4147 lines
195 KiB
Markdown
4147 lines
195 KiB
Markdown
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# The Castle with the Steel Door
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## Chapter Summary
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Omta is extremely conflicted about the PCs. On one hand, they are
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deck-touched, which means they have a certain bond with Omta. On the
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other hand, the PCs have agreed to work with Tymora, and Omta is
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terrified of Tymora. So in this chapter, Omta erects barriers that
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prevent the PCs from getting too close to the Deck, but he also makes
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overtures to communicate with the PCs. He will lower the barriers when
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he is confident that the PCs understand his point of view. This chapter
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is all about building trust.
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When the PCs arrive back at the remains of Castle Green, all that
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remains is the basement. Omta has created two lines of defense: first,
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he has turned the basement into a complicated labyrinth where movement
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is only feasible with Omta’s permission. Second, he has walled off the
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Deck behind an impenetrable steel door.
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When the PCs enter the labyrinth, they find it confusing and impossible
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to get anywhere. But they also feel a presence in the back of their
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minds, trying to communicate with them. This is Omta’s first attempt at
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communication, using the telepathic bond they share. At this stage, all
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the PCs have to do is make an effort, trying to talk to Omta. It doesn’t
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matter *how* they try to communicate, or how successful they are, as
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long as they make an effort. Once the PCs show that they care about
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establishing contact, Omta will start helping the PCs to navigate the
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labyrinth: he will take them where they want to go, if they just say
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where they want to go.
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Once the PCs can navigate the labyrinth, they will start finding Green’s
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employees scattered about the labyrinth. An important side quest is
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helping Green’s employees get out of the labyrinth, one by one. It can
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be quite gratifying to get everybody out safe and sound - with the sole
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exception of Green and his bodyguards, who are trapped behind the steel
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door.
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Eventually, the PCs will reach the steel door. By this time, Omta will
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be dissatisfied with his efforts at communication so far. The telepathic
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bond is allowing him to send vague impressions and emotions, but it’s
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bad at sending detailed information. So Omta comes up with Plan B: if
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telepathic communication isn’t working, then we can try writing! He
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conjures six parchment scrolls, and drops them at the PCs feet. Then, he
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adds six pigeonholes to the door. After the PCs decipher a scroll, they
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can put the deciphered scroll into a pigeonhole. When all six scrolls
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are deciphered, the door will open.
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The scrolls contain a strange form of writing: each scroll contains
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several cards from the deck, arranged in little groups. The Deck is
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using cards as a form of symbolism. Each card has a symbolic meaning.
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The PCs have collectively drawn many cards. They automatically know the
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symbolic meanings of any cards that they have drawn. But there are also
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many cards on the scrolls that the PCs *didn’t* draw, and they may have
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no idea what *those* cards mean.
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To learn the symbolic meanings of *those* cards, the PCs will have to
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talk to NPCs who drew those particular cards. This becomes the main
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quest of this chapter: tracking down NPCs who drew particular cards.
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Unfortunately, talking to those NPCs is not always easy. For example,
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one of these NPCs has been transformed into a rampaging beast. Another
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has been put into a coma. Figuring out how to get useful information
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from NPCs who have been drastically warped by the deck can be a
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difficult challenge.
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Talking to those NPCs, the PCs will discover that many of them are in
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crisis. The Deck has turned their lives upside down, for good or for
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bad. Many of them need help. The PCs have the opportunity here to build
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relationships that will end up paying off in later chapters, when these
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NPCs may become powerful allies with deck-granted powers.
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When the PCs finally know the symbolic meanings of all the cards, they
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will be able to decipher all the scrolls. This allows them to open the
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door, which leads to Omta’s hiding place. The PCs can then have a true
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conversation with Omta for the first time. When the conversation is
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over, the PCs are returned to Castle Green. There is no longer a steel
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barrier preventing access to Green and the Deck. The PCs can go talk to
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Green, and can negotiate to buy the Deck.
