1232 lines
62 KiB
Markdown
1232 lines
62 KiB
Markdown
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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
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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
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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:
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“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:
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“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
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talk to him, he is no longer slurring and staggering. His physical
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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
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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
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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
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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
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gate street for about two blocks, and you’ll be at the south entrance to
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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
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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
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to be a city here. I shouldn’t leave Bart alone with the liquor, he’ll
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drink it all - I need to go back inside.” Then she dashes back inside.
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She is very uncomfortable looking at anything that’s not on her island -
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the compulsion to ignore it is strong. She’s just looking for any excuse
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to look away from the floating islands.
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If the PCs follow her back inside, she gives her opening speech again:
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“Heh, you guys don’t look like you’re from around here. Have a seat
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anywhere, I’ll be with you in a moment.” That should really drive the
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players nuts.
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This bar is a good environment for the PCs to experiment with the stasis
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effect. Give them every opportunity.
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Aside from just being a good place to learn about the stasis effect, the
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bar is also a good place to learn about the spells *sending* and *plane
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shift*.
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If the PCs talk about the outlands, or being in a demiplane, or any
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other plane for that matter, Kellia overhears them talking about it, she
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comes over and asks “Are you guys planar travelers? I get a lot of you
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guys in here. Are you outsiders?” She is curious about planar travel.
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She injects herself into the conversation. She is happy to talk about
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such things. Look for excuses for Kellia to mention *plane shift* or
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*sending*. For example, she might say “How long have you guys been away
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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
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casting *sending*.
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It is difficult to discuss escape plans with Kellia. The problem is that
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she has a mental block against knowing she’s not at home any more. If
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you show her the floating islands, she gets agitated, runs back inside,
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and tends to reset. At some point, though, the PCs will get the
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*stabilization iron*, which can make it much easier to talk to Kellia
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(or any NPC). If they stabilize Kellia, she will lose the mental block
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and will be able to stand outside her tavern, talk about being stuck in
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a demiplane, and make plans to get home. If the PCs don’t think of
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stabilizing Kellia, they’ll just have to converse with Kellia without
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showing her that she’s trapped in a demiplane. It is perfectly possible
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to do that: just speak to her in generalities, she will be happy to
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discuss hypotheticals.
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The tavern can also be a useful source of mundane supplies. There is a
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storeroom with plenty of food (the tavern serves dinner at night), and
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it also contains a bunch of odds and ends that can be used for repairing
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things around the bar. That includes about 50 feet of rope, which might
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turn out to be useful. Getting Kellia to part with these items might
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take some creative deception (or money).
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Speaking of money: any coins the PCs spend in the museum will eventually
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“reset” back to where the PCs first appeared in the museum. If the PCs
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travel the museum and spend money in some exhibits, and then they return
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to the tavern of the south gate, they will find their coins scattered on
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the ground just outside the tavern. In planescape, gold coins are minted
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by organizations all over the multiverse. Every gold coin has somebody’s
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face on it, or the holy symbol of a temple, or something to indicate
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where the coin was minted. When the PCs find their coins on the ground,
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point out that the coins were minted in the PC’s hometown. These aren’t
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somebody else’s gold coins: these are the coins that the PCs brought
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into the museum, and they can be identified as such by the faces on the
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coins.
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Kellia can be a useful source of information and supplies. But even more
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important than that, she can be an NPC that the players care about. But
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you should play her in such a way as to make the players like her. When
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players care about NPCs, it makes them feel invested in the world and
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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
|
|||
|
|
on.
|
|||
|
|
|
|||
|
|
There is one problem with accessing Dame Kenere’s library: the butler,
|
|||
|
|
Nolan Levant. He opens the door, and asks the PCs what they want. For
|
|||
|
|
almost all possible answers, he replies: “I’m sorry gentlemen, Dame
|
|||
|
|
Kenere is not interested. Goodbye.” Then he slams the door. Because he
|
|||
|
|
is in stasis, he immediately forgets doing this. If the PCs knock again,
|
|||
|
|
he will open the door again in the exact same way, and ask the PCs what
|
|||
|
|
they want, in exactly the same way. Again, for almost all possible
|
|||
|
|
replies, he says “I’m sorry gentlemen, Dame Kenere is not interested.
|
|||
|
|
Goodbye.”
|
|||
|
|
|
|||
|
|
There is really only one thing that can get him to take interest: if the
|
|||
|
|
PCs claim to be from Shiny Stone Publishing, then Mr. Levant will
|
|||
|
|
hesitate for a moment. This is the course of action recommended by the
|
|||
|
|
guidebook. But there’s a catch: Mr Levant will take one look at the PCs,
|
|||
|
|
and say, “Gentlemen, you give the impression of being mercenaries, not
|
|||
|
|
publishers. My apologies if I am mistaken, but I cannot let you in.”
|
|||
|
|
Then he slams the door again.
|
|||
|
|
|
|||
|
|
To actually get in the front door, the PCs will have to do all of the
|
|||
|
|
following:
|
|||
|
|
|
|||
|
|
- They have to claim to be from Shiny Stone Publishing.
|
|||
|
|
|
|||
|
|
- They have to look like professional publishers, not mercenaries (ie,
|
|||
|
|
> not armed to the teeth).
|
|||
|
|
|
|||
|
|
- They must convince Mr Levant that they have an appointment.
|
|||
|
|
|
|||
|
|
The deception is quite difficult. The PCs may have to hide some of their
|
|||
|
|
group members (the ones who can’t look normal), and they may have to
|
|||
|
|
“borrow” some clothes from another exhibit. They will also have to
|
|||
|
|
choose their words carefully. Fortunately, the PCs can try over and
|
|||
|
|
over, because Mr Levant is in stasis and doesn’t remember anything. If
|
|||
|
|
the PCs fail to convince him, they can simply alter their approach and
|
|||
|
|
try again.
