossbrow doesn’t fit inside the manor. He can
|
|
|
|
|
|
squeeze through the doorways and, crouching, shuffle down the hallways
|
|
|
|
|
|
if he has to, but it’s very awkward. The only time he goes inside is
|
|
|
|
|
|
when he needs to get some papers from the filing cabinets. Instead, he
|
|
|
|
|
|
built a pagoda in the back yard of the manor, which is where he lives
|
|
|
|
|
|
now. It is open air, but has a roof. He jokes: “I’m the mayor, and I
|
|
|
|
|
|
don’t fit in the mayor’s office. Heavy is the head that wears the
|
|
|
|
|
|
crown!”
|
|
|
|
|
|
|
|
|
|
|
|
Mayor Mossbrow is not happy with Green. He says, “St Parnas used to be a
|
|
|
|
|
|
quiet little town, and I liked it that way. Now we’ve got randos from
|
|
|
|
|
|
all over the multiverse overrunning the place. And now a chaos storm! I
|
|
|
|
|
|
wish this was all over.” After the chaos storm, the Mayor decided it was
|
|
|
|
|
|
time to kick Green out of town. However, Green is trapped in the
|
|
|
|
|
|
basement of the castle, so the Mayor hasn’t been able to tell him yet.
|
|
|
|
|
|
|
|
|
|
|
|
At some point, the PCs may help the town guards contain a threat. If so,
|
|
|
|
|
|
Mayor Mossbrow becomes their friend. He will help them with town records
|
|
|
|
|
|
and other things like that.
|
|
|
|
|
|
|
|
|
|
|
|
Sometimes, Mayor Mossbrow likes to clear his mind by going out to the
|
|
|
|
|
|
orchard and doing maintenance work. He says it’s a good way to get back
|
|
|
|
|
|
to the basics.
|
|
|
|
|
|
|
|
|
|
|
|
### The Orchard
|
|
|
|
|
|
|
|
|
|
|
|
The town is surrounded by an orchard. The orchard contains every
|
|
|
|
|
|
imaginable type of fruit or nut. Many of the trees are picked over (the
|
|
|
|
|
|
townsfolk and the druids use them regularly), but there’s still a bit of
|
|
|
|
|
|
ripe fruit for the taking. Anyone is allowed to pick fruit, which is why
|
|
|
|
|
|
the orchard is usually pretty picked over.
|
|
|
|
|
|
|
|
|
|
|
|
Asatya is a woman who drew the “void” card from the deck. As a result,
|
|
|
|
|
|
her spirit was banished from her body. Her spirit now wanders the
|
|
|
|
|
|
orchard. At some point, the PCs will have a deck dream about Asatya, and
|
|
|
|
|
|
they will see her standing among apple trees. That is a dead giveaway
|
|
|
|
|
|
that she’s in the orchard.
|
|
|
|
|
|
|
|
|
|
|
|
To find Asatya, the PCs should search the orchard for apple trees. That
|
|
|
|
|
|
narrows it down: only a small percentage of the orchard is dedicated to
|
|
|
|
|
|
apples. From there, it’s just a questions of brute-force search. If you
|
|
|
|
|
|
look hard enough, you will find three cards hovering over an invisible
|
|
|
|
|
|
person.
|
|
|
|
|
|
|
|
|
|
|
|
More information about Asatya can be found in the preceding section,
|
|
|
|
|
|
“Asatya: The Sleepwalker.”
|
|
|
|
|
|
|
|
|
|
|
|
### The Old Watchtowers
|
|
|
|
|
|
|
|
|
|
|
|
The easiest way to learn about the watchtowers is to ask one of the
|
|
|
|
|
|
locals about the deck dream with Rackle. “A small round tower” is pretty
|
|
|
|
|
|
much all it takes to get the locals to mention the watchtowers.
|
|
|
|
|
|
Alternately, if you’re exploring the orchard, you’ll stumble on a
|
|
|
|
|
|
watchtower.
|
|
|
|
|
|
|
|
|
|
|
|
Just inside the orchard are five old watchtowers, evenly spaced around
|
|
|
|
|
|
the town. Each one is a cylinder of stone about 10 feet in diameter.
|
|
|
|
|
|
Inside the cylinder is a spiral staircase that goes up the entire tower.
|
|
|
|
|
|
The staircase has four landings: the ground floor, the lower landing,
|
|
|
|
|
|
the upper landing, and the roof. The interior landings are only there
|
|
|
|
|
|
for safety. The point of the staircase is to get to the roof, which is
|
|
|
|
|
|
where a watchman would stand and survey the countryside.
|
|
|
|
|
|
|
|
|
|
|
|
The towers were built about 90 years ago by an overzealous mayor who
|
|
|
|
|
|
thought this was necessary for some reason. They were abandoned 60 years
|
|
|
|
|
|
ago, when that mayor retired, because everyone realized there was
|
|
|
|
|
|
nothing to watch for. Without maintenance, the stone outer structure is
|
|
|
|
|
|
still in good condition, but the wooden parts are starting to rot.
|
|
|
|
|
|
|
|
|
|
|
|
The towers are often used by homeless people and drifters as temporary
|
|
|
|
|
|
shelter. Many of them contain graffiti, and junk discarded by drifters.
|
|
|
|
|
|
Here are the specific contents of the towers. Note that “tower 1” is not
|
|
|
|
|
|
in any particular location. It’s just whichever tower the PCs explore
|
|
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first.
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Tower 1: *Religious Icon.* The roof has an abandoned campsite - the cold
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remains of a burnt-out fire and a pile of garbage. If the PCs are
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searching for Rackle, then the campsite contains a crudely carved wooden
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statue of Ilmater. Ilmater instructed one of his worshippers to carve it
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and leave it here. It is intended as a simple message, meaning
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basically, “I am Ilmater, don’t forget I exist.” Rackle will need
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Ilmater’s help.
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Tower 2: *Bats*. On the upper landing is a swarm of aggressive bats.
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They remain motionless until a PC pokes his head into the upper landing,
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then they attack.
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> Swarm Combat
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- Initial swarm size: 100 bats
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- Every round, every PC must roll two saves:
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- DEX save DC 13 → on fail, take 10% of bats remaining as damage
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- CON save DC 13 → on fail, take 10% of bats remaining as damage
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- AOE spells kill ⅓ as many bats as damage dealt, e.g., 30 damage → 10
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> bats dead
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- Single-target melee attacks kill 1–2 bats max (unless very clever)
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- AOE spells kill multiple bats. Typically, about ⅓ as many bats as
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> damage dealt, eg, 30 damage means 10 bats dead. However, you must
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> make a judgement call for each spell: would this particular spell
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> be more or less effective? That is up to you as a DM.
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- When swarm is reduced to 30 bats, it disperses.
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> Bat Movement Rules:
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- Bats move as a single swarm — they prefer to stay clustered around
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> the party
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- If a PC moves away from the group, they can exit the swarm and avoid
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> damage
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- If all PCs leave the tower, the bats follow outside
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- If the party splits, the bats stay with the larger group
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> Player Movement Rules:
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- Moving while inside the swarm = difficult terrain
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```{=html}
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<!-- -->
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```
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- Climbing stairs while in the swarm: DEX save DC 12 or Prone.
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- Stairwell is narrow: single file, if somebody is prone, stairs
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> blocked.
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Tower 3: *Collapsed*. This entire tower has been knocked over by an
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enormous falling tree. The stone blocks are strewn where the tower fell,
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and weeds are grown up among them.
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Tower 4: *Rackle and Clarissa*. This tower contains Rackle, one of the
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deck-touched NPCs, and the priestess of Beshaba who is protecting him.
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See the section “Rackle: The Punching Bag” for more information about
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him.
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Tower 5: *Empty*. Aside from graffiti and garbage, there is nothing
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here.
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### The White Ward
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The white ward is the hospital. It is a joint project between some
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priests of several good-aligned gods, and also some non-magical doctors.
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It was originally called the white ward because the building is covered
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in white stucco, and also, because the doctors wear white. Eventually,
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the name stuck and they just went with it.
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\<FINISH ME\>
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Asatya’s unconscious body is here. It will probably be necessary to
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bring Rackle here.
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### Magic Items for Sale
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A small town like St Parnas would normally not have any magic items for
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sale. However, because the deck has been conjuring items left and right,
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it is possible to find magic items in town. The selection is extremely
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*random*. Here are the items:
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Envenomed Shortsword — *3,500 gp*
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- Three times per day, target takes D8 poison in addition to normal
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> damage
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- No save. If resistant to poison, no damage.
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Javelin of Lightning — *3,000 gp*
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- Once per day, becomes a bolt of lightning when thrown
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- Deals 4d6 lightning damage in a line
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Headband of Warning — *3,500 gp*
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- Advantage on initiative
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- Can’t be surprised while worn
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- Wearing any other hat, helmet, or headgear will prevent this item
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> from working.
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Cloak of Protection — *4,000 gp*
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- +1 bonus to AC
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- +1 bonus to saving throws
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Decanter of Endless Water — *2,200 gp*
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- Pours out an unlimited supply of fresh water
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Key of Curious Locks — *3,000 gp*
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- Casts *Knock* once per day
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- Can tell you exactly why a door isn’t opening (e.g., rusted, barred,
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> etc.)
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- Warns about trapped doors (only trapped doors, not traps in general)
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Navigator’s Compass — *2,800 gp*
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- Can point toward any landmark. A “landmark” is any point of interest
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> that is known to the locals, and that has been there for at least
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> 5 years. “Joanne’s Restaurant” is a valid landmark, for example,
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> as would be “The Nearest Temple of Lathander.”
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Lens of Far Seeing — *3,000 gp*
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- See clearly up to 1 mile, even through mist or light foliage
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- Once per long rest, cast *Clairvoyance* (sight only)
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Pouch of the Burrowing Familiar — *3,000 gp*
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- Contains a badger familiar
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- Can be summoned for up to 1 hour
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- Burrows through dirt or loose stone at 10 ft speed
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- Follows simple commands
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- Does not fight
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Ring of Hopping — *3,500 gp*
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- Three times per long rest, cast *Jump*
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- Once per long rest, cast *Misty Step*
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Lantern of the Firefly — *3,000 gp*
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- Endless Light: At will, sheds dim green light in a 100-foot radius
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- Once per long rest, cast *Faerie Fire* (DC 15) as a bonus action
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Staff of the Potent Caster — *7,500 gp*
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- Functions as a quarterstaff and a spellcasting focus
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- Grants +1 to spell save DC
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Wand of Silent Casting — *5,500 gp*
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- Functions as a spellcasting focus
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- Allows you to cast any spell with verbal components using only
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> somatic components
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### The Collapsed Lizardman Temple
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The collapsed temple is a combat event that you can bring out whenever
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you think your PCs might be in the mood for a little smashy-smashy.
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In the poorer part of town, a small group of lizardmen built a temple to
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their god, Semuanya. The temple is ramshackle (for a temple). It was a
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wooden building two stories tall. On the second story, the lizards had
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an unauthorized menagerie containing dangerous reptiles. The reptiles
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were smuggled into town, nobody knows they’re there except the
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lizardmen.
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A few days after the chaos storm, the building collapsed, and two
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reptiles escaped: a basilisk, and a mirage serpent. The two beasts are
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now wreaking havoc throughout the poor quarter.
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The PCs are walking somewhere (anywhere) when they see two guards
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running toward the poor quarter. If they’re curious, they can follow.
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The will soon find some petrified people. Then, they will find the two
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guards from earlier firing crossbows at the *mirage serpent*. The guards
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are not very skilled: this town is too safe and nothing ever happens
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here, and the guards have gotten complacent. They have not been training
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as much as they should.
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The mirage serpent is an electric blue snake which is capable of
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projecting illusionary images of two additional snakes. The challenge in
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fighting it is knowing which snake is the real snake. Shooting at an
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illusory snake is just a waste of an action. When the PCs join the
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fight, roll initiative. The turn order will include the PCs, the two
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guards, the real snake, and the two illusory snakes.
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> **Mirage Serpent**
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>
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> Large Monstrosity, Unaligned
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>
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> Challenge: 4 (1,100 XP)
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>
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> AC: 14
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>
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> HP: 68 (8d10 + 24)
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>
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> Speed: 30 ft., climb 10 ft., swim 30 ft.
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>
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> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6
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> (-2)
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>
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> Saves: DEX +4, WIS +3
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>
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> Skills: Stealth +6, Perception +3
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>
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> Resistances: Psychic
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>
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> Immunities: Charmed
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>
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> Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
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>
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> The serpent always fights alongside two illusory duplicates. The DM
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> will declare that the PCs are fighting 3 serpents, and will not reveal
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> that there is actually only 1 serpent and 2 illusions. The DM must
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> place three serpents on the battlefield. They should be scattered
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> about: for example, one might be in a tree, another on a roof, and
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> another on the street. The DM must roll initiative for each of the
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> three serpents, so there will be three entries for serpents in the
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> turn order.
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>
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> The DM must keep track of which serpent is real. If a PC hits the real
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> serpent with an attack, it takes damage. If a PC hits an illusory
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> serpent with an attack, the attack passes right through the illusion,
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> obviously not causing damage. The illusory duplicates cannot be
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> damaged, and are difficult to dispel (use your judgement).
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>
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> When it is a serpent’s turn, regardless of whether that serpent is
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> illusory or real, the serpent can choose one of two actions:
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>
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> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 15 ft., one
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> creature per lash. Hit: 6 (1d10 + 1) psychic damage. When an illusory
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> serpent uses mirage lash, the attack is actually coming from the real
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> serpent, but the illusory serpent rears up in order to give the
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> impression that the attack is coming from the illusion.
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>
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> **Shuffle.** All three serpents (the real and the two illusions) all
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> teleport up to 15 feet to new visible locations. The DM reassigns
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> which token is real, in secret. The illusions update their appearance
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> to match the appearance of the real serpent, including any wounds the
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> real serpent has taken.
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>
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> The serpent is tactical about choosing *psychic lash* vs *shuffle*.
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> The more it shuffles, the less damage it does (because if it is
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> shuffling, is isn’t lashing). So it only shuffles when it notices that
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> the PCs are focusing all damage on the real serpent.
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After beating the mirage serpent, the PCs will hear screaming coming
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from elsewhere. If they hunt around a bit, they can find the basilisk
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and the one remaining non-petrified guard who is fighting it.
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This basilisk is thematically similar to the basilisk in the monster
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manual, but the rules are completely different. The PCs can quickly
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identify this as some subtype of basilisk by the fact that it has four
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legs on each side: lizard with eight legs is a dead giveaway for
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“basilisk.”
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> **Basilisk (Modified)**
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>
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> Medium Monstrosity, Unaligned
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>
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> Challenge: 4 (1,100 XP)
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>
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> AC: 16
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>
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> HP: 65
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>
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> Speed: 30 ft., climb 20 ft.
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>
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> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7
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> (-2)
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>
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> Saves: CON +5, WIS +3
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>
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> Skills: Perception +3
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>
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> Resistances: Poison
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>
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> Immunities: Poisoned
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>
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> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13
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>
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> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target.
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> Hit: 2D6 + 10 piercing damage.
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>
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> **Lock On (reaction, one per eye per turn).**
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>
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> The basilisk has two independently-pivoting eyes, like a chameleon.
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> Each eye can “lock on” to a single target creature, paralyzing that
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> creature.
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>
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> Lock-on is a reaction: when a creature is about to take its turn in
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> the initiative turn order, and the basilisk sees this, the basilisk
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> can use a reaction by aiming one of its two eyes at the creature. The
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> creature must make a DC 15 constitution saving throw. If the save
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> succeeds, the basilisk fails to establish a lock. The creature may
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> continue taking its turn in the normal manner.
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>
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> If the creature fails the saving throw, the basilisk has locked its
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> gaze onto to the creature. The creature is instantly paralyzed, and it
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> loses its action. From that point forward, the creature remains
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> paralyzed as long as the basilisk keeps its eye locked on. The
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> creature cannot move at all, and it cannot take any actions that
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> require any kind of movement, including moving one’s mouth. Though
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> paralyzed, the creature is still aware. On the creature’s next turn,
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> will need to resist petrification, by making another CON save DC 15.
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> It takes a minimum of three turns for a creature to be petrified:
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>
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> Turn 1: Creature attempts an action, and the basilisk reacts by
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> locking on.
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>
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> Turn 2: The creature attempts to resist petrification and fails,
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> getting dangerously close.
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>
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> Turn 3: The creature attempts to resist petrification and fails again,
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> and turns to stone.
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>
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> If the creature succeeds at the save against petrification (turn 2 or
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> turn 3), the creature is not freed: the creature is still paralyzed,
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> and the basilisk is still locked on. The creature just didn’t get any
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> closer to turning to stone, which means that the process of
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> petrification will take longer. A paralyzed creature cannot free
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> itself, unless it has pure mental actions such as a spell with no
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> material, somatic, or verbal components. To free the paralyzed
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> creature, the companions can do anything that breaks the basilisk’s
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> gaze. That would include:
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- Blocking the line of sight with smoke, darkness, a wall of fire, or
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> any other opaque obstacle.
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- Grappling the basilisk and forcing it to turn its head (strength vs
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> strength).
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- Draping a cloak over the basilisk’s head (counts as a net, with -2
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> to hit because it’s not weighted).
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- Interposing your body between the basilisk and its target, if your
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> body is large enough.
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- Using spells like “compelled duel” that force the basilisk to look
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> at something else.
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- Anything that incapacitates the basilisk, like hypnotic pattern.
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- Draping a cloak over the targeted creature’s face (no to-hit roll
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|
> needed).
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- There are undoubtedly other ways. Allow your PCs to be inventive.
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> If anything breaks the basilisk’s gaze, the paralysis immediately
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> dissipates, and the basilisk’s gaze is no longer locked-on. There is
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> no recovery period, the creature can act as soon as its initiative
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> turn order comes up. This is the key to beating the basilisk: just
|
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> keep interrupting its gaze, over and over.
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>
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> The basilisk has two independently-pivoting eyes. DM must keep track
|
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> of who each eye is locked on to. Each eye that isn’t already locked-on
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> can use the “lock on” reaction once per turn. The DM must keep track
|
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> of which eye has used its reaction.
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>
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> Interestingly, if a creature doesn’t take an action, then the basilisk
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> can’t react. The basilisk’s vision is motion-sensitive, if you stand
|
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|
> perfectly still, the basilisk can’t lock on to you!
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>
|
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|
|
> If a creature is petrified, it goes unconscious. It remains a statue
|
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|
> for about 48 hours, after which it turns back to flesh.
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|
After the PCs defeat the basilisk, they will probably look around and
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|
see several petrified commoners. Other commoners are already sending for
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|
medical help. The PCs do not have to babysit the statues.
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|
Shortly after the reptile attacks, Sam Link hears about the chaos, and
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|
comes running to help. This is one way the PCs can connect with Sam
|
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|
Link: if they realize that Sam Link is searching for injured people,
|
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|
they might be smart enough to just wait for him here.
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One of the petrified commoners has had a hand broken off. When they turn
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back to flesh, 48 hours later, they will bleed out very, very fast. Sam
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Link can’t heal the person while they’re stone, so Sam waits with the
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|
statue. His plan is to use his power, fast, as soon as they turn to
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flesh. The statue is surrounded by Sam and by family members, who are
|
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|
keeping careful watch for any sign the body is turning back to flesh.