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## The Market Square of St Parnas
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The PCs manage to leave the Museum of Orethys, with Joycie’s help. The
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entire group plane shifts back to the outlands. They arrive in the
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market square in the center of St. Parnas. The market square is full of
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shops and stalls with various vendors. You can buy most anything in the
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market square, or near it.
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### Damage from the Chaos Storm
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The first things the PCs notice when they reach the market square is
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that there is merchandise scattered all over the ground, and merchants
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are busy picking up the mess. The merchants will explain that items were
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teleporting around. The merchants have given the phenomenon a name:
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they’re calling it a “chaos storm.” The epicenter of the chaos storm
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was, of course, Castle Green.
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The PCs will not learn the cause of the storm for some time. However,
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the DM should know the secret. When Tymora observed a spiritual link
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between the PCs and the other deck-touched individuals, she speculated
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that a link might also exist to the creator of the deck. She was not
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wrong: Omta knows that the PCs can in fact lead Tymora to Omta. When the
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PCs agreed to help Tymora with this, Omta had a panic attack.
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His panic manifested as objects teleporting around randomly. The biggest
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object that got teleported was the top half of Castle Green, it got
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teleported all the way into the Museum of Orethys. If this seems like an
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odd coincidence, it is… but Gods and Fate are like that.
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Lots of medium-sized objects also teleported, chunks of masonry, wagons,
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you name it. Most of these items moved 20 to 30 feet in a random
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direction. Some of these movements caused real harm: when a wagon
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teleports 20 feet in the air, it can really hurt somebody when it comes
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crashing down. When a structural support beam of a building teleports
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somewhere else, it’s not good for the building. There are many injured
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people.
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The damage is most severe at Castle Green itself. But the parts of town
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that are close to Castle Green also got hit. Places that are farther
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away mostly avoided any serious damage, but they did experience a lot of
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small-object movement: wine bottles, notebooks, and the like got
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scattered. There is quite a mess. In the market square, which is far
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enough from Castle Green, there is minimal real damage.
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Much of what happens in this chapter will be dealing with the damage and
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aftermath of the chaos storm.
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### Joycie Says Goodbye, Lada Stays
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Shortly after arriving at the market square, Joycie says that she was
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glad to have met the PCs, but she now needs to go back to her job at the
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temple in Brightwater. She’s very high-level, which means her time is in
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very high demand. The temple was only able to spare her for a short
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time.
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Lada explains that she would like to stay with the party, if they’ll
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allow it. Tymora wants her to study the deck, and they both agree that
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sticking with the PCs is the best way to do it.
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Assuming the PCs allow Lada into the group, let the players take turns
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running Lada’s character. Lada will never fight, but she will do support
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activities like casting *cure* and *bless* spells. Be strict about that:
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the players cannot put Lada on the front line: she is scared of combat,
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and she will panic if she is targeted. Lada is always one level beneath
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the PCs. The reason she’s so low-level is that she doesn’t aspire to be
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a combatant: she’s a scientist, she spends her days in the lab, not on
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the road.
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### Magic Items in the Market Square
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The PCs will notice that there are several merchants selling magic
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items. That is not typical of St. Parnas, this is only a medium-sized
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town. On a normal day, there would be no more than a handful of magic
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items for sale in the entire city (not counting potions, which are
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fairly common). But today, there are multiple merchants displaying quite
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a few items. Naturally, that’s because the deck has been conjuring lots
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of items, and many of them get put up for sale. The merchants try
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selling them in St. Parnas first, and then if they don’t sell in St.
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Parnas, they ship them to Tradegate where there’s a broader clientele.
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If any PC didn’t receive anything of material value from the Deck, then
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Green owes them 5000 gp. When the PCs were cast into the *donjon*, Green
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assumed they would never be heard from again, so he gave the money to
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the PC’s family or friends. When the players created characters, they
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were instructed to invent at least one friend. If the PC talks to their
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friend, the friend will have the money (unless the friend has issues.)
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So again, they will have enough money to buy one serious magic item.
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So none of the PCs will feel left out - everyone will have about enough
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money for one serious magic item, unless they already received a magic
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item directly from the deck.
