321 lines
13 KiB
Markdown
321 lines
13 KiB
Markdown
|
|
## Prelude
|
||
|
|
|
||
|
|
|
||
|
|
Darius tells the PCs that Rennick is in the chamber. She
|
||
|
|
explains that Rennick and his manifestations are reflexively
|
||
|
|
defensive and that they've learned to be hostile to Signers,
|
||
|
|
and that she's already lost some faction members trying
|
||
|
|
to extricate him. She thinks that if the PCs bring Signers
|
||
|
|
along, they'll get a more hostile reaction than if they go
|
||
|
|
alone. So Darius refuses to send Signers along with the
|
||
|
|
PCs. Instead, she instructs one of her assistants to lead
|
||
|
|
the PCs into the basement, but the PCs won't be led the whole
|
||
|
|
way: they'll have to go the last few hundred feet themselves.
|
||
|
|
|
||
|
|
Darius also warns the PCs that manifestations can actually
|
||
|
|
exit the chamber and continute to exist for a few minutes to
|
||
|
|
a few hours, depending on how complicated the manifestations
|
||
|
|
are. So, she cautions, there may be some weird phenomena
|
||
|
|
before they even get there.
|
||
|
|
|
||
|
|
## Lost in the basement
|
||
|
|
|
||
|
|
Outside the chamber there are no overt manifestations, but
|
||
|
|
there is one very subtle one: the portal to the chamber is
|
||
|
|
disguised as just more hallway. The PCs enter the chamber,
|
||
|
|
but they don't know they have. Beyond the portal, they
|
||
|
|
see what appears to be just more hallways in the basement
|
||
|
|
of the hall of speakers.
|
||
|
|
|
||
|
|
Along the sides of the hallways they start to see doors
|
||
|
|
that lead into rooms. The first room appears to be a
|
||
|
|
classroom. The next, an office with a desk and lots of
|
||
|
|
papers and books, but the papers and books are all blank.
|
||
|
|
Continue to invent random empty rooms as necessary.
|
||
|
|
|
||
|
|
As the PCs wander, the hallways get increasingly twisty
|
||
|
|
and weird, and the PCs should have long since figured out
|
||
|
|
that they're in the chamber.
|
||
|
|
|
||
|
|
The PCs turn a corner, and the walls around this corner have
|
||
|
|
a different appearance: they look like the labyrinth below
|
||
|
|
castle Green. They imagine the feeling of a presence in the
|
||
|
|
labyrinth, just as they did last time. If they try to
|
||
|
|
communicate with the presence, a scroll appears: the scroll
|
||
|
|
says, "A conversation will cost you 5gp".
|
||
|
|
|
||
|
|
If the PCs wander further, they come to a steel door. The
|
||
|
|
steel door has 5 coin slots in it. Putting a gold piece
|
||
|
|
into each one causes the door to open, and an
|
||
|
|
imaginary version of Rico Sparks steps forth.
|
||
|
|
|
||
|
|
## Talking to Rico Sparks
|
||
|
|
|
||
|
|
Rico is his usual cheerful self. He knows that he's a
|
||
|
|
figment, and it doesn't seem to bother him.
|
||
|
|
he says:
|
||
|
|
|
||
|
|
"I manifested just about 10 minutes ago. When I did, I
|
||
|
|
wandered around hallways that looked like the basement of
|
||
|
|
the hall of speakers, then they changed to look like a
|
||
|
|
wooden labyrinth (the labyrinth under Castle Green). Then
|
||
|
|
Rennick popped out of a door - I don't know how I recognized
|
||
|
|
him, but I did. I introduced myself, and I asked Rennick
|
||
|
|
how to get out of this maze, and Rennick said, "I'm just as
|
||
|
|
lost as you, this isn't from *my* imagination." Rennick and I
|
||
|
|
walked together for a few minutes, but then he was gone.
|
||
|
|
Then, I encountered a steel door, and now we're all here."
|
||
|
|
|
||
|
|
He says, "but I guess I haven't really done anything to earn
|
||
|
|
my 5gp, hm. Got any questions for me?" He is able to
|
||
|
|
answer any reasonable question that a tout can normally
|
||
|
|
answer. He doesn't know too much about the chamber, but
|
||
|
|
he's willing to investigate. He says, "I won't even charge
|
||
|
|
the hourly rate for investigation, given that you're
|
||
|
|
probably going to pay me in imaginary money anyway." He
|
||
|
|
asks the PCs if there's anything in particular they want
|
||
|
|
investigated.