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|
Because Sam is trapped in one place for 48 hours, and because the Mayor
|
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|
and the guards all know about this and can tell the PCs where Sam is,
|
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|
this gives the PCs additional opportunities to track him down.
|
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|
|
|
|
## Castle Green
|
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|
The PCs will spend a lot of chapter 2 exploring Castle Green. Before we
|
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|
|
get to the details of what’s in the castle, we’re going to give you some
|
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|
|
|
general information about what the castle is like, and why it is the way
|
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|
|
it is.
|
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|
|
|
|
|
|
|
|
|
### How Castle Green Came to Exist
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|
When Green was first starting out, he didn’t have a Castle. He searched
|
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|
|
for people who might be interested in drawing cards from the Deck, then
|
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|
|
he brought them out into an empty field to have them draw cards. One
|
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|
|
day, one of these people - Alyssa Varn - drew the Bricklayer card. Where
|
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|
|
once there was an empty field, suddenly there was a small castle —
|
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|
technically, a “keep” for a knight. Alyssa sold the Castle to Green.
|
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|
The keep consisted of a ground floor, a single basement level, and a
|
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|
|
small tower.
|
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|
|
The basement contained most of the functional rooms, including a
|
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|
|
barracks for the staff, a kitchen and dining room, an armory and
|
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|
|
sparring room, holding cells, a lounge, a laundry and latrine, a wine
|
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|
|
cellar and a root cellar. Here is a map of the basement:
|
|
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|
|
|
|
|
|
|
|
|
{width="5.026042213473316in"
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|
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|
|
height="3.9483333333333333in"}
|
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|
|
The ground floor included a nice dining room for guests, a small
|
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|
|
ballroom, an a few general purpose rooms. The tower contained an
|
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|
|
|
observation room and a general-purpose room. Since the ground floor and
|
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|
|
tower are gone, we have not provided a map.
|
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|
|
Green and his employees used the castle for some time before the next
|
|
|
|
|
|
event: Borghan also drew the Bricklayer card, and it built the
|
|
|
|
|
|
labyrinth, underneath the basement. A trapdoor manifested in the
|
|
|
|
|
|
basement lounge: the trapdoor drops down into the Labyrinth. There is no
|
|
|
|
|
|
map of the labyrinth, it’s a confusing mess of passages, and nobody has
|
|
|
|
|
|
bothered trying to map it.
|
|
|
|
|
|
|
|
|
|
|
|
Both the castle and the labyrinth were created by magic. But neither one
|
|
|
|
|
|
is inherently magical. The castle is a normal castle. The labyrinth is
|
|
|
|
|
|
confusing, but it’s not a magic labyrinth.
|
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|
|
|
|
|
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|
|
The walls of the basement are entirely made of stone blocks. The walls
|
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|
|
|
|
of the labyrinth are covered by decorative wooden paneling, with
|
|
|
|
|
|
decorative moulding, as one might see in a victorian library. By looking
|
|
|
|
|
|
at the walls, you can easily tell whether you’re in the basement or the
|
|
|
|
|
|
labyrinth.
|
|
|
|
|
|
|
|
|
|
|
|
### The Upstairs is Gone
|
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|
|
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|
|
In the chaos storm, the entire top half of the castle (ground floor and
|
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|
|
|
|
up) was ripped away. Everything from about knee-level on up is gone.
|
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|
|
The floors of the ground floor are still intact, as are the bottom two
|
|
|
|
|
|
feet of the walls. Walking around the ground floor of castle green is a
|
|
|
|
|
|
lot like walking around a floorplan of a castle. There’s very little
|
|
|
|
|
|
left to see on the ground floor. There is, however, a set of stairs
|
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|
|
|
|
leading down into the basement. The stairs leading to the basement are
|
|
|
|
|
|
entirely intact.
|
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|
|
|
|
|
|
|
|
|
### The Portals that Subdivide the Castle
|
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|
|
As a defensive measure against Tymora’s agents, Omta has placed several
|
|
|
|
|
|
portals designed to make it difficult to move around the basement. The
|
|
|
|
|
|
portals all lead into the labyrinth. Look at the map: wherever you see a
|
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|
|
|
|
red line crossing a hallway, that is a portal to the labyrinth. When a
|
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|
|
|
|
PC stands in a hallway, looking at such a portal, the PC will see the
|
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|
|
|
hall up to the portal, and the labyrinth beyond the portal. When the PC
|
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|
|
|
|
walks through the portal, they end up in the labyrinth.
|
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|
|
Sometimes, when you’re in the labyrinth, if Omta wants you to, you’ll
|
|
|
|
|
|
emerge from one of these portals and end up back in the basement.
|
|
|
|
|
|
|
|
|
|
|
|
{width="5.026042213473316in"
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|
|
|
|
height="3.9483333333333333in"}
|
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|
|
|
|
|
|
|
|
|
|
Now, let’s talk about how the PCs will perceive the portals. Imagine
|
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|
|
|
|
that a PC is standing in the hallway just northwest of Mikhail’s
|
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|
|
|
|
bedroom. (Look at the map above, lower-right corner). If the PC looks
|
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|
|
north, they will see the door to Etienne’s bedroom. Beyond that, there’s
|
|
|
|
|
|
a red line crossing the hall: a portal to the labyrinth. When the PC
|
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|
|
|
|
looks through the portal, they see the labyrinth.
|
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|
|
So that means if the PC is standing outside Mikhail’s bedroom, the PC
|
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|
|
*can’t* see the door to the furniture storage room. The furniture room
|
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|
|
|
|
is north of the portal, and therefore, line of sight is blocked by the
|
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|
|
|
|
portal. Likewise, if the PC walks north, they can’t reach the furniture
|
|
|
|
|
|
storage room. They will walk through the portal first, and end up in the
|
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|
|
|
|
labyrinth.
|
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|
|
|
|
|
|
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|
|
So from the perspective of a PC standing outside Mikhail’s bedroom, it
|
|
|
|
|
|
looks like they’re standing in an L-shaped piece of corridor, both ends
|
|
|
|
|
|
of which are connected to the labyrinth. It creates the appearance that
|
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|
|
|
|
these small sections of hallway are physically inside the labyrinth. It
|
|
|
|
|
|
looks, for all the world, as if the basement has been broken into
|
|
|
|
|
|
pieces, and the pieces randomly inserted into the labyrinth.
|
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|
|
|
|
|
|
|
|
|
|
Note that on the map, we have drawn red lines not just where the portals
|
|
|
|
|
|
are in the hallways, but we’ve actually drawn red lines around eight
|
|
|
|
|
|
“chunks” of the castle. The PCs will perceive the castle as being made
|
|
|
|
|
|
up of these eight chunks. To move from one chunk to another, they will
|
|
|
|
|
|
have to pass through the labyrinth.
|
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|
|
|
|
|
|
|
|
|
|
The portals in the basement are in fixed locations, indicated on the map
|
|
|
|
|
|
by red lines. The portals in the labyrinth, however, are in
|
|
|
|
|
|
ever-shifting locations. The portals are being moved around regularly by
|
|
|
|
|
|
Omta. Some of the portals in the labyrinth lead to other portals in the
|
|
|
|
|
|
labyrinth. Some of the portals in the labyrinth lead back to the portals
|
|
|
|
|
|
in the basement. All of the portals in the basement lead to the
|
|
|
|
|
|
labyrinth.
|
|
|
|
|
|
|
|
|
|
|
|
### Navigating the Portals
|
|
|
|
|
|
|
|
|
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|
|
When the PCs first enter the labyrinth, they will get stuck in there.
|
|
|
|
|
|
They just move in circles: tunnel after tunnel. None of the passages
|
|
|
|
|
|
lead anywhere. Omta is just portaling the PCs around the labyrinth to
|
|
|
|
|
|
keep them confused. He figures: if I keep the agents of Tymora in the
|
|
|
|
|
|
labyrinth, they can’t hurt me.
|
|
|
|
|
|
|
|
|
|
|
|
In the backs of their minds, the PCs can feel the “presence in the
|
|
|
|
|
|
Labyrinth,” Omta, because of their telepathic bond. They can feel his
|
|
|
|
|
|
anxiety and fear. They can try communicating with this presence, and
|
|
|
|
|
|
they quickly realize that the presence is listening, paying attention,
|
|
|
|
|
|
because it reacts when they say things.
|
|
|
|
|
|
|
|
|
|
|
|
To get unstuck, the PCs have to do two things:
|
|
|
|
|
|
|
|
|
|
|
|
**Step 1: Reassure Omta**
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs sense the presence in the labyrinth, and his fear, they
|
|
|
|
|
|
need to say something reassuring, such as “We are not here to hurt you.
|
|
|
|
|
|
We just want to talk.” If the PCs say some things like this, then Omta
|
|
|
|
|
|
will calm down a little. The PCs can feel the anxiety level drop a
|
|
|
|
|
|
little.
|
|
|
|
|
|
|
|
|
|
|
|
**Step 2. Ask for Navigation Assistance**
|
|
|
|
|
|
|
|
|
|
|
|
The following only works *after* the PCs have reassured Omta: to get
|
|
|
|
|
|
around the basement, the PCs can simply ask Omta for assistance in
|
|
|
|
|
|
navigating the labyrinth. Just speak out loud, and say something along
|
|
|
|
|
|
the lines of, “Hey, could you guide us to the Kitchen?” Then, start
|
|
|
|
|
|
walking, in any direction. Omta will rearrange the portals in order to
|
|
|
|
|
|
bring the PCs to the kitchen area. Note that the PCs won’t end up
|
|
|
|
|
|
*exactly* in the kitchen: they’ll end up at the closest basement portal,
|
|
|
|
|
|
in the correct basement region to go to the kitchen.
|
|
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|
|
|
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|
It’s odd that Omta is putting up portals to confuse the PCs, but then
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he’s also helping the PCs to navigate the portals. Omta is asleep, and
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he’s using dream logic, and his emotions are conflicted. He wants Tymora
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to stay away, but he also wants a relationship with the PCs. So his left
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hand doesn’t know what his right hand is doing.
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So for now, Omta is both hindering and helping. Whether he can actually
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bring you to any particular place depends on a number of factors:
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- In general, if you ask for a room type, like “take me to the
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> Kitchen,” or “take me to the Armory,” that works. Omta understands
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> what a kitchen or an armory is.
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- If you say “take me to the bedroom,” that’s ambiguous, because there
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> are a dozen bedrooms in the castle. In this case, Omta will take
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> you to the bedroom farthest away from the Deck.
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- If you ask for a specific employee, eg, “take me to Zimmi,” that
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> usually elicits no response, because Omta doesn’t know most human
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> names. However, Omta does know the name “Green.”
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- If the PCs ask for an employee by profession, that is more likely to
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> work. “Take me to the wizard’s bedroom” will get you to Etienne’s
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> bedroom.
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- If you ask for “take me to the woman who drew the bricklayer card,”
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> that *does* work. When Omta looks at humans, he is more likely to
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> remember their cards than their names.
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- If the PCs ask for something broad, like “Food”, Omta will do a
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> reasonable job of complying: in response to that query, he would
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> take the PCs to the kitchen. The DM may have to be creative
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> interpreting such queries.
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- If you ask to be taken to Green (who has the Deck), or to the
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> Laundry (which contains the Deck), or to the Lounge (which is
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> close to the Deck), then Omta will project an intense emotion of
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> fear, and will not take you anywhere.
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Under no circumstances must you allow the PCs to reach the lounge area
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or the laundry area until certain trigger events take place.
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### Bypassing the Portals
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On the map, there are several red dots, positioned on top of walls.
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These represent holes in the walls. During the chaos storm, several of
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the stone blocks teleported out of their normal positions in the walls,
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and ended up scattered around the castle: as the PCs walk around, they
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will occasionally find these stone blocks. A small person like a gnome
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or halfling can fit through the hole, but a medium-sized person cannot
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fit. The PCs could use spells like *enlarge/reduce* to get the whole
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party through a hole.
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Interestingly, holes in the wall circumvent the portals. It is possible
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to move from one region to another through a hole in the wall, *without*
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getting portaled into the labyrinth. Currently, there is only one hole
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that crosses a red line. But the PCs could conceivably dig more.
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If you use holes to move around the castle, the castle appears much more
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mundane than if you try to walk around the halls. The halls have portals
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in them, and the portals make everything confusing. But the holes in the
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walls have no portals, so you just move around the castle in the normal
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way.
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However, if the PCs try to dig a hole into the laundry area, a steel
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barrier will materialize in the hole, looking much like the main steel
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barrier in the hall that leads into the laundry area. Omta really
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doesn’t want anyone crossing into the laundry until Omta is ready.
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### Green’s Trapped Employees
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Several of Green’s employees are trapped in the basement. They are not
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in immediate danger, but most of them don’t have access to food and
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water, so they do need to be rescued from the castle relatively soon.
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When the chaos storm hit, Green yelled “evacuate the castle!” Everyone
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upstairs evacuated, however, nobody emerged from the basement,
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presumably because the basement had been turned into a confusing magical
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labyrinth. Green cares about his employees, he wasn’t about to just let
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them rot in the basement. So he and his bodyguards went down in the
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basement to round up the employees and get them out. Balanestra went
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with them, because she is loving the life of adventure. They vanished
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into the basement, and didn’t come back.
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They didn’t come back because Omta portaled them to the laundry room
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region, and then trapped them inside by building a giant steel door. The
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laundry room region now contains Green, his bodyguards, and Balanestra -
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and the Deck. They are annoyed and concerned about being trapped, but
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are otherwise unharmed. One of the bodyguards, Harkon, is a cleric who
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can conjure food and water.
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The gate guards, Bran and Inya, watched as Green and his bodyguards went
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into the basement. Bran and Inya are much lower-level than Green and the
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bodyguards, so they assumed that they weren’t needed. But when Green and
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the bodyguards didn’t emerge, Bran and Inya also went down into the
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basement, in the hopes of rescuing the others. They too got trapped -
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they’re in the sparring room region.
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Here is an inventory of all of Green’s employees who are stuck behind
|
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the steel door:
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- Green.
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- Mikhail, Male Half-Orc, Fighter LV8. Natural peacemaker.
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- Etienne Vireaux, Male Tiefling, Diviner LV8. Tries to help people.
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- Siduri, Female High Elf, Duelist LV8. Reserved. Graceful movement.
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- Harkon, Male Dwarf, Cleric of Helm LV8.
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- Balanestra, Female Aasimar, deck-touched.
|
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|
Here is an inventory of all of Green’s employees who are trapped in the
|
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|
|
Basement:
|
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- Bran, Gate Guard. Male Dwarf. Overly talkative, but helpful.
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- Inya, Gate Guard. Female Tiefling. Has learned to let Bran talk.
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- Zimmi, Cook. Female Gnome. Loud and a little pushy.
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- Edric, Steward and Bookkeeper. Male Bariaur. All business.
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- Penny, Helper. Teen Female Tiefling. Super smart, skill with
|
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|
> languages.
|
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|
Here are the ones that are not in the basement: they are at the Inn in
|
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|
|
St. Parnas:
|
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|
- Wim, Janitor. Male Kobold. Avoids eye contact.
|
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|
- Tommel, Gardener. Male Earth Genasi. Aloof.
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|
|
Green and his bodyguards are trapped by the big steel barrier. The
|
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|
|
|
others are not physically trapped: they can leave the areas that they’re
|
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|
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|
|
in, and go out into the labyrinth. But when they do, they get lost,
|
|
|
|
|
|
wander around for a while, and end up back in the areas where they
|
|
|
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|
|
started. All of them have tried leaving, and none of them have gotten
|
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|
|
anywhere.
|
|
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|
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|
|
To rescue the employees, the PCs will have to find them one by one. The
|
|
|
|
|
|
following section, “List of Basement Areas,” lists every region in the
|
|
|
|
|
|
basement, including which of Green’s employees are trapped in that area.
|
|
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|
|
|
|
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|
|
The reason that Green’s employees are stuck is because they didn’t draw
|
|
|
|
|
|
cards from the deck. Therefore, they lack the telepathic connection to
|
|
|
|
|
|
Omta which makes it possible for the PCs to communicate with Omta. The
|
|
|
|
|
|
PCs are navigating the labyrinth by asking Omta for what they need.
|
|
|
|
|
|
Green’s employees don’t have that option.
|
|
|
|
|
|
|
|
|
|
|
|
### Ants are Taking the Castle by Force
|
|
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|
|
The castle was built very close to an anthill containing intelligent
|
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|
|
giant ants.
|
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|
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|
|
Prior to the chaos storm, the ants were a minor nuisance at the castle.
|
|
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|
|
Occasionally, a worker would enter the castle via the root cellar, take
|
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|
|
|
|
some food from a storage room, and leave. Stealing is not actually
|
|
|
|
|
|
sanctioned by the ant queen, but some workers aren’t that bright.
|
|
|
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|
|
Green’s employees view the ants as a relatively insignificant issue -
|
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|
|
|
pretty much how you would feel if your kitchen had ants.
|
|
|
|
|
|
|
|
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|
|
However, the chaos storm has upended the situation. The chaos storm has
|
|
|
|
|
|
severely damaged the complex series of tunnels in their anthill, it’s
|
|
|
|
|
|
caving in all over the place. The ant queen is angry, and she is intent
|
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|
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|
|
on being compensated for the damage: you castle idiots destroyed our
|
|
|
|
|
|
anthill, so we’re taking over yours! The ants are moving into the
|
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|
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|
|
castle.
|
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|
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|
|
These ants are not, by nature, hostile creatures. Construction,
|
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|
|
|
maintenance, farming: those are the things they normally care about. The
|
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|
|
|
|
ants attitude toward other ants is “be a productive member of the
|
|
|
|
|
|
community.” Their attitude toward non-ants is “live and let live.” By
|
|
|
|
|
|
that, we mean that if you are not an ant, they won’t go out of their way
|
|
|
|
|
|
to help you, but they won’t do anything to hurt you either. They will
|
|
|
|
|
|
most likely just walk right past you, too busy to talk. Overall, they
|
|
|
|
|
|
are somewhere between true neutral (to outsiders), and lawful good (to
|
|
|
|
|
|
each other). However, the queen is angry about the destruction of her
|
|
|
|
|
|
home. Even so, she is not bloodthirsty. She intends to take the castle
|
|
|
|
|
|
by force, but she is willing to let the humans go away without bloodshed
|
|
|
|
|
|
as long as the humans are willing to depart.
|
|
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|
|
|
|
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|
|
The ants can tell that the PCs don’t live in the castle, and that
|
|
|
|
|
|
they’re not the ones responsible for the chaos. They know that when a
|
|
|
|
|
|
person lives in a house for a long time, the odors rub off on each
|
|
|
|
|
|
other: the house begins to smell like the person, and the person begins
|
|
|
|
|
|
to smell like the house. Because of this, they can tell that the PCs
|
|
|
|
|
|
don’t live in the castle. The queen’s anger is toward the people in the
|
|
|
|
|
|
castle who caused the chaos storm, not toward the PCs. Because of this,
|
|
|
|
|
|
the ants will generally pass the PCs without aggression.