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When the PCs created characters, they were expected to have a reason to
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draw cards from the deck. Some of the players may have given their
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characters backstories that they needed to pay a debt, or to rescue a
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family member. In that case, a PC may have used up their money. This may
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make the player feel left out. Try to avoid that situation. For example,
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if the PC used their money to rescue a family member, perhaps the family
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member in their gratitude raised money to pay the PC back. Try to find
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an excuse to make sure that every player still has the money they won
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from the deck.
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### The Ogre in the Market Square
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In the corner of the market square is huge Ogre, just standing there
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holding a mandolin. His name is Pig, and he is deck-touched: the PCs can
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see cards over his head. A detailed description of Pig is given in the
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upcoming section, “Pig: The Ogre King.” The Deck gave Pig the ability to
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play the mandolin - just before the chaos storm, Pig was playing music
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for a small crowd. When the chaos storm hit, Pig stopped playing and the
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crowd scattered. Pig is now just standing there looking perplexed. Pig
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has an INT of 6, so when he’s perplexed, he stays perplexed for quite a
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while.
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If the PCs approach Pig, then Pig is not that hard to have a
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conversation with. Refer to Pig’s character bio to know how to play Pig.
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At this time, Pig is not willing to leave the market square. Pig will
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tell the PCs anything they want to know, but remember that Pig has an
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INT of 6, so he can’t tell them anything that isn’t straightforward and
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obvious.
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## The Deck-Touched NPCs
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Throughout the town, the PCs will find deck-touched NPCs: people who
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drew cards from the deck. Some of these will show up early in this
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chapter, others are hard to find and will not be found until the PCs
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search for them. We are putting this list here, early in the chapter
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description, because these NPCs will make appearances throughout the
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chapter. Finding and speaking to them will become an important goal for
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the PCs.
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When the PCs do start searching for the deck-touched NPCs, the most
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reliable way to get a lead is to pay attention to Deck Dreams. Each
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dream comes from a different deck-touched NPC. The dreams contain all
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kinds of clues about who these people are and where to find them.
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### Pig: The Ogre King
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The Ogre King is an ogre named Pig.
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Pig is not a standard Ogre: he is a Ysgard Ogre. The giantish races that
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live in Ysgard tend to be much larger than the giants in other parts of
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the multiverse, and Pig is no exception. He stands a full 10 feet tall.
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A stat block for Pig will be given later.
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Pig used to be the leader of his tribe, and for good reason. He was very
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strong, even by the standards of a Ysgard Ogre, and among ogres, being
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the strongest makes you the leader. A few years ago, Pig contracted a
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wasting disease which left him physically weak (STR: 13). He became the
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target of derision and mockery by the other ogres, his mate rejected
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him, and he became the laughing stock of his tribe. Desperate, he left
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his home.
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Somebody suggested to Pig that he might find a cure if he drew from the
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Deck. This was terrible advice. If any of the PCs asks a real medical
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professional about Pig and his condition, the professional will
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immediately be able to identify the disease that he suffered from,
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*Wasting Rot*, and they will know the standard treatment: *Greater
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Restoration*. Of course, *Greater Restoration* is very expensive, but
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it’s the right treatment. Drawing cards from the Deck, on the other
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hand, was extremely unlikely to result in a cure. Pig was not
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intelligent enough to realize that. He drew these cards:
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- *Key*: Pig gained great skill as a musician.
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- *Jester*: Nobody takes Pig seriously.
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- *Throne*: Pig is going to become the king of a nation.
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That an ogre should be a musician is quite odd. At some point, Pig
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picked up a mandolin from a merchant booth and started playing it,
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skillfully. The merchant, rather taken by this turn of events, decided
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to give him the mandolin as a gift. Pig has learned to use this as a
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source of income: he plays the mandolin (quite beautifully) in the
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market square, and people give him food.
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The Jester card is particularly humiliating for Pig. He used to be the
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object of mockery among ogres. Now he can’t even scare humans.