|
||
|
|
|
||
|
|
Rico, despite being a figment, is perfectly capable of being
|
||
|
|
a competent tout. He can move around independently inside
|
||
|
|
the chamber, and he will ask questions and follow up on
|
||
|
|
whatever the PCs want investigated. As a figment, Rico has
|
||
|
|
an unfortunate tendency to just "not be there" when you look
|
||
|
|
away for a few moments, but he's not gone forever, he's just
|
||
|
|
somewhere else in the chamber.
|
||
|
|
|
||
|
|
You, the DM, can use Rico to help keep things moving
|
||
|
|
whenever the PCs get stuck. He can appear and offer useful
|
||
|
|
information or advice. Use your judgement about when he
|
||
|
|
should appear: it should only be when things are bogging
|
||
|
|
down and the PCs need a boost.
|
||
|
|
|
||
|
|
## Meeting Some Clones
|
||
|
|
|
||
|
|
After Rico vanishes, four clones of Rennick emerge
|
||
|
|
from a doorway. The PCs can talk to the clones.
|
||
|
|
They freely admit that they aren't the real Rennick.
|
||
|
|
|
||
|
|
Clones have shared knowledge: anything you tell any clone is
|
||
|
|
known by all clones, and by Rennick himself. The clones
|
||
|
|
have no *individual* survival instinct. There are an
|
||
|
|
infinite number of clones, so losing a single clone means
|
||
|
|
nothing. But collectively, they don't want "the clones"
|
||
|
|
to stop existing.
|
||
|
|
|
||
|
|
The clones can discuss anything that the real
|
||
|
|
Rennick would be able to discuss:
|
||
|
|
|
||
|
|
* They can explain the logic of hiding in the
|
||
|
|
demiplane.
|
||
|
|
|
||
|
|
* They will probably express some fears about Crow.
|
||
|
|
They don't know that Crow is dead yet.
|
||
|
|
|
||
|
|
* They can explain that no, Rennick didn't deliberately
|
||
|
|
conjure a bunch of clones, it kinda just happened
|
||
|
|
when a bunch of Signers tried to force him out, and
|
||
|
|
he needed numbers to fight back.
|
||
|
|
|
||
|
|
* They can speculate about where the real Rennick
|
||
|
|
is - probably in his office in the courthouse?
|
||
|
|
|
||
|
|
* They aren't sure about how to get to the courthouse,
|
||
|
|
but they say that the landscape in here is pretty
|
||
|
|
mutable, and the courthouse is important, so it will
|
||
|
|
probably just show up.
|
||
|
|
|
||
|
|
If the PCs tell Rennick that Crow is dead, Rennick will
|
||
|
|
demand some evidence. If the PCs provide anything
|
||
|
|
reasonable, the Rennicks will get real quiet for a
|
||
|
|
moment, then one of them will say, "so... there's no
|
||
|
|
reason to stay in here any more, is there."
|
||
|
|
|
||
|
|
They are suddenly realizing that this means that Rennick
|
||
|
|
can leave, which means the clones would cease to exist.
|
||
|
|
|
||
|
|
A moment after this realization, all four clones just
|
||
|
|
pop out of existence.
|
||
|
|
|
||
|
|
## The Courthouse Square
|
||
|
|
|
||
|
|
The PCs emerge from the labyrinth into the courthouse
|
||
|
|
square. The square is filled with "people" moving around,
|
||
|
|
doing things, just like it would be if the PCs were really
|
||
|
|
in Sigil. But looking too closely at any one person, or
|
||
|
|
trying to talk to one of them, causes that person to fade
|
||
|
|
into vapor and drift away.
|
||
|
|
|
||
|
|
The reason for this is that these people are part of
|
||
|
|
Rennick's imagination, but he hasn't bothered to imagine
|
||
|
|
them individually, he has only imagined "a square full of
|
||
|
|
people." These individuals simply don't *have* any
|
||
|
|
details, because they weren't imagined in full.
|
||
|
|
|
||
|
|
If the PCs look carefully, there are a few Rennick clones
|
||
|
|
in the square. Any effort to contact them will cause them
|
||
|
|
to rush into doorways and vanish.
|
||
|
|
|
||
|
|
On one side of the courthouse square is the courthouse.
|
||
|
|
It looks the same as it does in Sigil. Surrounding the
|
||
|
|
other sides of the square are a variety of administrative
|
||
|
|
buildings and some restaurants.