|
|
|
|
|
|
|
|
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|
|
Ants do not perceive mammals or other animals as prey. The ants are
|
|
|
|
|
|
fungus farmers, they eat a fungus that they grow on a substrate of
|
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|
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|
|
rotting organic matter.
|
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|
|
|
|
|
|
|
|
|
|
There are three types of ants: workers, soldiers, and the queen. Workers
|
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|
|
|
are about the size of a small dog, soldiers are about the size of a
|
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|
|
|
large dog, and the queen is the size of a small horse.
|
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|
|
|
|
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|
|
The ants are intelligent, and can communicate, but they do not speak
|
|
|
|
|
|
verbal languages: they communicate by waving their antennae. You will
|
|
|
|
|
|
need some tricks if you want to talk to them. Here are some potentially
|
|
|
|
|
|
relevant spells:
|
|
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|
|
|
|
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|
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|
|
- *Tongues*: This will allow full communication.
|
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|
|
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|
|
|
|
|
|
- *Comprehend Languages*: This will allow you to understand everything
|
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|
|
> they say. However, it won’t enable them to understand you.
|
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|
|
|
|
|
|
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|
|
- *Speak with Animals*: Doesn’t work. They’re too intelligent to count
|
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|
|
> as animals.
|
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|
The queen is smart enough to be creative about communication. For
|
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|
|
|
example, if you cast *comprehend languages*, she will say, “That spell
|
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|
|
|
|
doesn’t enable *me* to understand *you*, so I’ll ask you questions, and
|
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|
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|
|
you can raise your right hand for yes, and left hand for no.” The
|
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|
|
|
workers and soldiers are not bright enough to come up with tricks like
|
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|
|
|
|
that, but if the PCs suggest things like that, the workers and soldiers
|
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|
|
|
are smart enough to play along.
|
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|
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|
|
Worker and soldier mentality is extremely task-focused, and very
|
|
|
|
|
|
specialized. For example, the workers will give sophisticated
|
|
|
|
|
|
explanations of the steps necessary to cultivate food fungus, they can
|
|
|
|
|
|
go on at length about the antibiotic properties of the plants they use
|
|
|
|
|
|
to prevent biological contamination. But the workers only understand the
|
|
|
|
|
|
basics about things unrelated to their job. For example, if you ask them
|
|
|
|
|
|
what happened to their anthill: “Things were moving everywhere,
|
|
|
|
|
|
including the walls. It seemed like magic. It’s all crumbling.” No
|
|
|
|
|
|
deeper insight. Soldiers are extremely knowledgeable about tactics. In
|
|
|
|
|
|
combat, they don’t just attack mindlessly: they use their special
|
|
|
|
|
|
abilities and the environment to get the best advantage they can get.
|
|
|
|
|
|
But they really have very little to say about anything that doesn’t
|
|
|
|
|
|
involve defense or security.
|
|
|
|
|
|
|
|
|
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|
|
Only the queen is smart enough to speak broadly on a range of topics.
|
|
|
|
|
|
She can cast a few spells, too. One of those is comprehend languages.
|
|
|
|
|
|
She can hear and understand what the PCs are saying, even if the PCs
|
|
|
|
|
|
have no way to translate. However, she can’t *talk* to the PCs without
|
|
|
|
|
|
assistance. She can, however, communicate if the PCs suggest things such
|
|
|
|
|
|
as “raise your right antenna for yes, raise your left antenna for no.”
|
|
|
|
|
|
|
|
|
|
|
|
The ants have surprisingly little trouble moving around the castle. They
|
|
|
|
|
|
are just as subject to the portals as anyone else, but they navigate
|
|
|
|
|
|
almost entirely by odor chemicals. For example, if they’re looking for
|
|
|
|
|
|
the queen, they sniff the air for the scent of the queen, and they walk
|
|
|
|
|
|
toward the scent. When the portals move, the scents move, and so they
|
|
|
|
|
|
can easily follow the scents even if the portals have moved. They do
|
|
|
|
|
|
have to go through the portals, but they’re just not as confused as a
|
|
|
|
|
|
human would be.
|
|
|
|
|
|
|
|
|
|
|
|
Another thing the ants can do is form a long line of ants. When they do
|
|
|
|
|
|
this, forming a trail of ants through the labyrinth, Omta seems hesitant
|
|
|
|
|
|
to break the line by moving a portal. He prefers to move portals when
|
|
|
|
|
|
nobody is watching, and the ants are forming a continuous line of
|
|
|
|
|
|
“watchers.” In effect, the line of ants becomes an island of stability
|
|
|
|
|
|
in the labyrinth. You can get to new places by walking alongside a trail
|
|
|
|
|
|
of ants.
|
|
|
|
|
|
|
|
|
|
|
|
The ants could break through stone walls, but it would be a very slow
|
|
|
|
|
|
process of tedious grinding. They haven’t done this yet. Instead, they
|
|
|
|
|
|
prefer to enter through existing openings. The best entrance to the
|
|
|
|
|
|
castle (for the ants) is the root cellar, which has an earthen floor.
|
|
|
|
|
|
The floor of the root cellar is full of ant-sized holes, and the wooden
|
|
|
|
|
|
door of the root cellar has an soldier-ant-sized hole chewed through it.
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The queen did not go through the hole in the door: the queen is smart
|
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|
enough to know how to open human doors.\
|
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\
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The ants have selected Green’s bedroom as the queen’s new chambers. They
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|
|
have a large number of soldiers on both sides of the bedroom door,
|
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|
|
blocking all access. You can enter the lounge, but no further. The queen
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|
|
is their most valued asset, and they protect her aggressively. They are
|
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incidentally blocking access to Edric’s bedroom as well, but that’s only
|
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because the door happens to be in the same hallway as Green’s bedroom.
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The ants have selected Tommel, Bran, and Wim’s bedroom as the new brood
|
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chamber. The room is full of eggs. Again, there are soldiers on both
|
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ends of the hallway, because this is a high-value area.
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The ants have selected the Kitchen as the new fungus farm. The workers
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are swarming in there, moving rotting organic matter into the kitchen.
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There are a handful of soldiers in the kitchen, but they’re not blocking
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access to the kitchen: the fungus farm isn’t a high-value asset. They’re
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just there to protect the workers.
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Here are some hallway encounters:
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- Two soldier ants come down the hall, followed by a group of workers.
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> The workers are carrying rotting plant material. The soldiers
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> approach, and move to one side of the hallway. They then look at
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> you, and wait to see what you do. (If the PCs move to the other
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> side of the hallway, the ants will simply walk past).
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- A long line of worker ants carrying eggs come down the hallway. They
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> stop, and start waving their antennae around. Then they turn
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> around, and head back in the opposite direction.
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- A group of six soldiers and four workers come down the hall. Two
|
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> soldiers are injured (they have been in a fight with Borghan). The
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> workers are helping the injured soldiers. They see you, and pause.
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> Then the four healthy soldiers approach. They close their
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> mandibles, and use them to shove you into a corner. Then, they
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> pass.
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Feel free to improvise more.
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The ants are not central to the PCs’ quest. They are there to let the
|
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|
|
PCs know that the world is alive, and there are people everywhere who
|
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have their own agendas and their own issues.
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Although the ants are not central to the PCs quest, they can
|
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|
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theoretically be helpful to the PCs. For example, if the PCs figure out
|
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|
|
how to talk to the queen, they may be able to arrange some sort of
|
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|
|
cooperative expedition to deal with Borghan (the queen would be very
|
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|
|
happy to have Borghan under control.) The PCs may also be able to work
|
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|
|
with the ants to dig holes in the walls, to make it easier to navigate
|
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|
the castle.
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|
\<TODO: Add stat blocks for the Ants\>
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|
|
|
|
## Sections of Castle Green
|
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|
The following is a list of the areas in Castle Green, in the order that
|
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|
|
the PCs are likely to encounter them. Each section describes what’s in
|
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|
|
that section, and what encounters the PCs will likely have there.
|
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|
|
### The Ground Floor
|
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When the PCs first arrive at the castle, they can see that everything
|
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|
|
above knee level is gone. All that’s left of the ground floor is the
|
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floor itself, the bottom few stones of the walls, and the stairs that
|
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|
|
lead to the basement.
|
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|
|
Rennick is here. This might be a good time to reread Rennick’s
|
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|
|
description in the introductory chapter. This is the first time that the
|
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|
|
|
|
PCs will meet Rennick. He is standing at the top of the basement stairs,
|
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|
|
shouting, “Is anybody down there?”
|
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The PCs will probably ask Rennick about who he is. Rennick volunteers
|
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|
|
he’s a business associate of Green’s. If the PCs probe further, here are
|
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|
|
|
the facts that Rennick is open about and will easily divulge with even
|
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|
|
the slightest prompting:
|
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|
|
- Rennick volunteers that he is a member of the Fraternity of Order.
|
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|
|
> He points out the fact that he’s wearing their logo on his lapel.
|
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|
|
- If asked, Rennick is happy to explain the Fraternity of Order, the
|
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|
|
> fact that they make most of the laws in the city of Sigil, and
|
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|
|
> that their real passion is learning the laws that govern the
|
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|
|
> universe.
|
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|
|
|
- If asked how he knows Green, Rennick says he’s a casino regulator
|
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|
|
> from the City of Sigil, and Green was a casino owner there.
|
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|
|
- If asked, he is happy to explain how casino regulation in Sigil
|
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|
|
> works - about how the Fraternity will sell “certificates of fair
|
|
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|
|
|
> play” to any casino that they can verify is legit. Rennick
|
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|
|
> explains that he manages a team of statisticians and undercover
|
|
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|
|
> investigators to make sure the casino is legit before he is
|
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|
|
> willing to sell a certificate.
|
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|
|
- Rennick loves to talk about his passion, luck research. It doesn’t
|
|
|
|
|
|
> take much to get him started: for example, if Lada introduces
|
|
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|
|
|
> herself as a luck researcher, Rennick is excited to meet another
|
|
|
|
|
|
> luck researcher. He volunteers that casino regulation is only his
|
|
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|
|
> day job. He explains his real passion is studying how luck,
|
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|
|
> randomness, and chance work.
|
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|
|
- If the PCs get Rennick to talk about his research, he will
|
|
|
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|
|
> eventually volunteer that he’s discovered a way to predict the
|
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|
|
|
> outcomes of random events, like a die roll.
|
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|
|
Eventually, Rennick starts to feel like he’s said too much, and he
|
|
|
|
|
|
starts to clam up. He realizes he shouldn’t be talking about his ability
|
|
|
|
|
|
to predict random events. He also realizes he shouldn’t be talking about
|
|
|
|
|
|
his relationship to the deck. He starts to be much more circumspect.
|
|
|
|
|
|
Here is what he absolutely won’t tell the PCs:
|
|
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|
|
|
|
|
|
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|
|
- He won’t divulge that he has anything to do with the Deck. If asked,
|
|
|
|
|
|
> he just says, “I prefer not to say.” However, the fact that he
|
|
|
|
|
|
> suddenly clammed up is a dead giveaway that he does have
|
|
|
|
|
|
> *something* to do with the Deck.
|
|
|
|
|
|
|
|
|
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|
|
- He won’t say why he’s here. He came to St Parnas to ask Green
|
|
|
|
|
|
> whether or not he’s noticed anything weird happening with the
|
|
|
|
|
|
> deck. However, because he arrived during the chaos storm, he
|
|
|
|
|
|
> already has his answer, a definitive *yes*, a chaos storm is
|
|
|
|
|
|
> definitely weird. He won’t talk about this.
|
|
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|
|
|
|
|
|
|
|
|
In the light of the fact that there has been a chaos storm, and that it
|
|
|
|
|
|
appeared to be centered on the castle, Rennick is worried about the
|
|
|
|
|
|
safety of Green and his employees. He’s worried that there might be
|
|
|
|
|
|
people trapped in the basement. He is right about that.
|
|
|
|
|
|
|
|
|
|
|
|
He says that earlier, he went to the bottom of the stairs. He says that
|
|
|
|
|
|
at the bottom of the stairs are a bunch of weird labyrinth passages. He
|
|
|
|
|
|
says that when he saw the labyrinth passages, he NOPED out of there: he
|
|
|
|
|
|
says he isn’t an adventurer, he doesn’t want to get lost in a
|
|
|
|
|
|
potentially dangerous dungeon. But he’s hoping somebody will go in. He
|
|
|
|
|
|
encourages the PCs to try to help Green and Green’s employees.
|
|
|
|
|
|
|
|
|
|
|
|
So now the PCs have two reasons to descend the stairs:
|
|
|
|
|
|
|
|
|
|
|
|
- To find Green so that they can negotiate to purchase the Deck.
|
|
|
|
|
|
|
|
|
|
|
|
- To help Green’s employees escape from the labyrinth.
|
|
|
|
|
|
|
|
|
|
|
|
### The Basement Landing
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs come down the stairs from outside, they find themselves at
|
|
|
|
|
|
the bottom of the stairs, in the basement landing. There’s nothing in
|
|
|
|
|
|
the landing but a few potted plants. There are three hallways leading in
|
|
|
|
|
|
three different directions - north, west, and east. All three contain
|
|
|
|
|
|
portals, so looking down any of these hallways, you see a few feet of
|
|
|
|
|
|
stone wall, and then the hallway continues onward as wood-paneled
|
|
|
|
|
|
labyrinth walls. The appearance is surprising:
|
|
|
|
|
|
|
|
|
|
|
|
\<IMAGE HERE\>
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs look at the transition, have them make an insight roll: the
|
|
|
|
|
|
transition from stone to wood doesn’t look man-made, it looks like the
|
|
|
|
|
|
artifact of a magical phenomenon of some sort.
|
|
|
|
|
|
|
|
|
|
|
|
Walking down any of the halls leads the PCs into the labyrinth.
|
|
|
|
|
|
|
|
|
|
|
|
### The Labyrinth
|
|
|
|
|
|
|
|
|
|
|
|
The labyrinth itself is a maze of passages, with the walls covered with
|
|
|
|
|
|
decorative wooden paneling (a lot like a Victorian library). The
|
|
|
|
|
|
passages don’t go anywhere except to more passages.
|
|
|
|
|
|
|
|
|
|
|
|
As the PCs walk around the labyrinth, they will unknowingly be passing
|
|
|
|
|
|
through portals that lead to other places in the labyrinth. The portals
|
|
|
|
|
|
in the labyrinth shift around randomly. As a result, it is impossible to
|
|
|
|
|
|
map the labyrinth. The effective layout is constantly changing.
|
|
|
|
|
|
|
|
|
|
|
|
The PCs will probably try strategies like marking the walls with arrows
|
|
|
|
|
|
that point back toward the entrance. If they do, they will discover that
|
|
|
|
|
|
the labyrinth seems to be shifting: they find their own arrows, but
|
|
|
|
|
|
they’re now pointing in scattered directions, even pointing at each
|
|
|
|
|
|
other. The labyrinth itself isn’t shifting, the portals are, but that
|
|
|
|
|
|
has the effect of connecting hallways that weren’t connected before, and
|
|
|
|
|
|
the labyrinth certainly *appears* to have shifted.
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs stop for a bit, let them know that they are feeling a faint
|
|
|
|
|
|
sense of anxiety and dread. Have them make WIS DC15 checks to realize:
|
|
|
|
|
|
it’s not *their own* anxiety/dread: the sensation is coming from
|
|
|
|
|
|
outside, from somebody else. Of course, the sensation is coming from
|
|
|
|
|
|
Omta, but when you talk to your PCs about where the emotions are coming
|
|
|
|
|
|
from, call it “the presence in the labyrinth.”
|
|
|
|
|
|
|
|
|
|
|
|
To get unstuck, the PCs need to first reassure Omta, and then ask him
|
|
|
|
|
|
for help with navigation. See the previous section, “Navigating the
|
|
|
|
|
|
Portals,” for detailed instructions about what is necessary. Once they
|
|
|
|
|
|
do those things, Omta will probably take the PCs to the next basement
|
|
|
|
|
|
area.
|
|
|
|
|
|
|
|
|
|
|
|
The PCs may find interesting things in the hallways of the labyrinth.
|
|
|
|
|
|
Space out the following encounters semi-randomly, throwing in a random
|
|
|
|
|
|
encounter whenever things seem a little slow.
|
|
|
|
|
|
|
|
|
|
|
|
- The PCs find scraps of Borghan’s fur scraped off on some of the
|
|
|
|
|
|
> labyrinth woodwork.
|
|
|
|
|
|
|
|
|
|
|
|
- They find a single stone block from one of the castle walls. This
|
|
|
|
|
|
> just teleported out of a wall randomly during the chaos storm,
|
|
|
|
|
|
> leaving a hole in the wall.
|
|
|
|
|
|
|
|
|
|
|
|
- They encounter ants (see the previous section on ants).
|
|
|
|
|
|
|
|
|
|
|
|
- With a difficult perception roll, they see an anomaly caused by a
|
|
|
|
|
|
> portal. Show them the image below. The anomaly is hard to see, but
|
|
|
|
|
|
> it is there. The reason for the seam in the following image is
|
|
|
|
|
|
> that there is a portal stitching together two labyrinth hallways:
|
|
|
|
|
|
|
|
|
|
|
|
> {width="2.932292213473316in"
|
|
|
|
|
|
> height="3.9265748031496064in"}
|
|
|
|
|
|
|
|
|
|
|
|
In the labyrinth, it is possible to encounter Borghan himself. This
|
|
|
|
|
|
should not happen until after the PCs have figured out how to move
|
|
|
|
|
|
around. Give them a chance to get their bearings before encountering a
|
|
|
|
|
|
foe. For information on how to run the Borghan encounter, refer to the
|
|
|
|
|
|
previous section, “Borghan: The Caged Beast.”
|
|
|
|
|
|
|
|
|
|
|
|
### The Sparring Room, Armory, and Cells
|
|
|
|
|
|
|
|
|
|
|
|
When Omta finally allows the PCs to leave the labyrinth tunnels, this is
|
|
|
|
|
|
where he takes them if they don’t ask for any place in particular. In
|
|
|
|
|
|
this location, you can find three holding cells. Across from the cells
|
|
|
|
|
|
are the sparring room and the armory.
|
|
|
|
|
|
|
|
|
|
|
|
All the cell doors have small windows that let you see inside. All three
|
|
|
|
|
|
rooms are empty. All three rooms are held shut by bars across the doors,
|
|
|
|
|
|
which are easily removed from the outside of the cell. Two of the cells
|
|
|
|
|
|
are dusty and clearly have not been used recently. The third has had an
|
|
|
|
|
|
occupant who managed to shatter the bar that held the door shut. The bar
|
|
|
|
|
|
is in splinters on the floor, and the occupant is gone. A search of the
|
|
|
|
|
|
smashed cell reveals bits of coarse brown fur. Of course, don’t tell
|
|
|
|
|
|
your players this, but the occupant was Borghan, the “Caged Beast.”
|
|
|
|
|
|
Borghan has been wandering the labyrinth for about a week.
|
|
|
|
|
|
|
|
|
|
|
|
The armory is full of weapon racks that are empty. This room is to equip
|
|
|
|
|
|
an army, and Green doesn’t have an army, so this room is unneeded.
|
|
|
|
|
|
Alyssa Varn has strung a piece of piano wire across the doorframe at
|
|
|
|
|
|
shin-level. The wire has been there for quite some time, nobody tripped
|
|
|
|
|
|
on it because nobody goes into the Armory. The wire is not connected to
|
|
|
|
|
|
a mechanism: it’s just there to trip and slash shins. First person to
|
|
|
|
|
|
enter the room must make a perception check DC 15 to spot the wire in
|
|
|
|
|
|
time. Failing that, take 6HP damage, dex save DC 15 for half. Stuck to
|
|
|
|
|
|
the wall inside the room, next to where the tripwire is anchored, is a
|
|
|
|
|
|
tiny note: “Get the &\^\$ out of my castle! - AV”
|
|
|
|
|
|
|
|
|
|
|
|
The sparring room is actively used by Green and his guards. It is
|
|
|
|
|
|
currently occupied by the two gate guards, Bran and Inya, who are stuck
|
|
|
|
|
|
here. They are glad that somebody has come to get them out of here. They
|
|
|
|
|
|
can explain the basic story of how Green and some of his employees ended
|
|
|
|
|
|
up in the basement-labyrinth. They can also give an accurate inventory
|
|
|
|
|
|
of who’s in the basement, though they don’t know exactly where these
|
|
|
|
|
|
individuals are in the basement.
|
|
|
|
|
|
|
|
|
|
|
|
It is important that Bran and Inya provide a complete list of all the
|
|
|
|
|
|
missing people. That gives the PCs a checklist to follow. Trying to
|
|
|
|
|
|
locate everyone on the checklist is the main mechanism by which the PCs
|
|
|
|
|
|
will find the rest of the areas in the basement.
|
|
|
|
|
|
|
|
|
|
|
|
If asked about people who drew cards, Bran says, “I’ll tell you
|
|
|
|
|
|
everything I know, but I mostly don’t know. Green doesn’t tell us what
|
|
|
|
|
|
cards people drew - privacy, you know? But, I guess I can tell you about
|
|
|
|
|
|
Borghan and Alyssa, I know about them.”
|
|
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This is what they have to say about Borghan and Alyssa:
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- They know that the castle came into existence when Alyssa Varn drew
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> “bricklayer.” They know Alyssa sold the castle to Green, and they
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> know that Alyssa has “seller’s remorse” and that she’s causing no
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> end of grief for the castle inhabitants.