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The Throne card says that Pig will be the king of a nation. Nobody has
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the first clue how that could possibly be the case. It just seems
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utterly implausible that a feeble ogre, that nobody takes seriously,
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could be a king. Pig certainly *isn’t* a king: he’s a homeless musician
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who panhandles for food. If you ask Pig about the throne card, Pig says,
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“Throne card say me king! That’s dumb. Pig not king, Pig weakling.
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Weakling can’t be king.”
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The monster manual says that Ogres are evil. But for the purpose of this
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campaign, we’re taking the view that Ogres are actually too close to
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animal intelligence to be really “evil.” Instead, we view them as
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dangerous predatory animals. Ogres have simple desires: food and mates.
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Like most apex predators, they respect the biggest, strongest
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individual. Their approach to problem solving boils down to fight or
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flight. Because Ogres are such apex predators, it’s usually fight.
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If you encounter an apex predator like a lion, and it is well-fed and
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has no reason to feel threatened by you, then it will often just ignore
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you. Ogres are the same. Ogres form bonds with other Ogres, and they can
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be protective of their mates. If you treat an Ogre well, they can learn
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to trust you.
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Pig is not that hard to get along with. Like most animals, he prefers an
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easy meal, and he has lots of access to easy meals: the people of St
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Parnas are providing him with food. Because of this, Pig has no urge to
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eat the PCs. Also, Pig knows that he is physically very weak, because of
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the *Wasting Rot,* so he instinctively knows he needs to be submissive,
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even to humans.
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Pig is very unhappy. He’s still physically weak - the deck didn’t change
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that - and now everyone laughs at him. The only bright spot in his life
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right now is that he enjoys playing the mandolin. When he speaks, it is
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in a melancholy, depressed tone.
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The PC have the following dream, as seen through Pig’s eyes:
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> You sitting in the market square. You see that you are not human, you
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> have enormous legs and arms, and huge clawed hands. You are playing
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> the mandolin expertly, and you are telling a sad story about how you
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> became sick, and your bride left you. You are surrounded by a crowd,
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> they laugh at everything you say, even though your story is sad. They
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> keep coming up to you and dropping coins at your feet, and fruit, and
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> meat, and they tell you what a great comedian you are. You don’t
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> understand, but you like the fruit and meat.
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Because Pig hangs out in the market square, which is the hub of St
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Parnas, Pig is probably the first other deck-touched individual the PCs
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|
|
will meet. This will probably be the first time their *Deck Awareness*
|
|||
|
|
power allows them to see three cards over an NPC’s head. Pig says “You
|
|||
|
|
have cards on your head! Me too.” This confirms to them that they’re
|
|||
|
|
members of a community who are all experiencing some of the same things.
|
|||
|
|
|
|||
|
|
Pig’s *jester* card warps the perceptions of the townsfolk, making them
|
|||
|
|
think that Pig is funny. But because the PCs drew their own cards, they
|
|||
|
|
have a special power: *Deck Immunity*, which means they are immune to
|
|||
|
|
the effects of other people’s cards. So Pig’s *jester* card cannot warp
|
|||
|
|
their perceptions. They see Pig as he as: a frustrated, sad,
|
|||
|
|
stressed-out Ogre.
|
|||
|
|
|
|||
|
|
At some point, Pig notices that the PCs aren’t laughing at everything he
|
|||
|
|
says. “Why you not laugh! Everyone laugh! Why no laugh?” Pig is
|
|||
|
|
extremely grateful to have somebody, anybody, who isn’t laughing at him.
|
|||
|
|
This immediately ingratiates him to the PCs.
|
|||
|
|
|
|||
|
|
Of course, Pig also has *Deck Awareness*. If Pig sees the *jester* card
|
|||
|
|
above any of the PCs’ heads, Pig immediate commiserates: “You got bad
|
|||
|
|
card! Everyone laugh at you! Pig got bad card!” This makes him feel even
|
|||
|
|
more connected to the PCs. If he sees the *key* card, he asks, “You get
|
|||
|
|
music too?”