|
|||
|
|
|
|||
|
|
The other approach to dealing with Mr. Levant is to kill him or tie him
|
|||
|
|
up. He’s not good at combat - he’s a butler. He fights with a dagger. He
|
|||
|
|
doesn’t know how to use defensive stances: he attacks all-out, which
|
|||
|
|
means he usually hits, but he leaves himself wide open. If he hits, he
|
|||
|
|
does 3HP of damage. He rarely survives long enough for a second attack.
|
|||
|
|
|
|||
|
|
When he dies, which should happen quickly, he will respawn elsewhere in
|
|||
|
|
the mansion 15 minutes later. When he sees the PCs in his house, he
|
|||
|
|
attacks again. The downside of this approach is that the PCs will
|
|||
|
|
probably have to fight Nolan several times, and these repeated fights
|
|||
|
|
will slowly chip away 3HP here, and 3HP there. But this is a feasible
|
|||
|
|
approach, if it’s your style.
|
|||
|
|
|
|||
|
|
Much later in the campaign, the PCs will be visiting a plane of the
|
|||
|
|
abyss. Perhaps they will remember the recipes of Dame Kenere. Dame
|
|||
|
|
Kenere herself was not captured into the museum. She continued writing
|
|||
|
|
books, and those books can be found in libraries all over the
|
|||
|
|
multiverse.
|
|||
|
|
|
|||
|
|
Because Dame Kenere was never captured into the museum, she is still
|
|||
|
|
“out there” in the multiverse. That means that when the players finally
|
|||
|
|
gain the ability to cast *sending*, they have the option of trying to
|
|||
|
|
contact Dame Kenere. If they do, they will successfully reach her, and
|
|||
|
|
she will respond that her mansion disappeared sixty years ago. She is
|
|||
|
|
now very elderly, 101 years old. She is no longer able to help in
|
|||
|
|
person. However, she says she will contact some powerful friends and
|
|||
|
|
that a rescue attempt will be arranged. She says the PCs should sit
|
|||
|
|
tight and wait to be contacted again. The upshot is that just like
|
|||
|
|
contacting any other friend, contacting Dame Kenere will lead to a
|
|||
|
|
rescue party being sent.
|
|||
|
|
|
|||
|
|
### 4th Floor: Breakneck Chariot
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Here’s a fun money-making scheme: build the fastest chariot in
|
|||
|
|
existence, then charge people for rides. Now that the chariot is part of
|
|||
|
|
my museum, you get to experience the joy and terror of it!
|
|||
|
|
|
|||
|
|
Of course, it’s not *really* the fastest chariot in existence - that’s
|
|||
|
|
just marketing - but it is hellaciously fast. It *feels* even faster
|
|||
|
|
because you feel like you’re definitely going to die.
|
|||
|
|
|
|||
|
|
A ranger named Viggart was traveling through the feywild when he was set
|
|||
|
|
upon by a half-dozen quicklings. This turned out to be a mistake on the
|
|||
|
|
quicklings’ part. Viggart killed several of them, and the quicklings
|
|||
|
|
fled. But Viggart wasn’t satisfied. He hunted the quicklings back to
|
|||
|
|
their home base, snuck in, and drugged their wine. When the quicklings
|
|||
|
|
were all unconscious, he bound them, threw them in his saddlebags, and
|
|||
|
|
carried them home. In this way, he collected two dozen squirming
|
|||
|
|
quicklings.
|
|||
|
|
|
|||
|
|
When he got home, Viggart’s wife was furious - she demanded to know
|
|||
|
|
exactly what he intended to do with several bags full of angry
|
|||
|
|
quicklings. Viggart thought fast, and a money-making scheme was born.
|
|||
|
|
Viggart had a friend build a kart and yoke, and the quicklings were
|
|||
|
|
bound into servitude, as “horses” for a racing kart. The yoke has four
|
|||
|
|
rows of six quicklings: 24 total.
|
|||
|
|
|
|||
|
|
Needless to say, the quicklings are not happy with this state of
|
|||
|
|
affairs, but there’s not much they can do about it. Viggart keeps them
|
|||
|
|
under control primarily by binding them tightly to the yoke: it is a
|
|||
|
|
rigid design that keeps them physically in front of the chariot while
|
|||
|
|
still allowing them to move their feet and hands. Viggart can also pull
|
|||
|
|
a “choke-rope” which is tied to the quicklings’ necks, to motivate them
|
|||
|
|
to cooperate.
|
|||
|
|
|
|||
|
|
At night, the quicklings discuss their escape plans. They have two
|
|||
|
|
ideas. First idea: if one of them could just grab a knife from
|
|||
|
|
somewhere, they’re sure they could cut their neighbor free from the
|
|||
|
|
harness. Then, they could hand the knife to the freed quickling, who
|
|||
|
|
could (very quickly) free more. From there, all hell would break loose.
|
|||
|
|
|
|||
|
|
Second idea: if they could get Viggart to fall off the chariot, then
|
|||
|
|
they could all just start running. They could be half a mile away (with
|
|||
|
|
the chariot) before Viggart could even pick himself up. With no Viggart
|
|||
|
|
to pull on the choke-rope, they’re pretty sure they could find a sharp
|
|||
|
|
rock or something and cut themselves free.
|
|||
|
|
|
|||
|
|
When the PCs look down at the exhibit, they see a barn. In front of the
|
|||
|
|
barn is a packed earth road that snakes around and then comes back to
|
|||
|
|
where it started. It also has a branch that leads right off the edge of
|
|||
|
|
the exhibit.
|
|||
|
|
|
|||
|
|
The dirt road is a racetrack, and the barn is being used as a parking
|
|||
|
|
garage. The barn contains the chariot, the quicklings, Viggart, and a
|
|||
|
|
paying passenger named Althune. They are getting ready to go for a ride.