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- They know that the labyrinth came into existence when Borghan drew
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> “bricklayer.” They know the labyrinth was originally a separate
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> place, but it got all tangled up in the castle basement when the
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> chaos storm hit. They also know that Borghan is in the form of a
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> Grizzly bear, wandering the labyrinth.
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Aside from the basic facts above, they don’t know anything else about
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Alyssa or Borghan. They can’t tell you what other cards those two drew.
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Bran and Inya can also tell the PCs the following tidbit: Green used to
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own a Casino in Sigil, and Bran and Inya were guards at the casino. For
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this whole deck of many things venture, Green mostly hired people who
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used to work for his casino. Bran and Inya both agree that Green is a
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decent boss.
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When the PCs try to leave the sparring room area, have them make a
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perception roll, DC15. If any PC succeeds, they notice a hole in the
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wall that leads into the armory. There is nothing interesting on the
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other side of the hole. It is just a hole that randomly appeared in the
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wall during the chaos storm.
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To get Bran and Inya out of the labyrinth, the PCs need to ask the
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presence in the labyrinth to take them to the exit of Castle Green.
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### The Kitchen, Pantry, and Dining Area
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To get to the kitchen, the PCs pretty much have to ask for it
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specifically. The most likely reason that they would do so is to find
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Zimmi, the cook, who they know about because of Bran’s inventory of
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Green’s employees.
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The dining room is a longish room containing dining tables and chairs.
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There are far more seats than are necessary for Green and his entourage.
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It is obvious that only the dining tables closest to the kitchen have
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been used recently. The walls are decorated with some colorful scenes of
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the outlands. This sort of decorative art is inexpensive in the St
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Parnas market square. There are also some potted plants. Despite the
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decorations, the room still looks a little sparse.
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The only really interesting thing in the dining room is that the wall
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that separates the dining room from the hallway is missing a stone
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block. This is easily visible: no perception roll necessary. If you’re
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small, or very flexible, you can squeeze through. This is not at all
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useful, but it does hint at the fact that there may be other similar
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passages throughout the castle.
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Across the hall from the dining room is the kitchen. The kitchen has
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been taken over by ants. They have covered the entire floor with a
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spongy bed of rotting plant matter (leaves, wood chips, etc). These are
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fungus-farming ants, and this is their new fungus farm.\
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\
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Inside the kitchen, there are 10 worker ants and 4 soldier ants. When
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the PCs open the door to the kitchen, the soldiers immediately cluster
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around the door and form a barrier. They do not attack.
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This is a good opportunity to get a close look at the ants. Tell the PCs
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that the soldiers are considerably larger than the workers. The workers
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have mandibles that act like pliers: the tips are flat and can grab onto
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things. The soldiers, on the other hand, have mandibles that are sharp.
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If the PCs stand and watch for a minute, they will see that the workers
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are crushing up bits of food from the kitchen and are kneading it into
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the organic matter on the floor. The ants know that human food makes a
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good substrate for growing fungus, so they’re taking advantage of the
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kitchen’s supplies.
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The PCs can hear a voice: “Help! Get me out of here!” The voice is
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obviously coming from the pantry, which is a walk-in closet in the back
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of the kitchen. The situation is that the cook, Zimmi, has locked
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herself in the pantry because she is scared of the ants. She shoved a
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doorstop under the door to keep the ants from coming in. The ants, for
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their part, don’t seem particularly concerned with Zimmi. They are
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leaving the pantry alone: Zimmi is scared, but her life is not actually
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in any danger.
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If the PCs try to enter the room, a soldier will close his mandibles so
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that the points are touching each other, then he will use the “flat of
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the blade” of his mandibles to push the PC back toward the door. This
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action is clearly designed not to cause damage, but to send a message:
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you’re not invited.
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One way to earn the trust of the ants is to offer them food rations. If
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the PCs do this, a worker ant will scoot right past the soldiers, accept
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|
the rations, and begin kneading the food into the floor. The soldiers,
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seeing this, will get out of the way. As long as the PCs are handing
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food to the workers, the soldiers will let them move around the room.
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However, the soldiers will stay close to the PCs, encircling them.
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If the PCs shout to Zimmi, “it’s okay, unlock the door, don’t worry,
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these ants aren’t aggressive,” Zimmi will open the door. Zimmi is a
|
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|
gnome wearing a chef’s apron. If Zimmi sees that the PCs are standing in
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the kitchen unharmed, she will emerge. From there, the PCs can escort
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her out of the kitchen without difficulty, and from there, she can be
|
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|
led out of the labyrinth and to safety.
|
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|
|
### The Root Cellar, Wine Cellar, and Furniture Storage
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The most likely way to reach this area is if the PCs ask Omta about
|
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|
|
Alyssa Varn, the woman who drew the bricklayer card. This is the area
|
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|
|
where she lives.
|
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The root cellar is a room with an earthen floor. Depending on their
|
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|
backgrounds, the PCs may know what this is: the soil floor creates a
|
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|
|
humid environment, which keeps turnips, parsnips, and other root
|
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|
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vegetables from desiccating.
|
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|
The root cellar has been emptied out of any vegetables: the ants took it
|
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|
|
all. The ground looks like it has been tilled, and there are multiple
|
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|
|
ant-sized tunnels coming up out of the soil. This is clearly how the
|
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|
|
ants have been getting into the basement. The door to the root cellar
|
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|
|
has a soldier-ant sized hole in the bottom of it. It looks like they
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|
chewed their way through.
|
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|
The door to the wine cellar is open a few inches. Alyssa Varn has set up
|
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|
|
a booby trap: she put a bucket of her urine on top of the door. The PCs
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|
|
must make a perception roll DC15 to spot it before opening the door. If
|
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|
|
one of the PCs has a keen sense of smell, they may be able to smell it
|
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|
|
instead. If somebody pushes open the door without spotting the bucket,
|
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|
|
they have to make a DEX save DC15 to dodge it. If they fail, the PC is
|
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|
|
nauseated. The PC will have disadvantage on rolls until they can clean
|
|
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|
|
themselves. The bucket has words written on it: “This is my Castle! Get
|
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|
|
the \$%& Out!”
|
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|
|
Inside the wine cellar there are several racks of wine. Most of it is
|
|
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|
|
just table wine, but there are a five bottles of the good stuff. The
|
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|
|
ants seem to have left this room alone. There is nothing else of
|
|
|
|
|
|
interest here.
|
|
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|
|
The furniture storage room is jam-packed full of unused furniture. When
|
|
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|
|
the castle was conjured, it was fully furnished, but the furniture
|
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|
|
wasn’t to Green’s liking, so Green got some better furniture. The cheap
|
|
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|
|
stuff has been shoved into this room. The furniture is piled to the
|
|
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|
|
|
ceiling. There is a thick layer of dust.
|
|
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|
|
Hidden in the back of the furniture is Alyssa Varn’s hideout. She has
|
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|
|
arranged some bookshelves to make a little room within the big room.
|
|
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|
|
Inside her little bookshelf-room is a sleeping bag, a nightstand with a
|
|
|
|
|
|
candle, and two changes of clothing. It is easy to tell from looking at
|
|
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|
|
the clothing that Alyssa is a very petite woman, and quite thin. There
|
|
|
|
|
|
is nothing to indicate the identity of the person who is sleeping here,
|
|
|
|
|
|
but if the PCs have spoken to Bran and Inya, they can probably guess.
|
|
|
|
|
|
Alyssa is not here.
|
|
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|
|
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|
|
To find the hideout is challenging. The PCs must first ask some
|
|
|
|
|
|
questions along the lines of, “is there anything hidden in the
|
|
|
|
|
|
furniture,” or “does anything look like it’s been disturbed?” If they
|
|
|
|
|
|
ask something like that, have them make a perception roll, DC15. If they
|
|
|
|
|
|
succeed, they notice an area under a table that has less dust. This is
|
|
|
|
|
|
the path that Alyssa takes to get from the door to her hideout. The
|
|
|
|
|
|
dust-free path leads under a table, through a very narrow gap between a
|
|
|
|
|
|
whole bunch of dressers, and from there snakes around until it finally
|
|
|
|
|
|
reaches the hideout. To get through you either have to be small, or you
|
|
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|
|
have to move the furniture (which is not difficult).
|
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|
|
Inside of Alyssa’s hideout is another missing block in a wall. Alyssa
|
|
|
|
|
|
has concealed this passage by leaning the nightstand up against it. To
|
|
|
|
|
|
see it, you have to move the nightstand. The opening looks different
|
|
|
|
|
|
than the one in the dining room: in the dining room, the block was
|
|
|
|
|
|
cleanly extracted, and the mortar is still there. This one looks like
|
|
|
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|
|
the mortar was carved away painstakingly with a sharp tool. To pass
|
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|
|
through the opening, you have to be small.
|
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|
|
On the other side of the opening is Etienne’s wardrobe - Etienne is one
|
|
|
|
|
|
of Green’s bodyguards. Alyssa has cut a hole in the back of the wardrobe
|
|
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|
|
|
so she can sneak into it. Again, to pass through the hole, you have to
|
|
|
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|
|
be small.
|
|
|
|
|
|
|
|
|
|
|
|
This hole in the wall is one of the very few ways that it is possible to
|
|
|
|
|
|
move from one castle region to a different region without passing
|
|
|
|
|
|
through the labyrinth. The portals to the labyrinth are all in the
|
|
|
|
|
|
*hallways*. But if you go through holes in the walls, you bypass all
|
|
|
|
|
|
that.
|
|
|
|
|
|
|
|
|
|
|
|
### The Bedrooms of the Bodyguards
|
|
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|
|
The most likely way the PCs will reach this area is through the hole in
|
|
|
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|
|
Alyssa Varn’s hiding place.
|
|
|
|
|
|
|
|
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|
|
This region contains the bedrooms of all four of Green’s personal
|
|
|
|
|
|
bodyguards. Each one has his or her own bedroom, and each one has
|
|
|
|
|
|
personalized their space. From looking at the clothing in the wardrobes,
|
|
|
|
|
|
you can pretty easily tell which clothes are male or female, and which
|
|
|
|
|
|
ones are for humans, half-orcs, or dwarves. If the PCs have a good
|
|
|
|
|
|
memory, they may be able to identify which room belongs to which
|
|
|
|
|
|
bodyguard, but it’s not important that they be able to do so.
|
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|
|
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|
|
None of the bodyguards are actually present in the bedrooms, the only
|
|
|
|
|
|
person present is Alyssa Varn, who is lurking.
|
|
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|
|
|
|
|
|
|
|
|
*Mikhail’s Room:* Mikhail is a male half-orc fighter. Bedroom contains a
|
|
|
|
|
|
wardrobe, a bed, a shelving unit full of decorative tea sets, and a
|
|
|
|
|
|
reading desk with some books about Sigil politics and factions.
|
|
|
|
|
|
|
|
|
|
|
|
*Harkon’s Room:* Harkon is a male dwarf cleric of Helm. Bedroom contains
|
|
|
|
|
|
a wardrobe, a bed, a shrine to Helm, and a writing desk.
|
|
|
|
|
|
|
|
|
|
|
|
*Siduri’s Room:* Siduri is a female high elf duelist. Bedroom contains a
|
|
|
|
|
|
wardrobe, a bed, a nightstand, and a collection of ornate curvy swords
|
|
|
|
|
|
on the wall. On the nightstand is a collection of books containing
|
|
|
|
|
|
diagrams of fencing maneuvers.
|
|
|
|
|
|
|
|
|
|
|
|
*Etienne’s Room:* Etienne is a male tiefling diviner. Bedroom contains a
|
|
|
|
|
|
wardrobe, a bed, a writing desk, and a number of books mainly about
|
|
|
|
|
|
hunting mushrooms in the outlands. The desk has an unsent letter.
|
|
|
|
|
|
|
|
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|
|
|
Etienne’s unsent letter is as follows:
|
|
|
|
|
|
|
|
|
|
|
|
> Dear Magert,
|
|
|
|
|
|
>
|
|
|
|
|
|
> I hope you’re doing well! As for me, I’m doing fine. Living in St.
|
|
|
|
|
|
> Parnas is quite a change from Sigil: there’s not much of an art scene,
|
|
|
|
|
|
> and the restaurant options are limited. I’m looking forward to
|
|
|
|
|
|
> returning when this is all over.\
|
|
|
|
|
|
> \
|
|
|
|
|
|
> I’m writing to ask your opinions about two people who drew cards from
|
|
|
|
|
|
> the deck. One is named Asatya. She drew the “void” card, and she
|
|
|
|
|
|
> immediately fell into a coma. My divinations tell me there’s nobody in
|
|
|
|
|
|
> there - she’s not “locked in,” she’s just gone. The doctors at the
|
|
|
|
|
|
> local hospital don’t have a clue what to do.\
|
|
|
|
|
|
> \
|
|
|
|
|
|
> The other is a man named Borghan. He drew the “beast” card, which
|
|
|
|
|
|
> turned him into an oversized grizzly bear. I can talk to him using
|
|
|
|
|
|
> “speak with animals,” he’s fully animal intelligence now.
|
|
|
|
|
|
>
|
|
|
|
|
|
> Deck curses don’t respond to simple spells like “restoration.” I’m
|
|
|
|
|
|
> looking for powerful artifacts or individuals, anywhere in the planes,
|
|
|
|
|
|
> that might help these two. Are you aware of anything that might help?
|
|
|
|
|
|
>
|
|
|
|
|
|
> Your dear friend, Etienne
|
|
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|
|
|
|
|
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|
|
Alyssa Varn has a trap that she is waiting to spring if some of the
|
|
|
|
|
|
weaker party members find themselves in a room with only one exit: she
|
|
|
|
|
|
will jam a doorstop under the door, then she will nail the door shut.
|
|
|
|
|
|
Getting out should be a 10 to 15 minute project, involving finding some
|
|
|
|
|
|
way to get the nails out.
|
|
|
|
|
|
|
|
|
|
|
|
If the PCs enter Mikhail’s bedroom via the hole in the wall of the
|
|
|
|
|
|
furniture storage area, this may result in an opportunity for Alyssa to
|
|
|
|
|
|
pull her little stunt. She won’t try to trap the PCs in Mikhail’s
|
|
|
|
|
|
bedroom, because that bedroom has two exits (the door, and the hole).
|
|
|
|
|
|
Instead, she will wait until a few of the weaker party members are alone
|
|
|
|
|
|
in a room with only one door.
|
|
|
|
|
|
|
|
|
|
|
|
This hallway is a perfect place for a line of worker ants to suddenly
|
|
|
|
|
|
show up, walking through carrying eggs. They ignore the PCs.
|
|
|
|
|
|
|
|
|
|
|
|
### The Barracks of the Castle Staff
|
|
|
|
|
|
|
|
|
|
|
|
TODO: How do people reach the barracks?
|
|
|
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|
There are two barracks: one for the men, one for the women.
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The men’s barracks do not contain anything of any great interest. The
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men who live here are Tommel, Wim, and Bran. Nobody is present in the
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barracks. Feel free to invent personal effects for these men.
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The women’s barracks, on the other hand, has been completely taken over
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by ants: they are turning it into an incubator for their eggs.
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There are many worker and soldier ants present. The worker ants are
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busily creating safe little earth pockets for the eggs, and installing
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the eggs inside them. The soldier ants are insistent that the PCs cannot
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come inside: they will push back any PCs who try to enter.
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However, there’s a female teenage tiefling here: Penny. She’s helping
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the ants move the eggs around. The ants already trust her. Like Green’s
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other employees, she hasn’t figured out how to get out of the labyrinth,
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but she is completely safe, the ants have been providing her with food
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and water. When the soldier ants try to repel the PCs, Penny raises her
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arms above her head and wiggles them around in a manner similar to how
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the ants move their antennae. In response to this, the ants make a path
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for the PCs to approach Penny.
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Penny has already learned the rudiments of ant-language, even though
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she’s only been with the ants a few days. This is a clue that Penny is
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exceptional at language learning: she is good at helping out with any
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task that involves deciphering messages or languages. If asked about
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this, Penny downplays it: “Oh, I’ve only learned a few words. I’m
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basically at the ‘where is the bathroom’ stage of learning their
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language.” Despite this modesty, she is indeed very good at languages.
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She can translate, but it is true that she only knows a few words. She
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can translate very basic things like “people not dangerous,” but
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anything more complex is impossible.
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When Penny sees the PCs, she is cheerful and friendly. If the PCs say
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they’ve come to rescue Green’s employees, Penny is grateful: she likes
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the ants, but she’s tired of being stuck in the basement. She comes with
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the PCs willingly. She is a useful resource for deciphering the scrolls.
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|
### The Lounge, and Green and Edric’s Quarters
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The lounge contains Omta’s steel door. Because of that, Omta
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deliberately keeps the PCs away from this area until Omta has a little
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time to get used to the PCs. This is therefore the last area that the
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PCs will find by traversing the labyrinth.
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This area contains two large sofas, several comfy chairs, and a few
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reading tables. All this furniture has been upended during the chaos
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storm, and much of it is in a pile in the southeast corner of the room.
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The pile is hiding something important: there is a hole in the wall to
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Edric’s room. Like the other holes in the wall, it consists of one
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missing stone block. To get through, you have to be small in size.
