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2026-05-16 11:47:28 -04:00
## 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."