|
|||
|
|
Viggart has to do many preparatory steps: Althune must be given a
|
|||
|
|
briefing, and then Althune must be strapped to the chariot so that he
|
|||
|
|
doesn’t fall off. Viggart doesn’t need straps, he has done this enough
|
|||
|
|
times to be able to keep his footing.
|
|||
|
|
|
|||
|
|
All the players see when looking down is the dirt road, the barn, grass,
|
|||
|
|
and a scattering of trees. The best place to climb down (a place where a
|
|||
|
|
rope can be tied to a tree) leads the players descending to a spot just
|
|||
|
|
inside the racetrack. Nothing interesting happens until they are on the
|
|||
|
|
exhibit. Suddenly, they hear the quicklings shrieking, a clattering of
|
|||
|
|
wood on dirt, and Althune yelling his head off, and they see the entire
|
|||
|
|
contraption hurtling down the track. The quicklings are not a blur -
|
|||
|
|
they’re encumbered by the kart, so they’re not moving as fast as usual.
|
|||
|
|
The PCs can clearly see what’s coming at them.
|
|||
|
|
|
|||
|
|
The quicklings also see the PCs and they immediately recognize that
|
|||
|
|
they’re armed. This is the perfect opportunity to grab a dagger and
|
|||
|
|
execute their escape plan. The quicklings steer the cart directly toward
|
|||
|
|
the PCs - the plan is just to ram the party at speed. You see, the kart
|
|||
|
|
is going “fast” from the perspective of a human, but it’s not especially
|
|||
|
|
fast to a quickling. The quicklings are sure that as the PCs are bowled
|
|||
|
|
over, they will be able to pick up weapons dropped by the PCs.
|
|||
|
|
|
|||
|
|
When the cart goes off-road, Viggart starts yanking on the choke-rope,
|
|||
|
|
but the quicklings stubbornly keep going: this is their one and only
|
|||
|
|
shot.
|
|||
|
|
|
|||
|
|
The PCs have one melee round to prepare before the kart crashes into the
|
|||
|
|
party. If the PC are bunched up, the kart will ram the party as a whole.
|
|||
|
|
If they’re spread out, the kart will pick the biggest bunch of PCs and
|
|||
|
|
ram that bunch. The kart is 10 feet wide at its widest point (the front
|
|||
|
|
of the yoke).
|
|||
|
|
|
|||
|
|
The PCs who are rammed must make a DEX save DC13. Any PC who succeeds is
|
|||
|
|
next to the kart, rather than in front of it. The quicklings will reach
|
|||
|
|
out and try to grab a weapon from such a PC. They will not attempt to
|
|||
|
|
wrestle a weapon out of a PC’s hand: the quicklings are not strong
|
|||
|
|
enough to win a tug-of-war. But if the PC has a small sharp weapon
|
|||
|
|
(dagger, shortsword, ninja star) that is still in a holster, a quickling
|
|||
|
|
will easily grab it. Large weapons are too much for the quicklings -
|
|||
|
|
they can’t grab longswords or larger. The quicklings have no interest in
|
|||
|
|
bows or other weapons that they can’t use to cut themselves free.
|
|||
|
|
|
|||
|
|
Any PC who fails his DEX save against being rammed is knocked prone and
|
|||
|
|
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
|
|||
|
|
13, which would give the quicklings an additional opportunity to grab a
|
|||
|
|
weapon without a tug-of-war.
|
|||
|
|
|
|||
|
|
Any quickling who has a weapon gets one of the following actions on his
|
|||
|
|
turn:
|
|||
|
|
|
|||
|
|
- If the quickling is still tied to the kart, the quickling will cut
|
|||
|
|
> himself free.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- If the choke-rope is intact, the quickling will cut the choke-rope.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- Otherwise, the quickling will cut one other quickling free.
|
|||
|
|
|
|||
|
|
Any quickling who is free and who does not have a weapon can try to grab
|
|||
|
|
one.
|
|||
|
|
|
|||
|
|
If the plan to grab a weapon fails, the quicklings may at your
|
|||
|
|
discretion bring the kart around and try again. But this time, the DEX
|
|||
|
|
saves are only DC10, because the PCs know what to expect.
|
|||
|
|
|
|||
|
|
If three or more quicklings get weapons, they’ll immediately try to stab
|
|||
|
|
Viggart to death, and will very likely be successful - Viggart doesn’t
|
|||
|
|
have his weapons on him.
|
|||
|
|
|
|||
|
|
If the plan to grab a weapon is a total failure, the quicklings will go
|
|||
|
|
for plan B: crash the cart into a tree, knocking Viggart off. Then,
|
|||
|
|
they’ll try to head for the hills, but they will stop short at the edge
|
|||
|
|
of the exhibit. When they realize a chasm prevents them from leaving,
|
|||
|
|
they’ll turn around and try to run Viggart over with the kart, as many
|
|||
|
|
times as possible.
|
|||
|
|
|
|||
|
|
If Viggart is killed and all the quicklings get free, then the
|
|||
|
|
quicklings will begin mocking the PCs for being so slow and stupid.
|
|||
|
|
Eventually, they’ll lose interest in this and will grab some rope from
|
|||
|
|
the Kart, and escape from the edge of the island.
|
|||
|
|
|
|||
|
|
The quicklings are highly atypical in that they are willing to leave
|
|||
|
|
their exhibit. Most museum NPCs have a mental block against leaving
|
|||
|
|
their exhibit. The quicklings have that mental block too, but the
|
|||
|
|
quicklings were desperate to escape from Viggart long before they were
|
|||
|
|
captured into the museum, and escaping from Viggart necessarily means
|
|||
|
|
they have to leave Viggart’s island. Their intense desire to escape
|
|||
|
|
overrides their mental block against leaving their island. If the
|
|||
|
|
quicklings do escape into the museum, they will eventually reset back to
|
|||
|
|
being in their own exhibit.