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Edric is here. Edric is the bariaur steward of the castle. A “steward”
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is responsible for paperwork: he keeps track of the books, he’s
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responsible for ordering deliveries of food, he guards the moneybox, and
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the like.\
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\
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To the east of the lounge is a short segment of hallway which is
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jam-packed with soldier ants. They are guarding the door to Green’s
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bedroom. Green’s bedroom is the largest bedroom in the basement, the ant
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queen has taken it as her lair. There is nothing interesting in Green’s
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bedroom other than the ant queen.
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Directly across from Green’s bedroom is Edric’s bedroom and office.
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Edric’s office contains unremarkable items such as a wardrobe, a bed,
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and a writing table. It also contains the vault, which contains a
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lockbox with 3500 in gems (conjured by the Deck), 500 gp in gold, and a
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bunch of ledgers and records which are important to Edric but which
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serve no purpose for anyone else. Getting into Edric’s office is
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|
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difficult because the soldier ants won’t let anyone come into the
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hallway with the doorway. However, it is also possible to enter Edric’s
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|
office through the hole in the wall in the lounge. The vault is
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|
basically a closet with a solid wooden door with a mundane padlock
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(lockpick DC 15). It can also be opened (slowly) by bashing. The lockbox
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is inside, with its own lock (lockpick DC 13).
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Edric isn’t willing to leave the lounge until he has the lockbox. Once
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he has it, he’s glad to get out of the basement.
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If the PCs steal the gems, Edric will be angry. He will make an
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|
|
impassioned plea: “When you drew from the Deck, we dealt with you
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fairly. We paid you the gold you were owed, and when you went to a
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Donjon, we didn’t just keep your money, we made sure it went to your
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|
next-of-kin. We were fair to you. Are you really going to steal from
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us?” Doing this will earn the disapproval of all of Green’s employees.
|
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|
|
The PCs will get no cooperation on anything if the PCs treat Edric this
|
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|
way.
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The lounge floor has a trapdoor that leads down into the labyrinth. This
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|
is not a portal, it’s a plain old trapdoor, the labyrinth actually is
|
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|
|
physically underneath the basement. The trapdoor has been here ever
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|
|
since the labyrinth was conjured.
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|
If the PCs enter Edric’s bedroom via the hole, then emerge via the door,
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|
they will pop right out in front of the door to Green’s bedroom - the
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|
|
queen’s chamber. This will annoy the ants, and they will very
|
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|
|
aggressively push the PCs back into Edric’s bedroom. Then, they will
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|
|
form a line barring passage through Edric’s door. The PCs will have to
|
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|
|
exit via the hole.
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|
The soldier ants in the lounge are very strict - whereas the soldiers in
|
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|
|
other parts of the castle are assertive, but rarely aggressive, these
|
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|
|
ones will fight if the PCs push their way into that hallway. They are
|
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|
|
quite serious about defending the queen. The only way to get past them
|
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|
|
is with Penny’s help: she can ask for permission to see the queen, and
|
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|
|
the queen will grant limited access (just one PC, plus Penny). For
|
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|
|
|
|
information about what the queen says, see the section on the ants.
|
|
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|
|
To the north of the lounge is a hallway that in more normal times led to
|
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|
|
the latrine, the laundry room, and the cistern. When Green and his
|
|
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|
|
|
bodyguards entered the basement to rescue Green’s employees, Green was
|
|
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|
|
carrying the Deck. Omta portaled this group to the laundry room, then
|
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|
|
sealed them in by conjuring a big steel barrier in this hallway. Of
|
|
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|
|
|
course, Omta isn’t really trying to trap these people: he really only
|
|
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|
|
cares about protecting the deck. The people are collateral damage. Of
|
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|
|
course, the group tried to escape, but Omta thwarted them.
|
|
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|
|
When the PCs first arrive in the lounge, they see the steel barrier in
|
|
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|
|
|
this hallway. Later, this barrier will turn into a steel door. See the
|
|
|
|
|
|
upcoming section, “The Steel Barrier becomes a Steel Door.”
|
|
|
|
|
|
|
|
|
|
|
|
### The Latrine, Cistern, and Laundry
|
|
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|
|
|
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|
|
This area of the castle is inaccessible, because of the steel barrier.
|
|
|
|
|
|
We include it for completeness.\
|
|
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|
|
|
\
|
|
|
|
|
|
The cistern is a big tank where rainwater from the roof is collected. It
|
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|
|
|
|
is the castle’s supply of fresh water.\
|
|
|
|
|
|
\
|
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|
|
The latrine is basically a room with some watertight boxes that you can
|
|
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|
|
|
use to relieve yourself. When the castle was functioning normally, Zim
|
|
|
|
|
|
(the janitor) would take those boxes outside and dump them in the woods.
|
|
|
|
|
|
Now that the area is sealed, the boxes haven’t been emptied in some
|
|
|
|
|
|
time, and the odor is seeping into the surrounding areas.
|
|
|
|
|
|
|
|
|
|
|
|
The laundry room is an area containing some big steel tubs which are
|
|
|
|
|
|
used for both laundry and bathing. There is a large hearth with a pot
|
|
|
|
|
|
that can be used to heat water. There is a rack full of towels, and a
|
|
|
|
|
|
few tables for folding laundry. This is where Green and his bodyguards
|
|
|
|
|
|
are staying now that they are trapped.
|
|
|
|
|
|
|
|
|
|
|
|
## Communicating with Omta
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs first enter the castle, they sense anxiety and dread (via
|
|
|
|
|
|
their telepathic link with Omta). Later, a PC will say something out
|
|
|
|
|
|
loud, and Omta will hear what the PC said and will have an emotional
|
|
|
|
|
|
reaction. For example, if the PC says, “let’s go find the deck,” the PCs
|
|
|
|
|
|
will sense a sudden uptick in the fear and anxiety coming from the
|
|
|
|
|
|
presence in the labyrinth. If the PC says something like, “we’re not
|
|
|
|
|
|
here to hurt you,” the emotion might change from anxiety to cautious
|
|
|
|
|
|
relief.
|
|
|
|
|
|
|
|
|
|
|
|
Initially, that’s the extent of the communication: the PCs say things,
|
|
|
|
|
|
the presence in the labyrinth (Omta) reacts with emotions. The fact that
|
|
|
|
|
|
the emotions make sense - the fact that they’re logical reactions to the
|
|
|
|
|
|
things that the PCs say - that tells the players that the presence in
|
|
|
|
|
|
the labyrinth actually is listening and paying attention.
|
|
|
|
|
|
|
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|
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|
|
The players will eventually realize that they can talk directly to Omta,
|
|
|
|
|
|
asking for things out loud. As long as those things aren’t a threat to
|
|
|
|
|
|
Omta, Omta will cooperate. For example, if they say, “we need to find
|
|
|
|
|
|
the cook,” Omta will rearrange the portals so that the PCs soon wander
|
|
|
|
|
|
into the kitchen.
|
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|
|
|
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|
|
This low-level communication should persist for quite a while. Let the
|
|
|
|
|
|
PCs explore the castle until they’ve accomplished quite a few things.
|
|
|
|
|
|
Make sure they’ve met at least two of the employees, and make sure
|
|
|
|
|
|
they’ve had a few interactions with ants. Ideally, they should have had
|
|
|
|
|
|
an interaction with Borghan and an interaction with Alyssa Varn as well.
|
|
|
|
|
|
|
|
|
|
|
|
After the PCs have been in the castle a while, Omta decides to
|
|
|
|
|
|
communicate with them in a more detailed way. Omta reaches out to the
|
|
|
|
|
|
PCs telepathically, and tries to send them an actual message.
|
|
|
|
|
|
|
|
|
|
|
|
### Failed Telepathic Messages
|
|
|
|
|
|
|
|
|
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|
|
The PCs experience a strange phenomenon. Say to your players, “you feel
|
|
|
|
|
|
the presence in the labyrinth trying to send a message to you. You
|
|
|
|
|
|
receive the following: surprise, then shock, then fear, then
|
|
|
|
|
|
determination, then more surprise, then a feeling of being trapped.”
|
|
|
|
|
|
Then, a minute later, tell them: “You sense frustration.”
|
|
|
|
|
|
|
|
|
|
|
|
What’s happening here is that Omta is trying to send a message through
|
|
|
|
|
|
the telepathic link, but it’s not working. Omta’s way of reasoning is so
|
|
|
|
|
|
alien that it’s just not coming through: all the PCs are receiving are
|
|
|
|
|
|
the *emotions* associated with the story that Omta is trying to tell,
|
|
|
|
|
|
but they’re not receiving any of the *concrete details*. Omta can tell
|
|
|
|
|
|
that the PCs aren’t getting it, so he’s frustrated that his attempts at
|
|
|
|
|
|
communication aren’t getting through.
|
|
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|
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|
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|
|
|
|
Omta will sporadically repeat these attempts, always to no avail. If the
|
|
|
|
|
|
players don’t figure it out, let them roll an insight roll to figure
|
|
|
|
|
|
out: the “presence in the labyrinth” is trying to communicate with you,
|
|
|
|
|
|
but it’s not really working.
|
|
|
|
|
|
|
|
|
|
|
|
Tell them that although they can’t figure out what the presence is
|
|
|
|
|
|
trying to say, they do sense two very clear patterns:
|
|
|
|
|
|
|
|
|
|
|
|
- The emotions they’re receiving contain an awful lot of fear,
|
|
|
|
|
|
> anxiety, and dread. Of course, this is because Omta is terrified
|
|
|
|
|
|
> of Tymora.
|
|
|
|
|
|
|
|
|
|
|
|
- The sequences of emotions always end in frustration. Of course, this
|
|
|
|
|
|
> is because Omta is aggravated about his inability to communicate
|
|
|
|
|
|
> with the PCs.
|
|
|
|
|
|
|
|
|
|
|
|
Make sure that Omta repeats this at least three times.
|
|
|
|
|
|
|
|
|
|
|
|
### Omta Decides to try Writing
|
|
|
|
|
|
|
|
|
|
|
|
After several failed attempts at telepathic communication, Omta comes up
|
|
|
|
|
|
with a new idea: maybe I can talk to them in writing!
|
|
|
|
|
|
|
|
|
|
|
|
This is what the PCs experience: they once again receive a sequence of
|
|
|
|
|
|
emotions, followed once again by frustration… and more frustration… and
|
|
|
|
|
|
then suddenly, inspiration! Insight! Moments later, a piece of parchment
|
|
|
|
|
|
materializes in thin air in front of one of the PCs. The scroll contains
|
|
|
|
|
|
images of cards from the deck.
|
|
|
|
|
|
|
|
|
|
|
|
The fact that the scroll is made up of symbols from the Deck is a dead
|
|
|
|
|
|
giveaway that the PCs are talking to the deck itself. Let’s take a
|
|
|
|
|
|
moment to explain why Omta is communicating using images from the deck.
|
|
|
|
|
|
|
|
|
|
|
|
Tens of thousands of years ago, Omta fled to a far corner of the
|
|
|
|
|
|
multiverse and has been hiding there ever since. He went into hiding
|
|
|
|
|
|
*before* mortals existed, and before mortals invented language. Because
|
|
|
|
|
|
of this, Omta has no idea what a “sentence” is. Back in those days, the
|
|
|
|
|
|
gods communicated with symbols, but those symbols were not arranged into
|
|
|
|
|
|
sentences. Instead, symbols were displayed in groups, associated with
|
|
|
|
|
|
each other but without any subject, verb, object relationship. This is
|
|
|
|
|
|
the only way Omta knows how to talk. He never learned how to speak a
|
|
|
|
|
|
language.
|
|
|
|
|
|
|
|
|
|
|
|
Omta likes to use cards from the deck as his preferred symbols. He
|
|
|
|
|
|
thinks the cards represent all the most important ideas, so in his mind,
|
|
|
|
|
|
they make the perfect communication symbols. Each card has multiple
|
|
|
|
|
|
meanings. For example, the gem card can mean “gems.” But it can also
|
|
|
|
|
|
mean “money”, or “wealth”, or even “precious.” It can also mean
|
|
|
|
|
|
“beautiful”, or even “sparkly.” Earlier in this book, the chapter *Cards
|
|
|
|
|
|
of the Deck* lists the symbolic meanings of the cards.
|
|
|
|
|
|
|
|
|
|
|
|
Any PC who drew a card from the deck knows, instinctively, the symbolic
|
|
|
|
|
|
meanings of that particular card. For example, if one of the PCs drew
|
|
|
|
|
|
the gem card, then that PC will know that the gem card has all the
|
|
|
|
|
|
meanings listed above. Of course, every PC drew three cards, so by
|
|
|
|
|
|
working together and sharing information, the PCs will be able to
|
|
|
|
|
|
decipher many of the symbols used by Omta.
|
|
|
|
|
|
|
|
|
|
|
|
But what about cards that the PCs didn’t draw? Nobody in the party drew
|
|
|
|
|
|
the *Sun* card, for instance. If the PCs want to know what the symbolic
|
|
|
|
|
|
meanings of the *Sun* card are, they will have to ask somebody who drew
|
|
|
|
|
|
the sun card.
|
|
|
|
|
|
|
|
|
|
|
|
### Omta Says: “Ask Me Questions, Mortals.”
|
|
|
|
|
|
|
|
|
|
|
|
The first piece of parchment that Omta gives to the PCs looks like this:
|
|
|
|
|
|
|
|
|
|
|
|
{width="5.0in" height="3.2416666666666667in"}
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It means: “I want the four of you to ask me questions.”\
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\
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The cluster on the left represents the PCs: four people who drew the
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Donjon card. The cluster on the right represents Omta: it contains his
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holy symbol, a pair of dice with a sunburst. The PCs recognize the
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symbol of the dice with the sunburst as the symbol that was on the box
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of the Deck. The middle symbol is the Vizier card. If the PCs ask Lada
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about the Vizier card, she says, “in the past, it used to grant mortals
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the ability to ask questions of the gods.” As it turns out, that’s still
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what it does.
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Omta wants the PCs to ask him questions. He thinks that if the PCs start
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by asking the right questions, then communicating with them will be
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easier.
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When the PCs try to interpret the scroll, they will probably say all
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kinds of things that are incorrect. When the PCs say something
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incorrect, they sense mild confusion from Omta via the telepathic link.
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This is their clue that they’re on the wrong track.
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When they say something correct, part of the scroll becomes brighter,
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bolder, more colorful. For example, if somebody says, “I think this
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cluster on the left represents the four of us,” then the PCs sense
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excitement from Omta, and the cluster on the left becomes bolder,
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brighter, clearer. This is the PCs clue that they’re on the right track.
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But the fact that only the cluster on the left became bolder tells them
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that they haven’t deciphered the whole scroll, only the part on the
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left.
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If the PCs get stuck, which is likely, they may get frustrated. In that
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case, Lada says, “I think part of the problem is that we don’t know what
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this vizier symbol really means. Do we know anybody who drew the vizier
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card? Maybe they would know.” That’s the key to understanding *all* of
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Omta’s messages: go find the people who drew the cards.
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If you go find the people who drew the cards, in general, those people
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will know what the cards mean. However, some of those people are very
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difficult to talk to. For example, Borghan is in the form of a bear,
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which makes it extremely difficult to get any kind of useful information
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out of him.
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Fortunately, there is a woman who drew the Vizier card: Brunna the
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Antiquarian. She is not hard to talk to, and she is very helpful in
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interpreting the messages.
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Now that Omta has given the PCs this message, he refuses to help with
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navigation any more until the PCs figure out what his message means. He
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takes the PCs to the basement landing, and won’t bring them anywhere
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else. If the PCs reenter the labyrinth, Omta will just bring them back
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to the basement landing.
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Of course, if the PCs do figure out that they’re supposed to ask
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questions, they’ll probably try asking all sorts of questions. But only
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three questions will elicit a response:
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- Why are you afraid?
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- What is your goal?
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- Who are you?
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These questions don’t have to be phrased exactly like that. For example,
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instead of asking “What is your goal,” the PCs could equivalently ask,
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“What are you trying to accomplish,” “Why is the deck here,” or anything
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along those lines.
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Asking any question other than the three questions above will result in
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no reaction. Omta won’t answer arbitrary questions, he has specific
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things he wants to convey.
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Sometimes, the PCs get focused on their *own* goals, and they start
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asking questions like, “how can we get to where the deck is.” Omta
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reacts to these questions with annoyance. If the PCs get stuck asking
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questions about their own goals, Lada eventually gives them a hint: “We
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should ask him about his agenda, not about how he can help us with
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ours.”
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If one the PCs ask one of the three key questions, Omta conjures another
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scroll: the answer to the question. As soon as the PCs ask one of the
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three questions, Omta will permit the PCs to traverse the basement
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again.
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### Asking: “Why are you Afraid?”
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Omta conjures this scroll if the PCs ask the question, “Why are you
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afraid:”
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{width="5.0in" height="3.225in"}
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The meaning of this scroll is: “I’m afraid because Tymora intends to
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kill me!”\
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\
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The cluster on the left represents Omta. It contains Omta’s holy symbol,
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the Sun card, and Euryale. In this context, the Sun card means “god,”
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Omta is just letting the PCs know that he’s a god. The Euryale card
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means “fear,” it represents the fact that Omta is afraid.
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The cluster on the right represents Tymora. Again the Sun card means
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“god,” because Tymora is a god. The gem card is there because Tymora’s
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holy symbol is a coin, Gem is the closest thing in the deck to “coin.”
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The skull card conjures an “avatar of death” that immediately tries to
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kill you. In this context, it means “a dangerous killer.”
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In reality, Omta is overly fearful. This is because in Omta’s past, his
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formative experiences involved another god who was much more aggressive
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and dangerous than Tymora. Now he expects all gods to be dangerous and
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aggressive. Fear and anxiety are not always rational: Omta is scared.
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In fairness, to Omta, Tymora is no murderer, but she is very angry, and
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she won’t rule out the possibility of a fight. So Omta really is in some
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danger.
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### Asking: “What is Your Goal?”
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Omta conjures this scroll if the PCs ask the question, “what do you
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want,” or equivalently, “why are you here,” or “why is the deck sticking
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around:”
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{width="5.0in" height="3.2333333333333334in"}
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The meaning of this scroll is: “I have to save the universe from
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Rennick, before he ruins everything!”\
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\
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In this scroll, the upper-left cluster represents Omta. It contains his
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holy symbol, and also the knight card, which means “defender,” in this
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case, the defender of the universe.
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The cluster on the right represents Rennick. It contains the Vizier
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card, meaning (in this case) a seer or a scholar: Rennick is a
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researcher. It also contains the Idiot card - Omta thinks that Rennick,
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for all his knowledge, is a careless idiot. Finally, it contains the
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“ruin” card, meaning that Rennick is going to destroy everything.\
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\
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The bottom cluster represents the entire universe. Omta frequently uses
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the combination “Star-Gem” to represent the universe. Star means
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“wondrous thing,” and gem means “beautiful thing.” Omta thinks the
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universe is a wonderful, beautiful thing. But identifying that star-gem
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is a reference to the universe is quite difficult. However, many of the
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scrolls contain the star-gem combo. Other scrolls provide clues that
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star-gem might be the universe.
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Of course, the ruin card in the bottom cluster means that Omta is afraid
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that the universe is going to be ruined.