|
|||
|
|
|
|||
|
|
If the PCs ask questions, Pig will willingly answer, but remember, Pig
|
|||
|
|
has an INT of 6. He cannot answer any difficult or abstract questions.
|
|||
|
|
Mentally, he’s the equivalent of a toddler. Pig doesn’t know how to use
|
|||
|
|
his inside voice: he yells more or less all the time.
|
|||
|
|
|
|||
|
|
*Asking Pig about Key:*
|
|||
|
|
|
|||
|
|
If you ask Pig about the Key card, he says “Key teach me music! I can do
|
|||
|
|
it now! Watch! (He plays). Now music is job, I work here, play music.”
|
|||
|
|
So Pig has actually mentioned several concepts: teaching, skills,
|
|||
|
|
careers. This is the essence of the key card, and it should be enough.
|
|||
|
|
The PCs won’t be able to get much more out of him than that.
|
|||
|
|
|
|||
|
|
There’s one thing that’s confusing about Pig’s explanation: it might
|
|||
|
|
sound as if the deck gave him a mandolin: it didn’t. Pig was given the
|
|||
|
|
mandolin by a merchant named Brunna, who we will tell you about later.
|
|||
|
|
What the deck did is give Pig the necessary skill.
|
|||
|
|
|
|||
|
|
*Asking Pig about Jester:*
|
|||
|
|
|
|||
|
|
Pig says, “Card make everyone laugh. Pig not like it. You not laugh. Pig
|
|||
|
|
like you.” He really can’t say anymore. Fortunately, none of Omta’s
|
|||
|
|
scrolls contain the jester card.
|
|||
|
|
|
|||
|
|
*Asking Pig about Throne:*
|
|||
|
|
|
|||
|
|
Pig says: “I was big, strong, king of my tribe! Now not king, weak. Card
|
|||
|
|
say I be king again. I don’t understand. Biggest strongest ogre is king!
|
|||
|
|
Pig not biggest, not strongest, so not king.”
|
|||
|
|
|
|||
|
|
There’s a subtle distinction embedded in this explanation. When Omta
|
|||
|
|
uses the throne card as symbolism, it doesn’t mean a king who rules by
|
|||
|
|
authority, or by respect. It means someone who rules by raw power, by
|
|||
|
|
being the biggest and toughest. Pig accurately captures that intention
|
|||
|
|
when he says “Biggest strongest is king!” Pig, with his INT of 6, is not
|
|||
|
|
great at explanations, but he really does grasp the meaning of the
|
|||
|
|
throne card.
|
|||
|
|
|
|||
|
|
*Helping Pig:*
|
|||
|
|
|
|||
|
|
Pig suffered from *Wasting Rot*, which caused his muscles to atrophy. He
|
|||
|
|
now has STR 13, which is pathetic for an Ogre. Before the disease, he
|
|||
|
|
was by far the strongest, toughest Ogre in his tribe - he was the King
|
|||
|
|
of his tribe. The disease has already run its course, there is no need
|
|||
|
|
to get rid of the bacterium. What’s needed is to undo the damage: what
|
|||
|
|
Pig needs now is *greater restoration*. That spell will cause his
|
|||
|
|
muscles to return, gradually, over a few weeks. There is nobody in town
|
|||
|
|
who can cast Greater Restoration. The medics in town say, “you will need
|
|||
|
|
to go to a large city.” If the PCs want to cure Pig, this is something
|
|||
|
|
they can do in Chapter 3, which takes place in a larger city.
|
|||
|
|
|
|||
|
|
Making an ally of Pig can be a big boon for the party. Pig is a heck of
|
|||
|
|
a tank, if he is healed, then he can help the PCs in some big combats
|
|||
|
|
later in the campaign.
|
|||
|
|
|
|||
|
|
However, there is a downside to restoring Pig: if the PCs do this, they
|
|||
|
|
will have an oversized Ogre who is capable of killing a person with a
|
|||
|
|
single blow, who has a short attention span and the intelligence of a
|
|||
|
|
toddler. Disaster could result. If the PCs are going to restore Pig,
|
|||
|
|
they need to have a plan to make sure that Pig is properly supervised.