|
||
|
|
|
||
|
|
Entering any building other than the courthouse will cause
|
||
|
|
the building to be revealed as a facade. It's just a flat
|
||
|
|
cutout with a doorway. On the other side are some logs
|
||
|
|
propping up the facade, and beyond that, an endless sea of
|
||
|
|
giant gears, as you would find if you were in mechanus. If
|
||
|
|
the PCs want, they can go back through the facade to reenter
|
||
|
|
the square, or they can explore the sea of gears.
|
||
|
|
|
||
|
|
If the PCs are in the square and they try to approach the
|
||
|
|
courthouse, the courthouse quickly recedes. The square gets
|
||
|
|
much, much bigger. The people dissipate. The courthouse
|
||
|
|
rises up on top of a huge, steep hill, and a 100-foot wide
|
||
|
|
moat forms around it. Two more hills with two more moats
|
||
|
|
appear: there is nothing on top of the other two hills.
|
||
|
|
|
||
|
|
The square is much larger now, but it's still feasible
|
||
|
|
to cross it on foot. It just takes a good 15 minutes.
|
||
|
|
It's possible to walk up to the moat. The building-facades
|
||
|
|
that surround the square are still there, and it is still
|
||
|
|
possible to go through to the sea of gears.
|
||
|
|
|
||
|
|
There are basically two directions the PCs can go now:
|
||
|
|
toward the courthouse, or into the Sea of Gears.
|
||
|
|
|
||
|
|
## Approaching the Courthouse: Attempt 1
|
||
|
|
|
||
|
|
The PCs can cross the moat, if they can figure out some way
|
||
|
|
to do it. Swimming is problematic: the moat contains biting
|
||
|
|
fish. Flying works. Walking on water works. Building a
|
||
|
|
boat could work, although there's not much to build a boat
|
||
|
|
from.
|
||
|
|
|
||
|
|
Assuming the PCs figure out some way to cross, they end up
|
||
|
|
at the base of the very steep hill, which gets steeper as
|
||
|
|
soon as they touch it. They have to climb cliffs. Ask
|
||
|
|
the PCs to make a variety of DEX and STR rolls as they climb.
|
||
|
|
|
||
|
|
All of this difficulty is defenses that Rennick imagined,
|
||
|
|
unconsciously. It is all here to protect him from Crow, and
|
||
|
|
from the various people trying to eject him from the
|
||
|
|
visualization chamber.
|
||
|
|
|
||
|
|
When the PCs finally get 80% of the way up the hill, the
|
||
|
|
entire courthouse gets up baba-yaga-style and walks over to
|
||
|
|
one of the other three hills.
|
||
|
|
|
||
|
|
Underneath where the courthouse was sitting are stairs
|
||
|
|
leading down into the basement of the hall of speakers.
|
||
|
|
Yes, under the courthouse is the basement of the hall
|
||
|
|
of speakers. If the PCs go down, they find themselves
|
||
|
|
back in the labyrinth where they entered the chamber.
|
||
|
|
|
||
|
|
Sitting on the stairs is a signer: his name is Carruth.
|
||
|
|
|
||
|
|
## Meeting Carruth
|
||
|
|
|
||
|
|
Carruth is not a figment of anyone's imagination: it's a
|
||
|
|
real person. He and his squad were sent in by factol Darius
|
||
|
|
to try to extricate Rennick. He got separated from his
|
||
|
|
group and now he's stuck in here. He's exhausted, he's been
|
||
|
|
in here a week trying to unravel the knots, and he's getting
|
||
|
|
nowhere. Fortunately for him, the Rennick clones have been
|
||
|
|
bringing him food and water.
|
||
|
|
|
||
|
|
Carruth explains that Rennick has a pretty vivid
|
||
|
|
imagination: definitely in the top 10%. He says that
|
||
|
|
Rennick is good at weaponizing his imagination: most people
|
||
|
|
imagine things that may or may not be helpful, but Rennick
|
||
|
|
seems to be mainly imagining things that are effective for
|
||
|
|
protecting him. He points out the moat, the steep hill,
|
||
|
|
the courthouse that walks away - he says all of that is
|
||
|
|
designed to keep Rennick from being nabbed.
|
||
|
|
|
||
|
|
He says, "one thing I'm grateful for is that there have
|
||
|
|
been a few attacks, but they've all been pretty half-hearted.