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### Asking: “Who Are You?”
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Asking somebody who they are is a very open-ended question. When Omta
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gets this question, he decides to tell his whole life story, in the form
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of four scrolls. To make this clear to the players, Lada should say this
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explicitly: “Four scrolls? Is this his entire life story?”
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When you look at the four scrolls, you’ll notice that the scrolls have
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page numbers: the comet cards. But the page numbering is backward from
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what you might expect. The comet symbol represents time, usually the
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past. So one comet means “a long time ago,” but four comets means “a
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long, long, long, long time ago.”
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Here are the four scrolls, in chronological order:
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{width="5.0in" height="3.234880796150481in"}
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Omta is trying to tell the following story:\
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\
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“A god created the universe. He was the original bricklayer, he was the
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king of the gods. But he was a beast, and he was possessive and
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controlling. The universe he created was a wondrous item, it was
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beautiful, but it was flawed. It was too predictable, too boring. I was
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wise, and I knew how to fix the universe. But I knew the creator was
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possessive and wouldn’t want me to touch his creation. So I snuck into
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the universe, making sure the creator didn’t see me, and I taught the
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universe how to use *randomness*.”
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That’s a lot to interpret from just a few symbols! Let me walk you
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though how the symbols on the scroll tell that story.\
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\
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The cluster on the right represents the creator god. It contains the Sun
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card, meaning “god.” It contains the bricklayer card, which of course
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means creator or builder, but it also implies possessive and
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controlling. The throne card means “king,” but it also implies that he
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rules by sheer might. The creator is the king of the gods because he is
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the most powerful god.
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The cluster on the right is the best starting point. Since it contains
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the king of the gods, the bricklayer, it strongly suggests that this
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story is a creation myth. And if this is a myth about the creation of
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the universe, well then it follows that the universe must be here on the
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scroll somewhere.
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Getting your players to realize this is a creation myth can be tricky,
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so be attentive for when somebody says something about creation of the
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universe. As soon as they do, give them positive feedback in the form of
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the entire scroll getting a little bolder. Letting them know this is a
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creation myth is essential to them deciphering this.
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The cluster in the center represents the universe. It uses the star-gem
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combo, which the Deck frequently uses to indicate the universe. Star
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means “wondrous item,” gem means “beautiful item.” This is the best Omta
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can do to summarize the universe.
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The cluster also contains the cripple card, meaning sick or unhealthy.
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But it’s not immediately obvious how the universe was sick or unhealthy
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until you think about it logically: this is the Deck we’re talking to.
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Its whole agenda is *randomness*. If the deck doesn’t like the universe,
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it must be because the universe lacks randomness.
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The cluster on the left means Omta. It contains his holy symbol, and the
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owl card, meaning “wise.” Omta thinks he’s wise, because he thinks he
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knows how to cure the universe. The key card means “teaching a skill.”
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Omta is teaching the universe how to be random. The rogue card means,
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“being sneaky.” In this case, it represents the fact that Omta knew the
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creator wouldn’t want anyone messing with his stuff, so Omta knew he had
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to sneak into the universe and not get caught.
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You will have to give your players *many* hints. The most valuable hint
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they can receive is feedback: if they say something that’s on the wrong
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track, they receive annoyance from Omta. If they say something that’s on
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the right track, parts of the scroll light up to show what they got
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right.
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Here is the second part of the story:
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{width="5.0in" height="3.216266404199475in"}
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This part of the story is simple:
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“I fled the scene of the crime. I hid in the farthest reaches of the
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void! I was terrified.”\
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\
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Omta knew that the creator god was controlling and possessive, and that
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he wouldn’t want anybody messing with his creation. So after altering
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the universe, Omta fled the scene of the crime and hid. He was terrified
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that the creator would find out what he did, and kill him.
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In this scroll, there is one cluster, containing Omta’s holy symbol.
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Omta is all alone. The dungeon card here means imprisonment or
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isolation, in this case, self-imposed. The void card means literally,
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“in the farthest reaches of the void.” The rogue card means, “still
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being sneaky.” And the Euryale card means, “terrified.”
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Then, this happened:
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{width="5.0in" height="3.234880796150481in"}
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This is the story Omta is trying to tell:\
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\
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“I was trying to be sneaky, but Selune found me out. She saw what I did,
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then she found me in the void. I’m such an idiot! I should have been
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more careful! Fortunately, Selune was wise. She agreed to keep silent:
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she would not tell anyone what I did, or where I was hiding, or even
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that I exist.”\
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\
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Let’s go over that one symbol at a time. The cluster on the right is
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Omta. Rogue means he’s still trying to be sneaky. Euryale means he’s
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still terrified of getting caught. But Idiot means he’s failed: he’s
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been caught.
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The cluster on the left is Selune. Sun-Moon means “goddess of the moon,”
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ie, Selune. Owl means “wise.” Void, in this case, means “silent.”\
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\
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Notice that Omta is calling Selune “wise.” That strongly suggests that
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Selune “did the right thing” in the eyes of Omta. And obviously, “doing
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the right thing” would be *not* revealing Omta to the creator, not
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getting him killed. And obviously, Omta is not dead, so obviously, she
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*didn’t* turn him in.
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Understanding the void card in Selune’s cluster is difficult. When
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somebody lists off the meanings of the void card, one of them is
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“Silence.” Try to give them the feedback that silence is the right
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interpretation here. But what does that mean, Silence?
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To really understand, Lada needs to remind the players of the vision
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with Selune. In that vision, Selune said: “A long, long time ago, I
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promised to keep a secret.” Selune was specifically referring to the
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incident in this scroll! She promised Omta that she would not reveal his
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existence to the creator. That’s why, when the PCs talked to Selune in
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that vision, she couldn’t say any more - if she revealed Omta’s
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existence, that would be breaking the promise. So the void card, in this
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context, means “keeping silent - keeping a secret.”
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Again, you will need to provide *lots* of hints and feedback.
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Here is the final page of the story:
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{width="5.0in" height="3.234880796150481in"}
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### Learning the Meanings of the Cards
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In order to decipher Omta’s scrolls, the PCs will need to know the
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symbolic meanings of all the cards. Many of the cards have some obvious
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meanings, and some non-obvious meanings. For example, the Key card can
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literally mean, “A Key.” That’s completely obvious. It can also mean,
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“To Lock,” or “To Unlock.” That’s not as obvious, but it’s still pretty
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easy to guess. But because the Key card can grant a skill, the Key card
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can also mean “A Skill.” That’s non-obvious, and to learn that, you may
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have to talk to somebody who drew the Key card. They will know all the
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meanings.
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Anyone who draws a card from the deck gains a magical awareness of what
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that particular card means. Since each PC drew three cards, each PC
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knows the exact meanings of three of the cards. By pooling their
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knowledge, the PCs can figure out the meanings of quite a few of the
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cards. However, there are still quite a few cards that the PCs will not
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have drawn. To find out those meanings, the PCs will have to seek out
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NPCs who drew those particular cards.
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Another thing the PCs can do to learn the meanings of the cards is to
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ask Lada. Lada is a researcher into Luck, and the Deck is one of her
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most favorite research topics. However, all of her knowledge comes from
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historical records. That’s a problem, because Omta constantly changes up
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the cards and their meanings. Lada’s knowledge is just plain
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out-of-date. If the PCs ask Lada the meaning of a card, you should read
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the description of the card from the DM’s guide! If the card isn’t in
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the DM’s guide, then Lada says she’s never heard of the card before.
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Lada is crystal clear about the fact that her knowledge is not
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trustworthy. She explains that her knowledge might be out-of-date, and
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she explains that some of the historical records she’s using might be
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entirely made up by liars. She says that her information is potentially
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useful, but that it should be taken with a big grain of salt. In fact,
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the descriptions in the DM’s guide *do* match the ones in this module
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for some of the cards, but most cards have at least some differences.
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### Help your Players Decipher the Scrolls
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You will have to help the PCs decipher the scrolls. You will need to
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give them *lots* of hints.
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The scrolls contain symbols which have many meanings. Because of this,
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interpreting a scroll is an incredibly open-ended puzzle. That’s fun,
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but there’s a downside: it means that it’s very easy for the PCs to go
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off on a tangents with wild misinterpretations.
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The first step to keeping your players on track is to repeatedly remind
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them: *talk to the NPCs who drew the cards*. You need to impress this on
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your players: it’s fun to try to guess what the cards represent, but
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until you talk to the people who drew the cards, you’re just guessing.
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For example, some player might convince himself that he just *knows*
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that the Sun card must mean fire and flame and destruction. It
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absolutely doesn’t mean that at all. If the PCs spend hours trying to
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make sense of a scroll, starting with the assumption that “Sun” means
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fire and flame and destruction, they’re going to go down a rabbit hole.\
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\
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When the PCs do this, you can try to bring them back down to earth in
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two ways: one, you can have NPCs speak up. Lada might say, “I am not
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sure that’s what the Sun card means. That doesn’t seem consistent with
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the historic effects of the Sun card, it didn’t burn or destroy
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anything. Maybe we should go talk to somebody who drew the Sun card.”
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You can also have Omta react, via the telepathic link. When the PC says,
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“this card means fire and flame,” have Omta react with mild annoyance.
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Another thing you will have to do is provide positive feedback. When the
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PCs are talking about the scrolls, they will say lots of things that are
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wrong, and occasionally, something that is right. When they say
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something right, they should get positive reinforcement. Omta should
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react with enthusiasm via the telepathic link, and the relevant portion
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of the scroll should become brighter, bolder. Of course, there’s a risk
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of giving too much away this way, so use your judgement about how much
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you reveal, and how accurate the PCs need to be before they get positive
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feedback.
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During the deciphering of the scrolls, the PCs are likely to do some
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twenty-questions style guessing. For example, when deciphering the
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scroll “what are you afraid of,” the PCs might just start listing
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everyone they can think of: “Are you afraid of Rennick? Of Green? Of
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Beshaba? Of Tymora?” That last one is right, but not because the PCs had
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any insight. That’s not really how we want this puzzle to be solved.
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It’s up to you how to react to this. If the players do this just a
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little, you might have the Tymora section of the scroll light up anyway.
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If the players do it too much, Omta gets annoyed and closes the
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telepathic connection for an hour or two. The PCs can sense that he’s
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not listening right now, and that guessing was just annoying him.
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If the PCs do solve a portion of a scroll through a wild guess, have the
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relevant section of the scroll become bolder, but only barely. For
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example, if somebody makes a wild guess that the cluster on the right of
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the “what are you afraid of” scroll represents Tymora, have that cluster
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get a little bolder, but the three cards inside do not illuminate.
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Explain that to fully illuminate the cluster, the PCs will have to
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decipher the specific meanings of each piece of the cluster.
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The last thing you can do to help the players is to have NPCs give
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hints. You should use your judgement about how many hints you want to
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give: enough to get the players to make progress, but not so many that
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it feels easy. You will definitely need to give some, though.
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There are several NPCs who can provide hints, chief among them: Lada and
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Penny. Lada is insightful about the deck because she’s researched it her
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whole life. Penny is insightful because she just has a natural affinity
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for languages.
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You, the DM, can use Penny to give the PCs exactly the amount of hinting
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that they need, and no more. When the PCs show the scrolls to Penny,
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Penny should stare at them and make some basic observations (like, “So
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you guys drew three of these cards, but two of them are unknowns.”)
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Then, after a few basic observations, have her say something seriously
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insightful.
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From that point forward, dish out the insightful observations at a pace
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that works for your PCs. If they need more help, give them more
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observations. If they seem to be getting it on their own, give them
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fewer.
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Penny really enjoys studying the scrolls: she really likes foreign
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languages! She’s always bright and perky, but when she’s working on the
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scrolls she’s especially happy. She says: “This is fun! If you get any
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more of these scrolls, please show them to me. Oh, and if you learn the
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|
meanings of any more cards, please let me know.”
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Here is a list of things the two NPCs could say:
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**Observation**:
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|
How many cards are there in the deck? Roughly 20, we think? Think about
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it, if you’re writing in a language that has only 20 words, then every
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word is going to have to have lots of meanings.
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**Observation:\
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**Look, I know a lot about languages, but that doesn’t mean that I can
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|
tell you the meaning of a symbol without any context. Of course, some
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meanings are obvious. The gem card can obviously mean, “a gem.” But does
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it also mean wealth in general? Can it mean “money?” Probably, but I
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won’t know for sure until we talk to somebody who actually knows.
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**Observation:**
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I hear you guys trying to solve these scrolls, without first leaning the
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meaning of the cards. For example, this scroll has a Sun card on it, and
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you haven’t spoken to anyone who drew the Sun card. So I think it’s too
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early to try to solve the scroll. I wouldn’t try solving a scroll, until
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you know the meanings of all the cards on it. You could make yourselves
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crazy.
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**Observation:\
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**Penny: Imagine you’re expressing ideas with drawings. If you wanted to
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say “candle,” what would you draw?
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PC: A candle.\
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Penny: Ok, now let’s say you wanted to say, “candlelight.” What would
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you draw?
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PC: Uh, I guess a candle with rays of light coming from the flame?
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Penny: OK, now let’s say you wanted to say, “wax.” What would you draw?
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PC: Uh, I guess a candle with some wax pooling?
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Penny: If you looked at somebody else’s drawing of a candle, would you
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be entirely sure which concept the artist was trying to communicate? I
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guess my point is, if you see a symbol, don’t be so sure that you have
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the right meaning. Every image, like candle, could have many possible
|
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meanings.
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**Observation:\
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**I see that this scroll has a cluster containing “star, gem, ruin.”
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That one contains a cluster containing “star, gem, cripple.” That one
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contains “star, gem, tiger.” I feel like these all represent the same
|
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thing - in this one, star-gem is sick, in this one, star-gem is healthy,
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and in that one, star-gem is in danger of being ruined. So whatever
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star-gem is, I bet it’s the same in all these scrolls.
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|
**Observation:**
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Using picture-based languages, it’s really hard to express abstract
|
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concepts. If I wanted to express the concept of “love,” I might draw a
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puppy, because I really love puppies. But that’s subjective. Somebody
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else might use a puppy to represent the idea of “delicious.” I think
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that to really fully decipher these scrolls, you’re going to have to get
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to know this being a little. You’re going to have to learn what concepts
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he associates to what images.
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|
**Observation:\
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|
**The common tongue is written left-to-right, in the order subject,
|
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|
verb, object. But remember that not all languages use that order. Some
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languages don’t have any order. My point is: just because something is
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on the left side of the scroll, don’t assume it’s the subject. It might
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not be consistent.
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|
**Observation:**
|
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It’s easy to get fixated on a meaning for a card. In this first scroll,
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the vizier card means “asking questions.” But I think if we’re not
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careful, we’ll assume it means the same thing in the next scroll too. It
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might not. Don’t accidentally get locked in to a single meaning just
|
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because it worked for you once.
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|
**Observation:\
|
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|
**I notice that on this scroll, the Ruin card appears twice. I bet one
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of them is for the person who’s doing the ruining, and the other is for
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the thing that’s being ruined.
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|
**Observation:**
|
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|
|
Never forget about the literal interpretation. In some places, the sun
|
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|
|
card might mean, literally, “the sun.” In some places, the vizier card
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|
|
might mean literally, “a vizier (a seer).” In some places, the gem card
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might mean literally, “gems.”
|
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|
|
**Observation:\
|
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|
|
**The ogre Pig drew the throne card. But if you go ask him what the
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|
throne card means, he probably doesn’t have the necessary intelligence
|
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|
|
to verbalize all the possible interpretations. My point is: if you’re
|
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asking somebody about a card, keep in mind who you’re talking to, and
|
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|
bear in mind that they may not want or be able to tell you everything
|
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there is to know.
|
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|
|
**Observation:\
|
|
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|
|
**If I wanted to represent the concept of werewolf, I might choose
|
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|
|
“moon” and “beast.” But if you saw “moon” and “beast” together, would
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you think of a werewolf? Maybe, but you might think of an owl instead. I
|
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guess what I’m saying is, be open to the possibility that there might be
|
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|
|
another interpretation.
|
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|
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|
|
### The Steel Barrier Becomes a Steel Door
|
|
|
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|
|
The lounge area contains the steel barrier that separates the lounge
|
|
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|
|
from the laundry area. Initially, the steel barrier is just a barrier.
|
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|
|
But once the PCs receive the scrolls, it physically changes: three
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|
|
hinges appear, transforming it from a barrier into a door. Six
|
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|
|
pigeonholes appear in the surface. A brass plaque appears, bearing the
|
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|
|
symbols: *Vizier, Key*.
|
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|
|
The meaning of the inscription *Vizier, Key* is: “Knowledge is the Key
|
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|
|
to opening this door.” More specifically, Omta won’t let you through the
|
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door until you’ve read all six scrolls. He isn’t going to let the PCs
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approach the Deck until they have heard Omta’s side of the story.
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It’s completely obvious that to unlock the door, you have to put
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something into the holes. The PCs may try jamming random objects into
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the holes. If they do, the objects just pop back out. If the PCs keep
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that up too long, they start to sense frustration from Omta. However,
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nothing bad happens.
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If the PCs try inserting a scroll into a pigeonhole, they will notice
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that it fits *perfectly*. Unlike other random items inserted into the
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pigeonholes, the scrolls slide back out much more slowly, making it
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obvious that the players are getting closer. If none of the players
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figure it out, Lada will tell them what they have to do: “Maybe we’re
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supposed to read the scrolls before inserting them in the door.”
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To unlock the door, the PCs must ask all three of the key questions in
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order to obtain all six scrolls. Then, they must decipher all six of the
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scrolls. Once a scroll is properly deciphered, it can be inserted into
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the door, triggering the sound of mechanical tumblers. The scroll will
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remain in the pigeonhole. When all six scrolls are deciphered and in
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their pigeonholes, the door opens, and the PCs can finally meet and talk
|
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to Omta directly.
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|
|
## The Conclusion of the Chapter
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### Meeting Omta
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When the steel door opens, it reveals an extradimensional space, a black
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emptiness. Within the space, the PCs observe a very vague humanoid form
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- just a blurry outline. The form is resting on the vague outline of a
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bed. It is very obviously asleep. This is Omta.
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The black emptiness is the part of the void where Omta hides. The PCs
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can walk out into this emptiness, and approach Omta. They’re not walking
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“on” anything, there’s nothing there. But they can move around
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nonetheless. Lada cannot cross the threshold - only the PCs.
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As soon as the PCs cross the threshold of the door, they immediately
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sense that their telepathic connection with Omta has gotten a lot
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stronger. Tell them that they find it much easier to sense what Omta is
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feeling and thinking.
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As soon as the PCs approach, Omta speaks. Cards cards appear over his
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body, in groups, just like on the scrolls. He is again communicating.
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However, this time, the PCs have no trouble understanding what he’s
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trying to say. They don’t need to “decipher” the cards - they just
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understand. This is because of the much stronger telepathic link. Tell
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your players that from this point forward, the PCs will never have
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difficulty making sense of card-language again.
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In card-speak, Omta introduces himself:
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> I am the roll of the dice, the turn of the cards. I am
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> unpredictability without chaos. I am the Deck, and the Deck is me - it
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> is my avatar. It wants what I want. What I want, is for the universe
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> to remain unpredictable and unknowable. I want to preserve the
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> surprise and wonder.