|
|||
|
|
If they don’t think of this, Lada mentions it.
|
|||
|
|
|
|||
|
|
Healing Pig’s muscles goes a long way toward making him happy. But
|
|||
|
|
fixing the jester card would really make things complete. Fixing that
|
|||
|
|
will take a Wish or the intervention of a god.
|
|||
|
|
|
|||
|
|
### Borghan: The Caged Beast
|
|||
|
|
|
|||
|
|
The caged beast was once a human man named Borghan. He drew cards from
|
|||
|
|
the deck because of his debts. He drew these cards:
|
|||
|
|
|
|||
|
|
- *Gem*: Borghan received a shower of gems. His debts are paid.
|
|||
|
|
|
|||
|
|
- *Beast*: Borghan has been transformed into an oversized Grizzly bear
|
|||
|
|
> with a few humanoid characteristics.
|
|||
|
|
|
|||
|
|
- *Bricklayer*: The deck has built a labyrinth for Borghan to inhabit,
|
|||
|
|
> under Castle Green.
|
|||
|
|
|
|||
|
|
Borghan looks like a werebear, but he does not have the curse of
|
|||
|
|
lycanthropy, and he is not a shapechanger. He is permanently in half-man
|
|||
|
|
half-bear form. He has animal intelligence and operates mostly on animal
|
|||
|
|
instinct.
|
|||
|
|
|
|||
|
|
Green wasn’t sure what to do with Borghan, so he temporarily put Borghan
|
|||
|
|
in a holding cell. A few hours later, Borghan bashed open the cell by
|
|||
|
|
sheer strength, and quickly found his way to the labyrinth to which he
|
|||
|
|
was attracted by the compulsion of the Bricklayer card.
|
|||
|
|
|
|||
|
|
There is no food in the labyrinth, Borghan hasn’t eaten in days. But he
|
|||
|
|
can’t overcome the bricklayer card’s magical compulsion to stay in the
|
|||
|
|
labyrinth. He is the “Caged Beast” because he is imprisoned in the
|
|||
|
|
Labyrinth by his own compulsion. With animal intelligence, he is not
|
|||
|
|
smart enough to reason his way out of the situation. If something
|
|||
|
|
doesn’t change soon, he will starve to death in the labyrinth.
|
|||
|
|
|
|||
|
|
The PCs experience the following dream, as seen through Borghan’s eyes:
|
|||
|
|
|
|||
|
|
> You are ravenously hungry, but you’re in an empty corridor, there’s
|
|||
|
|
> nothing to eat. You run down the corridor, turn, run some more, turn
|
|||
|
|
> again, and run some more, but there’s nothing but corridors. You see a
|
|||
|
|
> door, already smashed - you feel like you’ve been here before. You
|
|||
|
|
> pass through the broken door, and on the other side, there’s more
|
|||
|
|
> corridors. You’re so hungry, and there’s no food.
|
|||
|
|
|
|||
|
|
When the PCs are exploring under Castle Green, they will stumble into
|
|||
|
|
Borghan’s labyrinth. They should immediately recognize the labyrinth
|
|||
|
|
from Borghan’s deck dream. If they think back on the deck dream, they
|
|||
|
|
will remember that in the dream, they were ravenously hungry.
|
|||
|
|
|
|||
|
|
Wandering through the labyrinth will eventually cause the PCs to
|
|||
|
|
encounter Borghan. Borghan is ravenously hungry. When he sees the PCs,
|
|||
|
|
he sees food. He will attack with the intention of eating a PC.
|
|||
|
|
|
|||
|
|
The PCs, for their part, will see a werebear-like creature, with three
|
|||
|
|
cards hovering over its head, one of which is “Beast.” They should be
|
|||
|
|
able to figure out that this is a person who has been transformed into a
|
|||
|
|
beast by the Deck.