|
|||
|
|
|
|||
|
|
The only thing really useful about this exhibit to the PCs is the
|
|||
|
|
supplies it contains. For example, the kart’s “choke-rope” is actually
|
|||
|
|
25 separate lightweight but strong ropes that go to 25 quickling necks.
|
|||
|
|
The total amount of rope is 25 x 6 feet = 150 feet of rope. That’s
|
|||
|
|
enough rope to descend 5 floors of the museum. Viggart’s shed may also
|
|||
|
|
contain a variety of other shed-typical items, at your discretion.
|
|||
|
|
|
|||
|
|
If the PCs leave the exhibit and come back, then naturally, everything
|
|||
|
|
will be back in the shed where it all started. One way to avoid having
|
|||
|
|
to fight the kart again is to simply time it so that the PCs don’t climb
|
|||
|
|
onto the exhibit until the race is done and the kart is reentering the
|
|||
|
|
shed. That will give a full 20 minutes before the cycle repeats. Another
|
|||
|
|
way to avoid the confrontation is to yell to Viggart “don’t start
|
|||
|
|
racing, there’s an obstacle on the track,” or something to that effect.
|
|||
|
|
|
|||
|
|
### 3rd Floor: Claren’s Tapestries
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Take it from me, making magic items is *hard*. So I always find it
|
|||
|
|
amazing when people can craft magic items without even trying.
|
|||
|
|
|
|||
|
|
Claren weaves tapestries, and when she’s done, the tapestries can create
|
|||
|
|
remarkable phantasms. Those phantasms can persist in the physical world.
|
|||
|
|
Try it out! Surprisingly, the phantasms are more stable than other items
|
|||
|
|
taken from exhibits.
|
|||
|
|
|
|||
|
|
Claren Lusk is a weaver who makes tapestries, and she invests a lot of
|
|||
|
|
effort into each one. Her tapestries are magical. If you stare at one
|
|||
|
|
for several minutes, you will find yourself in a dream-like trance where
|
|||
|
|
you think you are “inside” the tapestry. This is just an illusion. You
|
|||
|
|
are still actually sitting on a chair in front of the tapestry, staring
|
|||
|
|
at the tapestry, but the illusion feels real to you. If two people both
|
|||
|
|
stare at the tapestry at the same time, then both people can enter the
|
|||
|
|
tapestry-dream at the same time.
|
|||
|
|
|
|||
|
|
When you’re experiencing the illusion, you feel like you’re in a world
|
|||
|
|
made of woven fabric. Even though things look like fabric, they work
|
|||
|
|
like normal items. For example, a soup bowl that looks like it’s made of
|
|||
|
|
fabric can still sit upright on the table and hold soup. The soup itself
|
|||
|
|
looks like yarn, but you can eat it and it tastes like soup.
|
|||
|
|
|
|||
|
|
Anything pictured in the tapestry can be explored. For example, if the
|
|||
|
|
tapestry shows a cabin, then you can enter the cabin, and there’s normal
|
|||
|
|
furniture in the cabin, even though the inside of the cabin wasn’t
|
|||
|
|
visible from “outside” the tapestry.
|
|||
|
|
|
|||
|
|
The tapestries all have fringes around the edge. If you are inside a
|
|||
|
|
tapestry, and you walk outside the area which is pictured in the
|
|||
|
|
tapestry, you find yourself in a “grassy” but otherwise empty field,
|
|||
|
|
where the grass is actually tapestry fringes. From there, you can easily
|
|||
|
|
walk back to the area pictured in the tapestry.
|
|||
|
|
|
|||
|
|
To exit the illusion, all you have to do is tell the DM that you want to
|
|||
|
|
go back to reality. Just wanting it makes it happen. When you exit,
|
|||
|
|
anything that you were holding in the illusion is still in your hands.
|
|||
|
|
For example, suppose you’re in a tapestry, in a cabin, eating soup, and
|
|||
|
|
you decide you want to exit the illusion. You find yourself back on the
|
|||
|
|
chair in front of the tapestry, but now you’re holding a fabric bowl of
|
|||
|
|
soup. The bowl, which is now in your hands, is an illusion/phantasm.
|
|||
|
|
However, everyone in the room can now see it, and they can taste the
|
|||
|
|
soup if they want. If you bring a tool out of the tapestry, it is solid
|
|||
|
|
enough to actually be used as a tool.
|
|||
|
|
|
|||
|
|
Phantasms stick around for anywhere from 6 hours to 3 days, depending on
|
|||
|
|
how emotionally invested you are in them. Mundane household objects
|
|||
|
|
typically don’t create emotional investment, so they usually last about
|
|||
|
|
6 hours.
|
|||
|
|
|
|||
|
|
Many of the tapestries contain living animals - squirrels, birds,
|
|||
|
|
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.
|
|||
|
|
|
|||
|
|
Claren’s tapestries do not contain any people. This is deliberate on
|
|||
|
|
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.
|
|||
|
|
|
|||
|
|
It is possible to hurt yourself inside a tapestry, but the damage
|
|||
|
|
vanishes when you exit.
|
|||
|
|
|
|||
|
|
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.
|
|||
|
|
|
|||
|
|
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.
|
|||
|
|
|
|||
|
|
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
|
|||
|
|
buying and they’ll come back later, Claren is fine with that.
|
|||
|
|
|
|||
|
|
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:
|
|||
|
|
|
|||
|
|
- A cute log cabin on a hill overlooking a beach, with seagulls.
|
|||
|
|
|
|||
|
|
- A well in a clearing in the woods, with sunlight streaming through
|
|||
|
|
> the trees.
|
|||
|
|
|
|||
|
|
- An apple orchard, with ladders, fruit baskets, a cart, a wooden
|
|||
|
|
> fence, and more.
|
|||
|
|
|
|||
|
|
- 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.