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>
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> The situation is dire, and I need help. You are the only ones who have
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> made any real effort to understand me. So I will ask you for your
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> help.”
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Omta wants two things from the PCs:
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1. Rennick cannot be allowed to destroy randomness itself. Help me stop
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> him.
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2. Don’t give my avatar, the Deck, to Tymora. She will use it to kill
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> me.
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At this point, the PCs can ask anything they want to Omta. Before
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answering anything, Omta demands: “Promise you won’t betray me to
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Tymora. I don’t want to die.” Assuming the PCs agree, Omta will answer
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any questions the PCs have to the best of his ability.
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If the PCs ask why Omta is trying to take away Tymora’s worshippers,
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Omta replies: “I have no interest in worshippers. I don’t need them. It
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is true that some of her former worshippers are directing worship
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towards me now. This is something they have done of their own
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initiative, and I find it odd and confusing.”
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If the PCs ask what Omta means by “I am unpredictability without chaos,”
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Omta explains: “If you roll a die, it could come up 1, 2, 3, 4, 5, or 6.
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It is random. But the die will not turn into a mouse and walk away,
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because it is not made of Limbo’s pure chaos. Pure chaos reduces the
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universe to nonsense. I harnessed chaos, chained it, and turned it into
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randomness. Randomness adds unpredictability without destroying
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meaning.”
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If the PCs explain that the Deck’s presence and the Deck’s power are
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what is attracting worshippers, Omta will say, “I sent the Deck to stop
|
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|
|
Rennick. By its own rules, the Deck cannot vanish until its goal is
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|
accomplished. If you want the Deck to go away, help me stop Rennick.”
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If the PCs ask what Rennick has done, Omta explains that Rennick has
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|
devised a way to predict the outcome of random events, and that if
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random events can be predicted, then they’re not random at all. Omta
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|
wants this technology gone. If the PCs suggest killing Rennick, Omta is
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fine with that.
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If the PCs ask why Omta hasn’t taken a more direct approach, like just
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|
killing Rennick, Omta seems puzzled. He says, “I did act directly, I
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|
sent the Deck, and the Deck is me. The Deck might kill Rennick, or
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|
imprison him, or stop him in any one of a number of other ways. That is
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|
as direct as I can be. Anything else would not be random.” Omta is tied
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|
up by his own ideology.
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|
Assuming the PCs ask a lot of questions (which they should), the
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|
|
conversation with Omta should clear up just about everything about
|
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|
|
what’s really been going on. The only puzzle piece that’s still missing
|
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|
|
is Rennick’s perspective: the PCs still don’t know exactly what Rennick
|
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|
|
has done, or why.
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|
|
At the end of the conversation, Omta again pleads that the PCs not to
|
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|
|
lead Tymora to his doorstep. He is clearly terrified of Tymora.
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|
When the conversation with Omta is over, the PCs must exit the void
|
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|
|
through the steel door. As soon as they do, the steel door vanishes.
|
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|
|
### Negotiating with Green
|
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|
|
After the steel door vanishes, all that remains is the hallway to the
|
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|
|
laundry room. A moment later, the bodyguard Mikhail sticks his head
|
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|
|
around the corner and then shouts, “HEY! The Barrier is GONE!” Within
|
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|
|
moments, Green and his entire entourage is there in the hall.
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|
|
Green asks, “Are my employees safe? Where is Penny? Where are Tommel and
|
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|
|
Zim?” He won’t talk about anything else until he is reassured that
|
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|
|
everyone who works for him has been delivered to safety. If there’s
|
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|
|
anybody who hasn’t been saved, then Green will immediately ignore the
|
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|
|
PCs and go searching for the missing employees.
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|
When Green’s employees are safe, Green profusely thanks the PCs for
|
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|
|
helping. He gladly offers them a cash reward. Green will answer any
|
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|
|
question, but he doesn’t have any new information: he’s been trapped in
|
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|
|
the laundry room ever since the chaos storm, along with his entourage.
|
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|
|
They tried everything to get out, but the barrier was impenetrable.
|
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|
At this point, Lada does the job she was sent to do. She makes Green the
|
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|
|
following offer:
|
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|
|
> “Excuse me sir, I am here as a representative of Tymora. I have been
|
|
|
|
|
|
> authorized to make you an offer for the Deck. If you sell it to
|
|
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|
|
> Tymora, Tymora will grant you five wishes. Bear in mind, that’s five
|
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|
|
> wishes from a trustworthy goddess who will do her best to make sure
|
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|
|
> you get exactly what you truly desire.”
|
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|
|
Balanestra, Greens’ advisor, immediately weighs in:
|
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|
|
> “Boss, I know we’ve been trying all this time to hold on to the Deck,
|
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|
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|
|
> but that’s a damn good offer. The Deck has been getting more and more
|
|
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|
|
> chaotic, and if you try to extract five more wishes from the Deck, who
|
|
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|
|
> knows what could happen. This could be a much safer way to get wishes.
|
|
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|
|
> I think you should very seriously consider it.”
|
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|
|
Green says:
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|
|
> “Huh. I’m pretty surprised. I thought Tymora was going to try to take
|
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|
|
> the deck by force. Instead, she sends a representative to buy it fair
|
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|
|
> and square. I guess I misjudged her. Let me think about it for a
|
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|
|
> minute.”
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|
Then, Green insists that people leave him alone for a bit, while he
|
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|
|
ponders. This creates a window where the PCs can talk to each other, and
|
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|
|
to Lada.
|
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|
|
At this point, the PCs have a problem. It looks like Lada might soon be
|
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|
|
|
successful at buying the Deck for Tymora. Remember, Lada wasn’t there in
|
|
|
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|
|
Omta’s void-space, and she didn’t hear Omta say:
|
|
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|
|
|
|
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|
|
“Don’t give my avatar, the Deck, to Tymora. She will use it to kill me.”
|
|
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|
|
Lada doesn’t know that the Deck is sentient, and that it doesn’t want to
|
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|
|
be given to Tymora. So it’s up to the PCs to deal with this situation.
|
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|
|
At this point, the PCs have to negotiate with Lada. Let the PCs do their
|
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|
|
best to talk Lada out of buying the Deck. But, in the end, Lada has
|
|
|
|
|
|
explicit instructions from Tymora, and Lada is a loyal priestess. She is
|
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|
|
not going to disrespect her patron. She says:
|
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|
|
> “I cannot oppose my goddess, but we can talk to her. She has always
|
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|
|
> been reasonable. Maybe if we talk to her, we can come up with a plan
|
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|
> that works for everyone.”
|
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|
This is such a reasonable request that the PCs are almost certain to
|
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|
|
agree. Lada says, “I am going to pray now.” She bows her head, and
|
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|
|
softly speaks: “My mistress, negotiation for the Deck has had a
|
|
|
|
|
|
complication…” \<THUNDERCLAP\> Lada doesn’t get any farther with her
|
|
|
|
|
|
prayer. Tymora appears, in person, in the room. Green shouts “oh shit,”
|
|
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|
|
and vanishes, along with the Deck, his bodyguards, and Balanestra.
|
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|
If the players are on the ball, they may remember Balanestra’s deck
|
|
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|
|
dream:
|
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|
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|
|
> Green, at his desk: “I can’t fight a goddess. What do we do if she
|
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|
|
> attacks?”\
|
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|
|
> Balanestra: “We teleport away, of course.”\
|
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|
|
> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
|
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|
|
> Balanestra: “She can follow us *almost* anywhere.”
|
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|
|
>
|
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|
|
> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
|
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|
|
> no!”
|
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|
|
When Green and his entourage teleport away, Tymora looks around, and
|
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|
|
says, “I see. They were afraid I would attack, and they prepared a
|
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|
|
contingency some time ago. They cast a spell so that if I got too close,
|
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|
|
they would all automatically teleport away to my sister’s realm.”
|
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|
|
Tymora then says, “No matter. I don’t need the Deck any more. I wanted
|
|
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|
|
the Deck because I thought it might help me to find the God who created
|
|
|
|
|
|
it. But I had a backup plan. I asked you to strengthen your telepathic
|
|
|
|
|
|
link to this God, so that I could trace the telepathic link. You did
|
|
|
|
|
|
exactly that. Instead of using the Deck to find him, I can use your
|
|
|
|
|
|
telepathic link, which I can see clear as day. I will now go and
|
|
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|
|
challenge him.”
|
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|
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|
|
This should be an “Oh Shit” moment for the PCs. They promised not to
|
|
|
|
|
|
betray Omta to Tymora, and they already *have*, unintentionally. This
|
|
|
|
|
|
moment is the moment that Selune warned the PCs about:
|
|
|
|
|
|
|
|
|
|
|
|
> “Tymora is one of my best friends, and she is as trustworthy and kind
|
|
|
|
|
|
> as a goddess can be. But she is making a mistake. I encourage you to
|
|
|
|
|
|
> work with her, but just be aware: there will come a point in time when
|
|
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|
|
|
> you have to tell her to stop what she’s doing.
|
|
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|
|
>
|
|
|
|
|
|
> Here is what I ask of you: keep your eyes open. Use your brains. If
|
|
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|
|
|
> you see her do something that you think is going to cause harm, you
|
|
|
|
|
|
> must speak up. Tell her, or tell her priestesses. Do not be overawed
|
|
|
|
|
|
> by her divine presence. You speaking up at an appropriate moment may
|
|
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|
|
|
> be all that stands between her and disaster.”
|
|
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|
|
|
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|
|
The PCs must ask Tymora not to pursue Omta. They should be making these
|
|
|
|
|
|
arguments:
|
|
|
|
|
|
|
|
|
|
|
|
- Omta means you no harm.
|
|
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|
|
|
|
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|
|
- He is not deliberately taking your worshippers.
|
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|
|
- He will go away as soon as Rennick is dealt with.
|
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|
|
- He is absolutely terrified of you.
|
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|
|
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|
|
- His purpose is legitimate: he is trying to protect the universe.
|
|
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|
|
|
|
|
|
|
|
|
- Selune, your friend, specifically asked us to tell you not to do
|
|
|
|
|
|
> this.
|
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|
|
|
|
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|
|
In truth, Tymora is somewhat relieved. She isn’t warlike, she didn’t
|
|
|
|
|
|
really want a fight, and now she has an alternative path:
|
|
|
|
|
|
|
|
|
|
|
|
> “I will pause my pursuit of this God. If this God will go away when
|
|
|
|
|
|
> Rennick is dealt with, then we need to deal with this Rennick. I would
|
|
|
|
|
|
> like you to find him, question him, and do what is necessary. He is in
|
|
|
|
|
|
> the city of Sigil.”
|
|
|
|
|
|
|
|
|
|
|
|
Assuming the PCs agree, Tymora offers a boon:
|
|
|
|
|
|
|
|
|
|
|
|
> “I wish to thank all of you, you have served me honorably. You did the
|
|
|
|
|
|
> things I asked you to do. You protected my young priestess, Lada. You
|
|
|
|
|
|
> also helped to preserve peace. I believe you deserve a boon. As a
|
|
|
|
|
|
> party, I would like to to make a collective request - one boon for
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> all.”
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One boon that the PCs might ask for is a boon of luck - after all, this
|
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|
|
is a goddess of luck. If the PCs ask for this, they all get the “lucky”
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|
|
feat, which grants advantage 3x day on almost any die roll.
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Another boon they may ask for is the destruction of the Museum of
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|
Orethys. If the PCs ask for it, Tymora says she does not have the power
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|
to destroy the Museum itself, but she says she *can* free everyone
|
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inside. She snaps her fingers, and then she says, “The prisoners have
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|
been sent to my domain. My priests will help them to find new homes.”
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If the PCs ask why she can’t destroy the museum itself, Tymora explains:
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|
|
“The Museum represents an ideology: that ordinary people exist for the
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amusement of rich and powerful men. That ideology has many followers, it
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|
|
has power. So therefore, the Museum has power. It is empty now, but it
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|
will fill again.”
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Selune also has a boon for the PCs: all members of the party can now
|
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cast the “Selune’s Light” cantrip. This differs from a regular light
|
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|
|
cantrip in that it lasts 8 hours, is a little brighter, and looks like
|
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moonlight.
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|
# A Warning from Chronepsis
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The PCs have been tasked with finding Rennick, who is in Sigil. There is
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no portal to Sigil in St Parnas, so the PCs have to leave town -
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probably, they’ll walk toward Tradegate, which does have a portal to
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Sigil. There are other places in the Outlands that also have portals to
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Sigil: it doesn’t matter where the PCs decide to go, what matters is
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that they will be traveling through the Outlands.
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The Outlands are a strange place. The farther one gets from
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civilization, the more “unmoored” and “unrealistic” the landscape
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|
becomes. At one point, the PCs walk past a section of forest which is
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covered in cobblestone: not just the road, but also the forest floor,
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|
and some of the tree branches. If the PCs are traveling with somebody
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who is native to the Outlands, then this person remarks: “We’re standing
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in the middle of nowhere. But this land doesn’t want to be nowhere, it
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wants to be somewhere. The land is dreaming of all the different kinds
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of places it could be. Tomorrow, it will look different.”
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Eventually, the PCs will have to build a campsite and bed down for the
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|
night. During the night, the entire campsite moves. This sometimes
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|
|
happens in the Outlands: patches of land shift from one place to
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another, or even, to another plane of existence. Sometimes, it’s random,
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but in this case, it’s not: a god, Chronepsis, wants the PCs to pay a
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|
visit. So Chronepsis moved their campsite close to his realm.
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Chronepsis is the *Dragon God of Time and Fate*, and he is an enigmatic
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|
god. He literally *never* talks to anyone, mortal or god. He does
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|
occasionally leave his realm, but it’s rare. When he acts, it’s always
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subtly, and nobody is ever entirely sure whether or not he acted at all.
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This is the case here: Chronepsis did move the campsite, but he isn’t
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giving the PCs any clues that it was him, and he will never do anything
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to confirm or deny it. As a DM, you must treat Chronepsis as a permanent
|
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|
enigma. Divination spells that try to determine a being’s purpose or
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intent simply don’t work on Chronepsis. The PCs can make educated
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guesses: they can be 90% sure that Chronepsis did something, based on
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|
the evidence, but they should *never* receive any unambiguous
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|
confirmation.
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The PCs don’t notice the movement of the campsite until they wake up.
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The campsite and the immediate environment look completely unchanged,
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which is why nobody sounded the alarm during the night. But when the
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light comes up, it is possible to see that the spire used to be on
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*that* side of the campsite, but now it’s over *there*. Furthermore,
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Moradin’s Keep (a mountain range) looks a lot closer. A survival roll is
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enough for the PCs to figure out what happened: the campsite has moved
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|
across the outlands. They’re still on the “good” side of the great
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|
wheel, but they’re a lot closer to chaos now.
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The players discover that there’s still a road running past the
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campsite. The road used to connect St. Parnas to Tradegate, but now it
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|
probably goes somewhere else. The PCs aren’t entirely sure where it
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|
goes, but their best estimate is that if they travel rimward, they’ll
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|
end up near Sylvania or Faunel. Tell them that both of those cities
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|
probably contain gates to Sigil.
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Wherever the PCs decide to go, as they walk down the road, they pass
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beside a huge clearing in the woods, large enough to hold a city - but
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there’s no city inside, just some old ruins. If the PCs ignore it and
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keep walking, they eventually see it again, and again, and again.
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Meanwhile, they never actually *get* anywhere. No matter how long they
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|
walk, the spire seems just as far away, and the scenery starts to feel
|
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|
|
like it’s repeating, and they keep on seeing the clearing.
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|
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|
|
### The Realm of Chronepsis
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The clearing is actually the realm of Chronepsis. His realm consists of
|
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|
|
a ruined city above ground, and an underground system of passages and
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|
chambers, known as the “Mausoleum.” Chronepsis himself is in his
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|
Mausoleum.
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If the PCs enter the realm and then try to leave, they end up back on
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|
the road, and they again find themselves walking past the clearing over
|
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|
|
and over. Again, they get nowhere. They cannot really leave yet.
|
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|
|
The ruined city contains only the foundations of buildings. The walls
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|
|
have all fallen. Almost all the buildings are made of white stone blocks
|
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|
|
that have been eroded by the millenia. The blocks used to be sharp and
|
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|
|
square, but rain, wind, and time have rounded the corners and
|
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|
|
sandblasted any surface details away. It is obvious to anyone that this
|
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|
|
city was abandoned millenia ago. The scale of the buildings is
|
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|
|
considerably larger than normal human buildings: the doorways are large
|
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|
|
enough for a creature of large size.
|
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|
|
Weather in the city is always cool and dry, and surprisingly, the PCs
|
|
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|
|
can see the Sun! This is unusual for the outlands, which doesn’t
|
|
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|
|
|
normally have a sun. This is because this city is an echo of a far away
|
|
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|
|
|
time, a far away place, a place that did have a sun. There is plant life
|
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|
|
here, mostly scrub vegetation and grasses. Small animals like birds,
|
|
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|
|
|
squirrels, and the like are plentiful. If you wish, you may place
|
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|
|
|
wildlife here, to give the PCs a random encounter.
|
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|
|
Throughout the realm of Chronepsis, there are tens of thousands of
|
|
|
|
|
|
hourglasses. Most are down inside the Mausoleum, but the players will
|
|
|
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|
|
encounter a hundred or so while traveling the ruined city. The
|
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|
|
|
|
hourglasses appear to be made of glass, but with decorative trim made
|
|
|
|
|
|
out of miniature dragon hide with little tiny scales. The miniature
|
|
|
|
|
|
dragon hide trim comes in various colors - for every color of dragon,
|
|
|
|
|
|
there are hourglasses of that color. Attempting to touch an hourglass
|
|
|
|
|
|
reveals that they’re intangible illusions. The players probably don’t
|
|
|
|
|
|
know this yet, but each hourglass represents the lifespan of an actual,
|
|
|
|
|
|
living dragon.
|
|
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|
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|
|
There are no hourglasses near the periphery of the ruined city. The PCs
|
|
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|
|
|
will have to walk inward into the city for a good 10-15 minutes before
|
|
|
|
|
|
they see their first hourglass. It is hovering a few inches above the
|
|
|
|
|
|
ruins of a stone wall, a few feet from the ground. Let the PCs examine
|
|
|
|
|
|
it, but they can’t touch it. If they cast *identify*, they can learn
|
|
|
|
|
|
what it is: the countdown of the life of a dragon. If the PCs get close
|
|
|
|
|
|
to the center of the ruined city, they will start to see more
|
|
|
|
|
|
hourglasses.
|
|
|
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|
|
|
|
|
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|
|
Close to the center of the ruined city, the PCs encounter a dragonborn
|
|
|
|
|
|
with golden skin, named Laeros. Laeros is actually an young adult gold
|
|
|
|
|
|
dragon who travels in the form of a dragonborn. Laeros is a philosopher
|
|
|
|
|
|
who is trying to understand how dragons are bound by fate. He isn’t a
|
|
|
|
|
|
worshiper of Chronepsis, but he has found that he has more insights
|
|
|
|
|
|
about fate when he’s in Chronepsis’ realm. He doesn’t know if this is a
|
|
|
|
|
|
magical effect, or maybe it’s just an inspirational place. Either way,
|
|
|
|
|
|
he’s happy sitting in the ruined city. He says the city is pretty, the
|
|
|
|
|
|
weather is cool and pleasant; and it’s conducive to meditation.