|
|||
|
|
|
|||
|
|
Very likely, the PCs will have to fight Borghan, unless they are very
|
|||
|
|
clever and prepared. If the PCs reduce Borghan to 0 HP, he doesn’t
|
|||
|
|
immediately die. Instead, like a PC, he gets death saves. If Borghan is
|
|||
|
|
down, and the PCs cast *cure wounds* or the like, then Borghan’s life is
|
|||
|
|
spared. In that case, Borghan will become submissive, even though he is
|
|||
|
|
intensely hungry: he knows he has been beaten.
|
|||
|
|
|
|||
|
|
But even though he’s submissive, he’s still starving to death, and he
|
|||
|
|
can’t think about anything other than food. To enable Borghan to think
|
|||
|
|
about anything other than food, the PCs must sate his hunger. Borghan
|
|||
|
|
will not think of anything else other than eating until he is fed. To
|
|||
|
|
feed him requires a *lot* of food. A few rations from the PCs’s backpack
|
|||
|
|
isn’t even going to make a dent. A whole pig or sheep would do it. If
|
|||
|
|
the PCs manage to sate his appetite, he actually becomes reasonably
|
|||
|
|
cooperative.
|
|||
|
|
|
|||
|
|
Once Borghan has eaten, the next step is to cast *Speak with Animals,*
|
|||
|
|
or something else along those lines. Telepathy might work. If there’s a
|
|||
|
|
druid in the party, they can probably do it. If the PCs don’t have any
|
|||
|
|
way to speak to animals, remember this: the marketplace in St Parnas is
|
|||
|
|
experiencing a glut of magic items because of the Deck. If the PCs look
|
|||
|
|
for a useful magic item, make sure they find one - maybe even let them
|
|||
|
|
rent it. Alternately, the PCs may be able to recruit an NPC helper who
|
|||
|
|
can cast *Speak with Animals*. There are lots of helpful people in St
|
|||
|
|
Parnas.
|
|||
|
|
|
|||
|
|
Once the PCs have some sort of communication channel opened up, the PCs
|
|||
|
|
can try to learn about the cards that Borghan drew.
|
|||
|
|
|
|||
|
|
*Asking Borghan about Gem:*
|
|||
|
|
|
|||
|
|
It isn’t that hard to guess the meanings of the Gem card, so it probably
|
|||
|
|
isn’t necessary to ask Borghan. If the PCs want to ask Borghan, then
|
|||
|
|
coaxing this information out of him can be tricky. Probably the best way
|
|||
|
|
is just to show him some gems. His first reaction, “Gems Beautiful!
|
|||
|
|
Sparkly,” covers the concept of beauty. His second reaction relates to
|
|||
|
|
the fact that he drew cards because of his debts. He says, “I wanted
|
|||
|
|
gems before. I don’t remember why.” The PCs can probably figure out that
|
|||
|
|
he needed money, and that gems represent money.
|
|||
|
|
|
|||
|
|
*Asking Borghan about Bricklayer:*
|
|||
|
|
|
|||
|
|
The PCs can easily guess that the Bricklayer card means “building
|
|||
|
|
things.” They don’t need Borghan’s help to figure that out. What they
|
|||
|
|
won’t be able to easily guess is that the bricklayer card also instills
|
|||
|
|
a compulsion to be possessive and territorial about the structure that
|
|||
|
|
was built. So therefore, bricklayer can also mean “possessive” and
|
|||
|
|
“territorial.”
|
|||
|
|
|
|||
|
|
Borghan cannot explain abstract concepts, with his animal intelligence.
|
|||
|
|
If the PCs ask him an abstract question like “what are the non-obvious
|
|||
|
|
meanings of the bricklayer card,” Borghan will just stare blankly. But
|
|||
|
|
if they ask a simpler, more concrete question like, “what did the deck
|
|||
|
|
build you,” he says “Labyrinth is for me. My territory!” If the PCs ask
|
|||
|
|
any other question about the labyrinth, Borghan gets agitated: “My
|
|||
|
|
territory! My territory! You only allowed because you feed me! My
|
|||
|
|
territory! Mine! Not yours! Mine!”