|
|||
|
|
|
|||
|
|
Rixmort is useless at conversation. No matter what you say to him, he
|
|||
|
|
*immediately* goes off on a tangent, and then goes off on another
|
|||
|
|
tangent, ad infinitum. To make matters worse, he uses pronouns in a
|
|||
|
|
confusing way. For example, if you say, “which way to the bathroom,” he
|
|||
|
|
might say, “You see that hallway, with the paintings of mushrooms? They
|
|||
|
|
\[mushrooms\] go great in kobold stew, you should simmer it a long time.
|
|||
|
|
They \[kobolds\] buy a lot more drinks than you would think for their
|
|||
|
|
size.”
|
|||
|
|
|
|||
|
|
If for some irrational reason the PCs decide to fight Rixmort, use the
|
|||
|
|
standard green slaad stat block.
|
|||
|
|
|
|||
|
|
Rixmort serves no real purpose in this chapter other than just to
|
|||
|
|
entertain the PCs.
|
|||
|
|
|
|||
|
|
### 3rd Floor: Orb Conclave
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
> One large hovering eyeball, and ten small hovering eyeballs.
|
|||
|
|
>
|
|||
|
|
> Although it doesn’t look like a beholder, I’m pretty sure this thing
|
|||
|
|
> is beholder-kin, because of its eye rays. If aggravated, it will
|
|||
|
|
> attack you with death, disintegration, telekinesis, charm, sleep… and
|
|||
|
|
> an anti-magic cone from the large eye. That combination of rays just
|
|||
|
|
> screams “beholder.”
|
|||
|
|
>
|
|||
|
|
> The personality, however, is very unlike a normal beholder. I find
|
|||
|
|
> that it just looks at me, impassively, no matter what I do - unless I
|
|||
|
|
> touch it or attack it, in which case it rains death. I advise you to
|
|||
|
|
> leave it alone unless you are prepared to deal with its destructive
|
|||
|
|
> energies.
|
|||
|
|
>
|
|||
|
|
> I would love to know what this thing is thinking, why it exists, or
|
|||
|
|
> what its purpose is. But I can’t get any reaction, other than staring
|
|||
|
|
> and all-out attack.
|
|||
|
|
|
|||
|
|
The *orb conclave* doesn’t look like a beholder, because its “body” just
|
|||
|
|
consists of the eyes. There is no mouth, no skin, no scales, no
|
|||
|
|
eyestalks. Just hovering eyes. Each eye looks like a perfect white
|
|||
|
|
sphere with an iris and cornea, but nothing else - no optic nerve, no
|
|||
|
|
veins, no imperfections.
|
|||
|
|
|
|||
|
|
If an eye is captured and dissected, the inside is just clear jelly,
|
|||
|
|
with no retina, no blood vessels, nothing that would suggest that this
|
|||
|
|
being has any kind of biology. It is more the abstract impression of an
|
|||
|
|
eye, than an actual eye from a living animal.
|
|||
|
|
|
|||
|
|
The orb conclave is hovering calmly above a patch of icy tundra. It is
|
|||
|
|
quite cold, but the PCs don’t need protective equipment for a short
|
|||
|
|
visit, it’s not *that* cold. It is rare to find a beholder outside of an
|
|||
|
|
extremely well-defended lair, but this entity doesn’t seem to be in any
|
|||
|
|
kind of lair, and it isn’t surrounded by defenses. This is very atypical
|
|||
|
|
of beholders.
|
|||
|
|
|
|||
|
|
Talking to the *orb conclave* has no effect - it stares, but it doesn’t
|
|||
|
|
respond. Telepathic contact is possible, making it obvious that the
|
|||
|
|
entity has a mind, and that it is receiving your message, but it doesn’t
|
|||
|
|
respond. Spells like *message* provoke no reaction other than staring.
|
|||
|
|
It will look at visual illusions, making it clear that it can see them,
|
|||
|
|
but again, no response.
|
|||
|
|
|
|||
|
|
Doing damage to the *orb conclave*, or even just physically touching it
|
|||
|
|
with your hand, will provoke an all-out attack. Likewise, spells that
|
|||
|
|
alter the *orb conclave* without doing damage, such as a shrinking
|
|||
|
|
spell, or a teleport spell, will provoke an attack. Provoking an attack
|
|||
|
|
is the only way to get the conclave to move.
|
|||
|
|
|
|||
|
|
Spells that don’t do damage, and which don’t directly affect the *orb
|
|||
|
|
conclave*, may or may not provoke an attack. For example, if you were to
|
|||
|
|
cause it to rain, that would not damage it, but it might provoke an
|
|||
|
|
attack - but that’s not 100% certain. Or, it might just hover calmly in
|
|||
|
|
the rain.
|
|||
|
|
|
|||
|
|
Normally, the smaller eyes hover about three feet of the large central
|
|||
|
|
eye, moving in a slow dance around the central eye. But if attacked, the
|
|||
|
|
eyes will spread out. They can spread to any distance away from the
|
|||
|
|
central eye - they can move around the area as individuals. Spreading
|
|||
|
|
out is a tactic to protect against area-of-effect attacks.
|
|||
|
|
|
|||
|
|
Eyes can be destroyed in a fight. Each eye can survive on its own, even
|
|||
|
|
if the large central eye is destroyed. If the *orb conclave* appears to
|
|||
|
|
be losing a fight, the eyes will flee, they will all go in different
|
|||
|
|
directions in order to make it difficult for the party to catch them
|
|||
|
|
all. If any one eye survives, the *orb conclave* survives. The remaining
|
|||
|
|
eyes will regroup, and then they will slowly conjure more eyes at a rate
|
|||
|
|
of 1 small eye per day, and then another 5 days for the large central
|
|||
|
|
eye, until the *orb conclave* is fully regenerated.
|
|||
|
|
|
|||
|
|
If the PC provoke a fight, use the standard beholder stat block, with
|
|||
|
|
the following alterations:
|
|||
|
|
|
|||
|
|
- The eyes move independently, and can fan out around the room.
