106 lines
5.6 KiB
Markdown
106 lines
5.6 KiB
Markdown
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# Castle Green - Summary
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## Overview
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Castle Green is a keep created by the Bricklayer card (drawn by Alyssa Varn), later expanded with a labyrinth underneath (drawn by Borghan). The chaos storm destroyed everything from ground level up, leaving only the basement and labyrinth intact.
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## Structure
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- **Ground Floor**: Destroyed—only floors and bottom 2 feet of walls remain. Stairs to basement are intact.
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- **Basement**: Functional rooms including barracks, kitchen/dining, armory/sparring room, holding cells, lounge, laundry/latrine, wine cellar, root cellar. Stone block walls.
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- **Labyrinth**: Below basement, confusing passages with decorative wooden paneling (Victorian library style). No inherent magic, just confusing layout. Trapdoor access from basement lounge.
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## Major Defenses
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### Portal System
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- **Red lines on map** mark portals placed by Omta as defensive measure against Tymora's agents
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- All basement hallway portals lead into labyrinth
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- Labyrinth portals are ever-shifting, controlled by Omta
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- Creates appearance that basement is broken into 8 isolated chunks within the labyrinth
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- Omta keeps intruders trapped by continuously portaling them in circles
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### Bypassing Portals
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- **Holes in walls** (red dots on map): Chaos storm teleported stone blocks out, leaving gaps
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- Small creatures (gnome/halfling) can fit through; medium creatures need enlarge/reduce
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- Holes bypass portals completely
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- Digging into laundry area creates steel barrier (Omta protecting the Deck)
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### Navigating with Omta
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**Step 1**: Reassure the telepathic presence (Omta is fearful, asleep, using dream logic)
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**Step 2**: Ask Omta verbally for navigation help—he'll rearrange portals to guide you
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**Navigation Rules**:
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- Room types work: "Take me to the Kitchen"
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- Ambiguous requests go to location farthest from Deck
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- Employee names usually don't work (except "Green")
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- Professions work: "Take me to the wizard's bedroom"
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- Card-based queries work: "Take me to the woman who drew the bricklayer card"
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- Requests for Green, Deck, Laundry, or Lounge trigger intense fear—Omta refuses
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**Do not allow PCs to reach lounge/laundry areas until trigger events.**
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## Trapped NPCs
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### Behind the Steel Door (Laundry Area)
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- **Green** (has the Deck)
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- **Mikhail** - Male Half-Orc Fighter LV8, natural peacemaker
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- **Etienne Vireaux** - Male Tiefling Diviner LV8, helpful
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- **Siduri** - Female High Elf Duelist LV8, reserved, graceful
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- **Harkon** - Male Dwarf Cleric of Helm LV8 (conjures food/water, group not in danger)
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- **Balanestra** - Female Aasimar, deck-touched, adventurous
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### In Basement (Various Locations)
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- **Bran** - Gate Guard, Male Dwarf, talkative but helpful (Sparring Room region)
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- **Inya** - Gate Guard, Female Tiefling, lets Bran talk (Sparring Room region)
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- **Zimmi** - Cook, Female Gnome, loud and pushy
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- **Edric** - Steward/Bookkeeper, Male Bariaur, all business
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- **Penny** - Helper, Teen Female Tiefling, super smart, skill with languages
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These employees lack telepathic connection to Omta (didn't draw cards), so they can't navigate the labyrinth and get stuck wandering in circles.
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### At Inn in St. Parnas (Not Trapped)
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- **Wim** - Janitor, Male Kobold, avoids eye contact
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- **Tommel** - Gardener, Male Earth Genasi, aloof
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## Ant Invasion
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### Background
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Chaos storm destroyed the intelligent giant ants' anthill. Ant Queen is angry and claiming Castle Green as compensation. Ants are moving in by force but willing to let humans leave peacefully.
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### Ant Types
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- **Workers**: Small dog-sized, task-focused, fungus farmers
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- **Soldiers**: Large dog-sized, tactically smart
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- **Queen**: Small horse-sized, broad intelligence, can cast comprehend languages
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### Communication
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- Ants use antennae waving, not speech
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- **Tongues**: Full communication
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- **Comprehend Languages**: Understand them (they can't understand you without yes/no system)
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- **Speak with Animals**: Doesn't work (too intelligent)
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- Queen is creative enough to suggest hand signals or antenna signals for communication
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### Ant Mentality
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- **Workers/Soldiers**: Extremely specialized, task-focused. Deep knowledge in their domain, basic understanding elsewhere.
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- **Queen**: Smart, broad knowledge, strategic thinker
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- **Alignment**: True neutral to outsiders, lawful good to each other
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- Not hostile by nature—won't attack PCs unless provoked
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- Don't see mammals as prey (fungus farmers)
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### Ant Navigation
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- Navigate by scent, largely unaffected by shifting portals
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- Forming ant lines creates stability—Omta hesitant to move portals when ants are watching
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- PCs can follow ant trails to reach new areas
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### Ant Territory Claims
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- **Green's Bedroom**: Queen's new chambers. Heavy soldier guard on both sides of door, blocking access. Also blocks Edric's bedroom.
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- **Tommel/Bran/Wim's Bedroom**: New brood chamber, full of eggs. Soldiers guard both ends.
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- **Kitchen**: New fungus farm. Workers swarming, carrying rotting organic matter. Light soldier presence (not blocking access).
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- **Root Cellar**: Main entrance for ants. Earthen floor full of ant-sized holes. Soldier-ant-sized hole chewed in wooden door. Queen smart enough to open human doors.
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### Potential Cooperation
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Ants not hostile to PCs (can tell PCs don't live in castle by scent). Queen would cooperate against Borghan or help dig bypass holes if PCs establish communication.
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## DM Notes
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- Omta's behavior is contradictory (hindering and helping) because he's asleep and emotionally conflicted—wants Tymora away but also wants relationship with PCs
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- Ants provide living world flavor—other agendas exist beyond the PCs' quest
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- PCs rescue employees one by one by navigating to each basement region
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- Stat blocks for ants still needed (TODO in original document)
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