|
|
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|
|
|
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|
|
Laeros is quite surprised to see the PCs, the first thing he says is:
|
|
|
|
|
|
“Are you dragons?” If the PCs say, “obviously, we’re not dragons,”
|
|
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|
|
Laeros laughs and says, “Most dragons take other forms when they
|
|
|
|
|
|
travel.” If the PCs ask, “why do dragons take other forms,” Laeros holds
|
|
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|
|
up his hands and says, “Hands. Hands are very useful. Dragon claws just
|
|
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|
|
aren’t made for delicate work. Writing, for example: much easier with
|
|
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|
|
hands.”
|
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|
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|
|
|
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|
|
Laeros asks: “So, what are non-dragons doing *here,* in the realm of a
|
|
|
|
|
|
dragon god?”
|
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|
|
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|
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|
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|
|
Of course, the players only know that they were pressured into coming
|
|
|
|
|
|
here by the clearing that kept chasing them. Laeros considers this to be
|
|
|
|
|
|
an interesting mystery. He explains that the PCs are in the realm of
|
|
|
|
|
|
Chronepsis. He says that hardly anyone ever comes to the realm, and that
|
|
|
|
|
|
it’s particularly odd for a bunch of non-dragons to show up.
|
|
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|
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|
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|
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|
|
He says: “I assume that if you’re here, it’s because Chronepsis probably
|
|
|
|
|
|
wants you here. But why would he want you here? There’s not much to do
|
|
|
|
|
|
here. He’s definitely not going to talk to you, he literally never talks
|
|
|
|
|
|
to anyone. I really have no idea why he would bring you here. There’s…
|
|
|
|
|
|
just nothing here, except old stone blocks, some old sculptures,
|
|
|
|
|
|
hourglasses, and Chronepsis himself. And Chronepsis definitely won’t
|
|
|
|
|
|
interact with you.”
|
|
|
|
|
|
|
|
|
|
|
|
### Exploration of the Mausoleum
|
|
|
|
|
|
|
|
|
|
|
|
The players may decide to explore the realm, to see if they can figure
|
|
|
|
|
|
out what they’re supposed to do here. Laeros says, “Exploring seems like
|
|
|
|
|
|
a good idea, you might figure something out. I must warn you though: if
|
|
|
|
|
|
you see Chronepsis, don’t try to get his attention: if you bother him,
|
|
|
|
|
|
he will cause you to cease to exist. However, you can look around
|
|
|
|
|
|
safely, he does not object to people walking around the city and the
|
|
|
|
|
|
mausoleum. He doesn’t even mind people walking around his chamber, as
|
|
|
|
|
|
long as you’re quiet. Be respectful and silent, and you should be fine.”
|
|
|
|
|
|
|
|
|
|
|
|
In the city, the PCs have pretty much already seen everything: ruined
|
|
|
|
|
|
foundations, scrub vegetation, the occasional hourglass, and little
|
|
|
|
|
|
else. In the very center, however, is the mausoleum.
|
|
|
|
|
|
|
|
|
|
|
|
The mausoleum consists of a small above-ground building of white stone,
|
|
|
|
|
|
containing a stairway down, and an underground complex. The small
|
|
|
|
|
|
above-ground building is the only building that still stands in the
|
|
|
|
|
|
entire city. The doors are wide open. The building is featureless white
|
|
|
|
|
|
stone. There may have been decorations once, but they have been
|
|
|
|
|
|
sandblasted away by the aeons.
|
|
|
|
|
|
|
|
|
|
|
|
When the PCs descend into the mausoleum, they see corridors stretching
|
|
|
|
|
|
in all directions. It looks like a museum: the floors and walls are done
|
|
|
|
|
|
in marble, and there are magical lights at regular intervals. There are
|
|
|
|
|
|
sculptures throughout the place - this artwork represents the lives of
|
|
|
|
|
|
the dragons who used to live in the city. Many are in the form of
|
|
|
|
|
|
dragonborn, but some are in full dragon form. They are doing all the
|
|
|
|
|
|
things that people do: working, resting, eating, making art, and
|
|
|
|
|
|
spending time together. The artwork is unmarred by erosion or time.
|
|
|
|
|
|
Examining the art reveals little.
|
|
|
|
|
|
|
|
|
|
|
|
The walls also contain niches that contain hundred of hourglasses each.
|
|
|
|
|
|
These niches are in every room and passage. The passages go in many
|
|
|
|
|
|
directions, and eventually one will find the chamber of Chronepsis. He
|
|
|
|
|
|
is here, resting in his chamber. He is an absolutely ancient dragon,
|
|
|
|
|
|
with ash-grey scales. He is bony and undernourished, so much so that he
|
|
|
|
|
|
initially appears to be skeletal, but a closer inspection reveals he
|
|
|
|
|
|
still has flesh, just not much of it. He is resting on a dais with a
|
|
|
|
|
|
raised pedestal for his head. He does not bother to look at the PCs when
|
|
|
|
|
|
they enter. His eyes stare into the distance.
|
|
|
|
|
|
|
|
|
|
|
|
The chamber with Chronepsis contains an immense number of hourglasses,
|
|
|
|
|
|
and more art. There is nothing else to discover here. In the long run,
|
|
|
|
|
|
the exploration reveals little. There is nothing much to be done inside
|
|
|
|
|
|
the mausoleum. Chronepsis will not react to the PCs unless a PC gets
|
|
|
|
|
|
aggressive or destructive, in which case that PC stops existing: roll up
|
|
|
|
|
|
a new character.
|
|
|
|
|
|
|
|
|
|
|
|
### Talking to Laeros about the Deck
|
|
|
|
|
|
|
|
|
|
|
|
A player might mention the Deck of Many Things to Laeros. When they do,
|
|
|
|
|
|
Laeros perks up, and says, “Everyone’s been talking about the Deck. It’s
|
|
|
|
|
|
big news all over the multiverse. People think it’s some kind of portent
|
|
|
|
|
|
of big changes. There’s also a rumor that some adventurers who drew
|
|
|
|
|
|
cards from the deck are working with Tymora to find the deck… and I see
|
|
|
|
|
|
you have a priestess of Tymora with you. Are you the guys from the
|
|
|
|
|
|
rumor?
|
|
|
|
|
|
|
|
|
|
|
|
If they agree that they are, then Laeros says, “Well that’s exciting!
|
|
|
|
|
|
You guys are famous, and I got to meet you! Good story for the kids.”
|
|
|
|
|
|
|
|
|
|
|
|
Laeros is intellectually curious, and will ask a variety of questions
|
|
|
|
|
|
about the Deck. But in the long run, he doesn’t have any immediate
|
|
|
|
|
|
insight about things.
|
|
|
|
|
|
|
|
|
|
|
|
### Asking Laeros about Hourglasses
|
|
|
|
|
|
|
|
|
|
|
|
The players may ask Laeros about the hourglasses. Laeros explains: “Each
|
|
|
|
|
|
hourglass represents the lifespan of an actual, living dragon. There’s
|
|
|
|
|
|
an hourglass for every dragon in existence. The color of the hourglass
|
|
|
|
|
|
matches the color of the dragon.”
|
|
|
|
|
|
|
|
|
|
|
|
“By the way, the sand only tells you how much time remains in the
|
|
|
|
|
|
dragon’s natural lifespan. But if a dragon gets killed before it has a
|
|
|
|
|
|
chance to grow old, then it dies while a lot of sand still remains. So
|
|
|
|
|
|
the sand isn’t a prediction of when the dragon will die. It only
|
|
|
|
|
|
indicates how old the dragon is.”
|
|
|
|
|
|
|
|
|
|
|
|
He says, “I tried to find my own hourglass, but in the end, I couldn’t
|
|
|
|
|
|
figure out which one was mine. Obviously, I’m a gold dragon, so my
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hourglass is going to be gold. I’m a young adult, so I would expect the
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sand in my hourglass to be about one-third used up. So I can rule out
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99% of the hourglasses based on color and sand-quantity, but that still
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leaves dozens of hourglasses that could be mine. I just don’t know how
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to narrow it down further.”
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### Why are the PCs Really Here?
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Here is the real reason the PCs are here, in the realm of Chronepsis:
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Green is a dragon. He didn’t start out that way: he was originally
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human. He used wishes to transform himself, bit-by-bit, into a dragon.
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Of course, he still takes the form of a human most of the time. One wish
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wasn’t powerful enough to turn him all the way into a dragon, so he
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divided the process into multiple steps. Each wish made him a little
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more dragon-like, until finally, he used a wish that made him a true
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Dragon - a steel dragon. Once he became a dragon, his hourglass appeared
|
2026-05-16 11:47:28 -04:00
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in the realm of Chronepsis.
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2026-02-09 01:20:20 -05:00
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Green was a 35-year old man, so when he became a dragon, he became a
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35-year old dragon. That’s a very young, small dragon. Green wasn’t
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satisfied with that, he wanted to be more powerful. So he used a wish to
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age himself. That wish added some years, but not as many as Green
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expected. He plans to use more wishes to add more years.
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If a dragon makes a wish to be older, that dragon is breaking a strict
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dragon code of conduct. Aging oneself artificially is not allowed. In
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fact, normally, it’s not even possible: the dragon gods have limited
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mortal magic so that it cannot be used to age a dragon. But the Deck
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isn’t mortal magic, the deck is a god in its own right. It has the power
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to make Green older, but the dragon gods resist, which is why the wish
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didn’t age Green by very much. Chronepsis, the dragon god of time, is
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particularly annoyed.
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So Chronepsis has a message for Green: Do not use any more wishes to age
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yourself! If you do, there will be consequences.
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However, Chronepsis cannot deliver this message. By his own rules, he
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cannot speak to anyone, and he cannot act in any overt way. He must be
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so subtle that nobody knows for sure if he acted at all. So here is his
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plan:
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First, Chronepsis arranged for Green’s hourglass to be directly in front
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of Laeros, and made sure Laeros was watching when Green aged himself.
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Laeros saw the sand in Green’s hourglass jump ahead. Laeros knows that
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this kind of sand movement represents artificial aging, and he knows
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that this should be impossible. He has been pondering it ever since.
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Second, Chronepsis brought the PCs into his realm, forcing them to meet
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Laeros. Now Chronepsis is just waiting for Laeros and the PCs to
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exchange information. He knows that eventually, if the two parties talk
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enough, they will figure out what they need to do.
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When the PCs understand their mission, then they will be released from
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the realm. But they’ll have to figure it out, with Laeros’s help.
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### Solving the Mystery
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When the PCs have finished exploring the realm, Laeros eventually brings
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the subject back to: “So why did Chronepsis bring you here? You’ve
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already explored everything. You’ve already looked at the hourglasses.
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You’ve already looked at the sculptures. There’s nothing left to do.”
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Then, in a joking tone, he says, “Well, other than talk to me.”
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Hopefully, one of the players will say, “hey, maybe we *are* supposed to
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talk to you about something.”
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Give the players a little time to suggest this. When they do, Laeros
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exclaims “Of course! We must have important information for each other!”
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If none of the players suggests this, Laeros suggests it.
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Laeros says, “OK. Let’s just tell each other what we’ve been doing. I’ll
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start. I’m supposed to be here writing a book, but honestly, I’ve mostly
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spent the last month pondering a mystery - a weird hourglass.”\
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\
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He goes on to tell about how he was just relaxing one day, and staring
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absent-mindedly at the hourglass which was in front of him, when all of
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a sudden, the sand in the hourglass jumped ahead. He says:
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> “If the sand jumps ahead, it means a dragon suddenly got older. Some
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> kind of premature aging. But that shouldn’t be possible.
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>
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> You see, when dragons age, they get more powerful. So if you’re a
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> dragon, magically aging yourself would be a cheap shortcut to power.
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> Because of that, the dragon gods have decreed that dragons aren’t
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> allowed to magically age themselves - dragons have to *earn* their
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> years.
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>
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> For example, there are undead who can cause premature aging. If an
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> undead like that attacks a dragon, the dragon might get sick, but it
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> won’t get older. Getting older isn’t allowed.
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>
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> So how is it possible that I saw an hourglass jump ahead? Doesn’t make
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> sense. But I’m sure I saw it. It would have to be some very powerful
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> magic. I’m pretty sure only a god could do it.
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>
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> So I’ve been wondering about that ever since. I just keep thinking
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> about it.
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If the PCs ask what color the hourglass was: Steel.
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> “Steel dragons? They fit in very well with human culture. They often
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> take the form of humans and live in human cities. It’s common for them
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> to form relationships with humans. They are often interested in art
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> and culture. Of course, they’re individuals - don’t assume they’re all
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> the same.”
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If the PCs ask how old the dragon was, based on the amount of sand:
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Before the aging, juvenile. After the aging, young adult.
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So after explaining all this, Laeros says: “OK, somehow, this must all
|
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|
|
fit in with what you’ve been doing. There must be some sort of
|
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|
|
connection.” Of course, the connection is this: the hourglass that
|
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|
|
Laeros saw was Green’s hourglass, and the magical aging was caused by
|
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|
the Deck.
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|
It is up to the PCs to figure out at least this much: the Deck has been
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|
|
used to magically age a dragon. Just let them sweat it out until they
|
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figure it out.
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When they say this to Laeros, Laeros says:
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> “Well, if somebody’s using the Deck to age a dragon, somebody needs to
|
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> tell them to stop. Otherwise, they’re going to really piss off the
|
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|
|
> dragon gods.”
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|
As soon as Laeros says this, the PCs feel a weight lift, and they
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|
|
instinctively understand that they’re free to leave the realm. They have
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the message they’re supposed to deliver.
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|
Of course, Green is in Beshaba’s realm at this point. The PCs can’t talk
|
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|
to him directly, but they could possibly use the *sending* spell. If
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they do, Green will respond “Understood. Thanks for the warning.”
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If the players don’t deliver the message right away, they will hopefully
|
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|
|
remember it later, when they see Green try to use the Deck to age
|
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|
|
himself again.
|
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|
|
### To Sylvania, and then Sigil
|
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|
|
After solving the mystery and leaving the realm of Chronepsis, the PCs
|
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|
|
have no trouble following the road, which eventually leads to Sylvania.
|
|
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|
|
We are providing a simplified version of Sylvania, mainly because the
|
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|
|
PCs won’t be here long. They’re really just entering the town to use the
|
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|
|
|
portal to Sigil. If you want to replace this version of Sylvania with a
|
|
|
|
|
|
more complex version, you can. You can even set some of your own
|
2026-04-09 05:03:34 -04:00
|
|
|
|
adventures here.
|
|
|
|
|
|
|
2026-02-09 01:20:20 -05:00
|
|
|
|
As the PCs travel down the road toward Sylvania, the trees start getting
|
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|
|
bigger and bigger, until eventually around evening the road is snaking
|
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|
|
around the bases of absolutely *enormous* trees.
|
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|
The road leads underneath a living wood archway. At the top of the
|
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|
|
archway, a hand-carved sign says, “Welcome to Sylvania.” At the side of
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|
|
the arch, a bored attendant looks up from the book he’s reading and
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|
|
says, “Please state your business.” If the PCs say, “Here to find a
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|
|
portal to Sigil,” the attendant puts a tally mark on a notepad, and
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|
|
says, “OK, move along,” while pointing toward the city. Then he goes
|
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|
|
right back to his book.
|
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|
A few minutes later, the road becomes main street Sylvania. On both
|
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|
|
sides of the road are establishments built against or into the giant
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|
|
trees. The establishments are mainly restaurants, bars, music venues,
|
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|
|
dance clubs, theaters, and the like. Imagine bourbon street New Orleans
|
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|
|
on mardi gras, but wedged between giant trees.
|
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|
If the PCs stop for dinner at a restaurant, they have to make difficult
|
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|
|
WIS save DC18 (use the party average) or else they start having a great
|
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|
|
|
|
time talking and socializing. They stay at the restaurant way too long,
|
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|
|
eat way too much, drink a lot of wine, and don’t leave until midnight.
|
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|
They spend 5X as much money as they intended. They wake the next day
|
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|
|
with an exhaustion level. This is the mood-altering properties of
|
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|
|
Arborea leaching through into Sylvania.
|
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|
If they ask an innkeeper about a room, rooms are available. If they ask
|
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|
|
the innkeeper about a portal to Sigil, the innkeeper says: “To get to
|
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|
Sigil, you need to talk to the scrap metal dealer in the flea market.
|
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|
They open at 8 in the morning.”
|
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The next day, the PCs wake, and the character of the city has completely
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|
changed. People are working hard, it’s bustling. The people know that if
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|
|
they want to party at night, they have to get their work done during the
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|
|
day, and they’re pushing themselves so that they can celebrate again.
|
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|
|
This is life in Sylvania.
|
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|
The flea market contains some permanent buildings, some large tents,
|
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|
|
some people who just have tables by the side of the walkway. The scrap
|
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|
|
dealer has a big round tent. Inside, there are bins with metal
|
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|
|
classified by type: tin, copper, iron, steel, and alloys. The bins are
|
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|
|
full of all kinds of metal junk, bought and sold by the pound.
|
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|
|
If you ask the merchant about the portal to Sigil, he says, “OK, I’ll
|
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|
|
take you there. 10gp each.” He collects the money. Then, he says “First,
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|
|
I have to do this.” He reaches into the steel bin, and pulls out a roll
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|
|
of steel wire. He makes a loop out of wire - an impromptu bracelet. He
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|
|
says “This ring of steel has an affinity for the city of Sigil, because
|
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|
|
the city of Sigil is like a ring of steel. Here, put this on.” He hands
|
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|
|
the bracelet to a PC, and then makes one for each PC. When everyone has
|
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|
|
a bracelet (except him), he says, “OK, time to go.” He ushers everybody
|
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|
|
out of the tent. When the PCs step out of the tent, they’re back in the
|
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|
|
flea market. But then they realize: it’s not the same flea market. It’s
|
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|
|
bigger — much bigger! Looking behind them, they see there’s no tent.
|
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|
They just traveled through a one-way portal.
|
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|
|
Welcome to the Bazaar, in Sigil.
|
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|
|
|
|
# The Barrens of Doom and Despair
|
|
|
|
|
|
|
|
|
|
|
|
- Travel through The Barrens of Despair
|
|
|
|
|
|
|
|
|
|
|
|
- Travel to Sigil
|
|
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|
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|
|
- Portal to the Domain of Bane
|
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|
|
- Travel to Kuralyek’s Lair
|
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|
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|
|
-
|
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|
|
- Kuralyek’s Lair
|
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|
|
- Present: Green, Kuralyek, R39-Delta
|
|
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|
|
- Discussions with everyone
|
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|
|
- Kobolds draw cards
|
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|
|
- Chaos strikes again, Emergency Exit
|
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|
|
- Kuralyek makes a grab for the deck
|
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|
|
- Green strikes at Kuralyek, Kuralyek summons Beshaba
|
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|
|
- Tymora appears to counter Beshaba
|
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|
|
- Multi-way battle with deck exchanging hands
|
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|
|
- One of these people gets deck: Tymora, R39-Delta, Kuralyek,
|
|
|
|
|
|
> Beshaba, or Players
|
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|
|
##
|