|
|||
|
|
> Although the eyes appear independent, they act collectively, like
|
|||
|
|
> a beholder. They only get one collective initiative roll. Like a
|
|||
|
|
> beholder, the OC fires three rays per turn. Like a beholder, it
|
|||
|
|
> chooses its attacks unpredictably.
|
|||
|
|
|
|||
|
|
- Each small eye has 5 hit points. The large eye has 50 hit points.
|
|||
|
|
> The PCs must specify which eye they are attacking. If they destroy
|
|||
|
|
> an eye, the OC is still alive, but it (obviously) cannot use that
|
|||
|
|
> eye any more. As long as the OC has at least three eyes remaining,
|
|||
|
|
> then it will continue to make 3 ray attacks per turn.
|
|||
|
|
|
|||
|
|
- Each small eye has a different color: charm=pink, paralyzing=purple,
|
|||
|
|
> fear=green, slowing=brown, enervation=blue, telekinesis=yellow,
|
|||
|
|
> sleep=white, petrification=grey, disintegration=red, death=black.
|
|||
|
|
> This makes it possible for the PCs to announce, “I am attacking
|
|||
|
|
> the red eye.”
|
|||
|
|
|
|||
|
|
The *orb conclave* does not hold a grudge. If you attack it, leave, and
|
|||
|
|
then return later, it will just stare at you as it stares at everyone.
|
|||
|
|
This is not just because of the stasis effect, this is how the OC would
|
|||
|
|
act if it were somehow released into the multiverse.
|
|||
|
|
|
|||
|
|
The *orb conclave* is indeed beholder-kin. It was generated during a
|
|||
|
|
strange dream of a particularly odd beholder. At the time of this
|
|||
|
|
writing, there is only one *orb conclave* in the multiverse. So far,
|
|||
|
|
nobody has figured out what it is thinking of, why it stares, or why it
|
|||
|
|
doesn’t respond.
|
|||
|
|
|
|||
|
|
If the PCs fight the *orb conclave*, given that the PCs are low-level,
|
|||
|
|
it seems likely that the creature will annihilate the PCs almost
|
|||
|
|
immediately. If that occurs, the PCs will respawn in the same way that
|
|||
|
|
they would for any other death in the museum. The OC is much weaker than
|
|||
|
|
a normal beholder, though, in that it is sometimes possible to destroy
|
|||
|
|
an eye in a single hit (only 5 HP). If the PCs are smart and target the
|
|||
|
|
most dangerous eyes first, they may be victorious.
|
|||
|
|
|
|||
|
|
If the PCs provoke an attack and then attempt to flee, the conclave will
|
|||
|
|
not leave its floating island. It is bound by the rule that all museum
|
|||
|
|
NPCs refuse to pay attention to things outside their exhibit.
|
|||
|
|
|
|||
|
|
In the unlikely event that the PCs do substantial harm to the *orb
|
|||
|
|
conclave*, the conclave flees, scattering in all directions. In this
|
|||
|
|
event, the conclave will leave its exhibit. It doesn’t want to pay
|
|||
|
|
attention to things outside its exhibit, but if its life is on the line,
|
|||
|
|
it will overcome that hesitation. In this event, the conclave doesn’t
|
|||
|
|
need to regenerate in the way that it normally does. Instead, the stasis
|
|||
|
|
effect of the museum will respawn the conclave in its original condition
|
|||
|
|
in its original location in a matter of an hour or so.
|
|||
|
|
|
|||
|
|
The PCs can learn from this exhibit: they can learn that death in the
|
|||
|
|
museum is not permanent, and that they respawn back at the Tavern of the
|
|||
|
|
South Gate.
|
|||
|
|
|
|||
|
|
### 2nd Floor: Dreaming Ghost
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
A shack with a man asleep on a bed. Nothing much to see… unless you wake
|
|||
|
|
him up. Then, there’s even less to see. If you wake him, he vanishes,
|
|||
|
|
and he will reappear, asleep, about 15 minutes later.
|
|||
|
|
|
|||
|
|
I cannot figure out what is happening here. I’ve included him in the
|
|||
|
|
museum as a curiosity. If you figure out what’s causing this, let me
|
|||
|
|
know. - Orethys
|
|||
|
|
|
|||
|
|
Here’s what’s happening here: the sleeper, a man named Johann, enjoyed
|
|||
|
|
sleeping and dreaming so much that he made a deal with a powerful fey
|
|||
|
|
creature. He would gain the ability to explore other people’s dreams,
|
|||
|
|
and affect them. The price he paid, however, is that he lost the ability
|
|||
|
|
to enter the waking world, and affect the waking world.
|
|||
|
|
|
|||
|
|
For Johann, being in the museum has been a boon. His physical body is in
|
|||
|
|
stasis, he cannot age, and his shack and bed need no maintenance. But
|
|||
|
|
his *mind* is not in stasis - because his mind is not in the museum. It
|
|||
|
|
roams the planes, visiting the minds of other dreamers throughout the
|
|||
|
|
multiverse. This has worked out to Johann’s liking.
|
|||
|
|
|
|||
|
|
If you wake up Johann, he vanishes. But he *knows* he has been awakened,
|
|||
|
|
and he knows which PC did it. The next time that PC takes a long rest,
|
|||
|
|
the PC has a dream:
|
|||
|
|
|
|||
|
|
> The sleeping man from the shack is walking toward you - you recognize
|
|||
|
|
> him. He stops in front of you, and he says, “Did you want something?
|
|||
|
|
> You tried to wake me up, when I was sleeping in my shack.”
|
|||
|
|
|
|||
|
|
At this point, the PC can have a dream-conversation with Johann.