|
||
|
|
Rennick just doesn't have the mindset of a killer. Thank
|
||
|
|
goodness."
|
||
|
|
|
||
|
|
However, Carruth points out that no matter how disciplined
|
||
|
|
we are, we don't have total control over our imaginations.
|
||
|
|
He says: "I have no doubt that Rennick's greatest fears are
|
||
|
|
all in here too."
|
||
|
|
|
||
|
|
As soon as he says "Rennick's greatest fears," there's a
|
||
|
|
rumble, and Carruth says: "oh, I shouldn't have mentioned
|
||
|
|
his Greatest Fears." Then he points to the skyline: it's
|
||
|
|
Crow, and he's approaching.
|
||
|
|
|
||
|
|
As soon as Crow appears on the horizon, a few Rennick clones
|
||
|
|
emerge from the labyrinth and say, "come down here, he
|
||
|
|
won't come down here." If the PCs reenter the labyrinth,
|
||
|
|
they don't have to fight Crow. If they refuse, they do.
|
||
|
|
|
||
|
|
## The Sea of Gears
|
||
|
|
|
||
|
|
## The Desk
|
||
|
|
|
||
|
|
The PCs enter a room with grey walls. In the center of the
|
||
|
|
room is a grey desk, with an inbox and an outbox. There is
|
||
|
|
a big stack of grey papers in the inbox, there's an inkwell
|
||
|
|
full of grey ink, and a quill. There's a grey chair.
|
||
|
|
|
||
|
|
You would think that Crow would be Rennick's greatest fear.
|
||
|
|
No. Crow is Rennick's immediate-short-term fear. The Desk
|
||
|
|
is Rennick's greatest fear.
|
||
|
|
|
||
|
|
As soon as Lada sees the Desk, she stiffens up, and says:
|
||
|
|
"Don't touch that desk. Don't touch anything. We should
|
||
|
|
get out of here." This is one of her greatest fears too.
|
||
|
|
|
||
|
|
If anyone touches the desk, their hand immediately fuses to
|
||
|
|
the desk. If anyone sits in the chair, their body immediately
|
||
|
|
fuses to the chair. If anyone picks up the quill, their
|
||
|
|
hand fuses. If somebody sits in the chair, and touches the
|
||
|
|
desk, their eyes glaze over. They pick up a paper from the
|
||
|
|
inbox, write on it with grey ink on grey paper (leaving no
|
||
|
|
mark), and then they put it in the outbox. They continue,
|
||
|
|
automaton-like, forever.
|
||
|
|
|
||
|
|
This is Rennick's greatest fear: that he will work a desk
|
||
|
|
job, filling out paper after paper, but never accomplishing
|
||
|
|
anything meaningful, and leaving no mark on the universe.
|
||
|
|
|
||
|
|
If you touch a small object like the quill or a piece
|
||
|
|
of paper, then separating your hand from the object is
|
||
|
|
possible with a sharp knife: 2D6 damage. Separating your
|
||
|
|
hand from the desk is also possible with a sharp knife: 3D6
|
||
|
|
damage. But if somebody sits in the chair, and their whole
|
||
|
|
body fuses to the chair, it's too much: a knife isn't going
|
||
|
|
to do it.
|
||
|
|
|
||
|
|
Once somebody is in this state, there's only one cure. One
|
||
|
|
of Rennick's clones enters via the door and says, "move
|
||
|
|
aside." Then he speaks to the Desk: "you're not here for
|
||
|
|
him, you're here for me." Rennick puts his hand on the desk,
|
||
|
|
and fuses with it. As soon as Rennick's hand fuses with the
|
||
|
|
desk, the PCs' hand is freed. Rennick scoots his butt onto
|
||
|
|
the chair, and fuses with the chair: as soon as he does, the
|
||
|
|
PCs' butt is freed from the chair. When Rennick's eyes
|
||
|
|
glaze over, and he starts writing, the PC is free to go.
|
||
|
|
|
||
|
|
If the PCs try to dissuade Rennick from doing this, Rennick
|
||
|
|
says, "I'm not the real Rennick. I'm just a figment of his
|
||
|
|
imagination. He imagines this desk, and he imagines himself
|
||
|
|
stuck at the desk (pointing to himself). But if it's me,
|
||
|
|
a figment, stuck at the desk, then it's all just imaginary.
|
||
|
|
An ugly nightmare, but still just a nightmare."
|
||
|
|
|
||
|
|
When the PCs leave the room, Lada says: "Fuck."
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|