|
|||
|
|
|
|||
|
|
Johann knows a trick: he can make you have a lucid dream. That way, the
|
|||
|
|
PC can have a clearheaded conversation with Johann, and remember it in
|
|||
|
|
the morning. The PC can say whatever he wants to Johann, and ask
|
|||
|
|
questions. Johann is willing to have a nice chat. Johann explains that
|
|||
|
|
his existence is just exploring the dreams of people all over the
|
|||
|
|
multiverse. If the PCs ask for specifics, Johann laughs and says, “oh,
|
|||
|
|
you know how dreams are. A lot of crazy stuff.”
|
|||
|
|
|
|||
|
|
Johann is potentially quite useful to the PCs. One of the things that
|
|||
|
|
the PCs need to do to escape the museum is to call for help, using the
|
|||
|
|
spell *sending*. But there is an alternative to casting *sending*. You
|
|||
|
|
can ask Johann to visit somebody in their dreams. Johann can deliver a
|
|||
|
|
message for you. He asks no payment for this, he’s happy to help.
|
|||
|
|
|
|||
|
|
There is a catch, though: most people don’t pay much attention to their
|
|||
|
|
dreams. You will need to send the message to somebody who is in the
|
|||
|
|
habit of listening to their dreams, otherwise the message won’t be acted
|
|||
|
|
on. In general, priests are a good choice in the D&D universe. Gods
|
|||
|
|
often communicate with their servants in dreams, so priests try to
|
|||
|
|
remember their dreams. Another good choice would be a fortune-teller or
|
|||
|
|
soothsayer - they take signs and portents seriously.
|
|||
|
|
|
|||
|
|
After Johann tries to deliver a message, Johann will once again enter
|
|||
|
|
the PC’s dreams. He will report on whether or not he was successful on
|
|||
|
|
getting a message through. If the recipient was paying attention to
|
|||
|
|
their dream, Johann will know. He will tell the PCs that their message
|
|||
|
|
got through. But if the recipient was the kind of person who ignores
|
|||
|
|
their dreams, Johann will apologize, saying “some people just don’t put
|
|||
|
|
much stock in dreams, there’s not much I can do about that.”
|
|||
|
|
|
|||
|
|
The PCs will need Johann’s help not just in the museum, but in later
|
|||
|
|
chapters. Make sure that you roleplay Johann in a particularly friendly
|
|||
|
|
and outgoing manner. Make sure the PCs get to know him a little. If
|
|||
|
|
necessary, make Johann a little nosy - he pops into their dreams whether
|
|||
|
|
the PCs call for him or not.
|
|||
|
|
|
|||
|
|
### 2nd Floor: Reggie’s Boots
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Take it from me, making magic items is *hard*. So I always find it
|
|||
|
|
amazing when people can craft magic items without even trying.
|
|||
|
|
|
|||
|
|
Reggie Drum’s family thought he was a normal human child. They were
|
|||
|
|
wrong: Reggie’s mother had been deceived by a clever fae, and Reggie was
|
|||
|
|
conceived. The wild magic of faerie runs in his blood. Yet, he has the
|
|||
|
|
most boring life imaginable. His father was a shoemaker, and Reggie was
|
|||
|
|
apprenticed at an early age. He spent his days sitting in a gray room,
|
|||
|
|
making shoe after shoe after shoe.
|
|||
|
|
|
|||
|
|
The enchantment of faerie calls to Reggie, but he loves his family, and
|
|||
|
|
his sense of duty is strong. So he stays in his shop, and provides for
|
|||
|
|
his family. But while he works, his mind drifts. Reggie does not
|
|||
|
|
deliberately enchant the boots he makes. He simply allows his hands to
|
|||
|
|
craft, while his mind wanders to the fey realms.
|
|||
|
|
|
|||
|
|
Reggie’s workshop is a sturdy building on a cobblestone street. The door
|
|||
|
|
has a sign that just says “Boots and shoes, Reasonable prices, Please
|
|||
|
|
come in.” Inside is a workshop: a big workbench, piles of leather and
|
|||
|
|
catgut, lots of tools in good condition. It’s obvious that Reggie is
|
|||
|
|
making good money. Reggie’s bedroom is upstairs. Reggie is standing by a
|
|||
|
|
bench, working on a pair of boots.
|
|||
|
|
|
|||
|
|
Reggie is all business. When the PCs walk in, Reggie doesn’t even look
|
|||
|
|
up, he just says, “Here for quality shoes, or magical shoes?” If the PCs
|
|||
|
|
say “quality,” Reggie says, again without looking up, “rack’s over
|
|||
|
|
there, try them on until you find a pair you want.” The rack is full of
|
|||
|
|
normal shoes. If the PCs say “magical,” however, Reggie finally looks
|
|||
|
|
up. He says, “They’re expensive. You have money?”
|
|||
|
|
|
|||
|
|
All of Reggie’s boots, even the so-called “non magical” ones, have one
|
|||
|
|
minor effect: if you’re wearing them, your legs never get tired. You can
|
|||
|
|
be on your feet all day. In addition to this one minor effect, Reggie
|
|||
|
|
has a few pairs of boots with major effects:
|
|||
|
|
|
|||
|
|
- Boots of Speed. 4000 gp.
|
|||
|
|
|
|||
|
|
- Boots of Elvenkind. 2500 gp.
|
|||
|
|
|
|||
|
|
- Boots of Levitation. 4000 gp.
|
|||
|
|
|
|||
|
|
- Boots of Striding and Springing. 5000 gp.
|
|||
|
|
|
|||
|
|
The boots of levitation can be used to climb upward in the museum. These
|
|||
|
|
are important quest items.
|
|||
|
|
|
|||
|
|
The boots are all *very* expensive - the PCs do not have the money to
|
|||
|
|
buy a pair of boots. If one of the PCs drew the *Gem* card from the
|
|||
|
|
deck, they may have gems worth thousands of GP. But if they show the
|
|||
|
|
gems to Reggie, he says, “I don’t know anything about appraising gems. I
|
|||
|
|
have no idea what those are worth. Go sell them to a jeweler and bring
|
|||
|
|
me gold coins. I won’t accept anything other than gold.”
|
|||
|
|
|
|||
|
|
Some PCs might think about raiding other exhibits to get the coin. That
|
|||
|
|
is impractical. There are very few exhibits that have a lot of gold
|
|||
|
|
pieces. Remember also that items taken from exhibits are transient, and
|
|||
|
|
will vanish in an hour or two - and scraping together thousands of GP by
|
|||
|
|
finding 50 gp here, 50 gp there would take a very long time. You can
|
|||
|
|
stabilize gold coins using the stabilization iron (see the chapter on
|
|||
|
|
*Magic Items of the Museum*), but if you do that, every coin will have a
|
|||
|
|
glyph on it. Merchants are always on the lookout for conjured coins that
|
|||
|
|
might vanish when the conjuration spell wears off, so they carefully
|
|||
|
|
look for warning signs that suggest that a coin might be of magical
|
|||
|
|
origins. A glyph is a huge red flag that would make any merchant refuse
|
|||
|
|
to accept coins.
|
|||
|
|
|
|||
|
|
Like it or not, if the PCs want the boots, they’ll have to steal them.
|
|||
|
|
Of course, it’s not really immoral to steal the boots: they are just
|
|||
|
|
going to reappear in the exhibit anyway. Reggie will be completely
|
|||
|
|
unaffected by the theft. If necessary, point this out to your players.
|
|||
|
|
|
|||
|
|
The magical boots are not out in the open. Reggie doesn’t want people
|
|||
|
|
stealing his boots, and he figures the best way to avoid the problem is
|
|||
|
|
if people don’t know where the boots are. They are under some
|
|||
|
|
floorboards, under a cabinet. If you pay for some boots, Reggie will ask
|
|||
|
|
you to step outside for 5 minutes. Then he will lock the door, retrieve
|
|||
|
|
the boots from under the floorboards, unlock the door, and hand the
|
|||
|
|
boots to you. If you say you won’t pay without seeing the boots, he
|
|||
|
|
says, “Anyone in town will tell you I’m honest. Go ask around, and when
|
|||
|
|
you trust me, come back.”
|
|||
|
|
|
|||
|
|
Here are some things the PCs can do:
|
|||
|
|
|
|||
|
|
- There are windows in the shop. It is possible to spy on Reggie. When
|
|||
|
|
> he finishes the boots he’s working on, he stashes them under the
|
|||
|
|
> floorboards.
|
|||
|
|
|
|||
|
|
- If you can get Reggie to be fatigued, he will go to his bedroom and
|
|||
|
|
> take a nap.
|
|||
|
|
|
|||
|
|
- It is possible to kill Reggie, but he’s a tough opponent.
|
|||
|
|
|
|||
|
|
If the PCs decide to fight Reggie, he’s a fourth-level fighter with a
|
|||
|
|
longsword and leather armor. He is wearing “Boots of Kicking and
|
|||
|
|
Jumping.” These boots grant two useful abilities:
|
|||
|
|
|
|||
|
|
- As a bonus action, after attacking with his longsword, Reggie can
|
|||
|
|
> also kick with the boots for 1D6 damage. He can kick any target,
|
|||
|
|
> it does not necessarily need to be the same target he attacked
|
|||
|
|
> with the longsword. He can do this every melee round.
|
|||
|
|
|
|||
|
|
- As a bonus action, Reggie can take the dodge, disengage, or dash
|
|||
|
|
> action. If he uses this ability, his jump distance is also
|
|||
|
|
> doubled. After using this ability, Reggie cannot use it again for
|
|||
|
|
> two melee rounds.
|
|||
|
|
|
|||
|
|
To get the boots, the PCs will need to execute an interesting heist. Let
|
|||
|
|
them plan anything they want. You will have to improvise the layout of
|
|||
|
|
Reggie’s workshop. Note that fighting Reggie doesn’t automatically get
|
|||
|
|
you the boots: you’ll still have to find them.
|
|||
|
|
|
|||
|
|
### 1st Floor: Tiny Men
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
> Most people think sprites are the smallest humanoids. Turns out,
|
|||
|
|
> that’s not even close. I don’t know what these things are called, but
|
|||
|
|
> they’re less than two inches tall. (They’re hiding in the rocks.)
|
|||
|
|
|
|||
|
|
The ground on this floating island is very rocky terrain. Cut into some
|
|||
|
|
of the bedrock rocks are small caves, with wooden doors. The doors are
|
|||
|
|
only about three inches high, and they’re positioned to make them hard
|
|||
|
|
to notice. When the PCs first arrive, describe the island as “completely
|
|||
|
|
empty, except for dirt and rocks.” Only if the PCs get down on hands and
|
|||
|
|
knees and root among the rocks do they notice the doors.
|
|||
|
|
|
|||
|
|
Behind the doors are a miniature cave system containing tiny men. They
|
|||
|
|
are a primitive hunter-gatherer society. If you manage to get them out
|
|||
|
|
of their holes, and do something about the language barrier, you can
|
|||
|
|
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.
|
|||
|
|
|
|||
|
|
What makes this island interesting, for the PCs, is its size and its
|
|||
|
|
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
|
|||
|
|
land. So this island is only about ten feet in diameter.
|
|||
|
|
|
|||
|
|
This floating island is positioned about thirty feet below Reggie’s
|
|||
|
|
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"}
|
|||
|
|
|
|||
|
|
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
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will give them a preview of several of the NPCs they will meet later in
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the campaign. It will also allow them to have insights into how to
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handle those NPCs. The deck dreams that the PCs can experience are all
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listed in the upcoming chapter, *The Deck Dreamers*. Feel free to skip
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ahead and look over the options.
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Now that the players have a guidebook, the most obvious next step is to
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go talk to Diometron.
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