|
|||
|
|
|
|||
|
|
This reaction is very similar to what Alyssa Varn says about “her”
|
|||
|
|
castle. Perhaps the PCs will put two and two together - both the people
|
|||
|
|
who drew the bricklayer card are being very territorial and possessive.
|
|||
|
|
If the card instills possessiveness and territoriality in everyone who
|
|||
|
|
draws it, then perhaps the symbolic meanings of the card include
|
|||
|
|
possessiveness and territoriality.
|
|||
|
|
|
|||
|
|
*Helping Borghan:*
|
|||
|
|
|
|||
|
|
Borghan is trapped in a maze with no food. He will starve to death.
|
|||
|
|
There are quite a few ways that the PCs could theoretically help him.
|
|||
|
|
|
|||
|
|
The simplest thing they can do is hire somebody to feed him for a month
|
|||
|
|
or two. Over time, the compulsion of the bricklayer card will start to
|
|||
|
|
wear off, and Borghan will be able to go out into the woods and hunt for
|
|||
|
|
himself. Turning Borghan back to a human is probably not feasible: it
|
|||
|
|
would take a Wish or an act of a god. Another temporary solution for
|
|||
|
|
Borghan is to capture him into the Museum of Orethys. This will
|
|||
|
|
effectively put him on ice until later, which will keep him from
|
|||
|
|
starving for now. It may also be possible to find magic items that make
|
|||
|
|
Borghan a little more capable of coping with his situation. For example,
|
|||
|
|
a *headband of intellect* would bring back his intelligence, which would
|
|||
|
|
make it possible for him to figure out that he needs to leave the
|
|||
|
|
labyrinth temporarily in order to hunt.
|
|||
|
|
|
|||
|
|
> Borghan
|
|||
|
|
>
|
|||
|
|
> *Large Monstrosity, Unaligned*
|
|||
|
|
>
|
|||
|
|
> Armor Class 12 (natural armor)\
|
|||
|
|
> Hit Points 200 (16d10 + 112)\
|
|||
|
|
> Speed 40 ft.
|
|||
|
|
>
|
|||
|
|
> STR 21 (+5) DEX 10 (+0) CON 24 (+7) INT 7 (–2) WIS 16 (+3) CHA 9
|
|||
|
|
> (–1)
|
|||
|
|
>
|
|||
|
|
> Saving Throws Con +10, Wis +6\
|
|||
|
|
> Skills Perception +6\
|
|||
|
|
> Senses darkvision 60 ft., passive Perception 16\
|
|||
|
|
> Languages understands Common and Sylvan, but cannot speak\
|
|||
|
|
> Challenge 6 (2,300 XP)\
|
|||
|
|
> Proficiency Bonus +3
|
|||
|
|
>
|
|||
|
|
> Keen Smell.\
|
|||
|
|
> Borghan has advantage on Wisdom (Perception) checks that rely on
|
|||
|
|
> smell.
|
|||
|
|
>
|
|||
|
|
> Multiattack: Borghan makes two claw attacks and one bite attack.
|
|||
|
|
>
|
|||
|
|
> Claw. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
|
|||
|
|
> *Hit:* 10 (2d6 + 3) slashing damage.
|
|||
|
|
>
|
|||
|
|
> Bite. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
|
|||
|
|
> *Hit:* 12 (2d8 + 3) piercing damage.
|
|||
|
|
>
|
|||
|
|
> Rage and Hunger (3/Day). Borghan lets out a blood-curdling roar and
|
|||
|
|
> enters a state of primal fury. It immediately ends any of the
|
|||
|
|
> following conditions on itself: charmed, frightened, paralyzed,
|
|||
|
|
> stunned, and any effect causing it to be incapacitated or unconscious
|
|||
|
|
> without reducing it to 0 HP. Until the end of its next turn, it has
|
|||
|
|
> advantage on all attack rolls and cannot be charmed or frightened.
|
|||
|
|
|
|||
|
|
### Sam Link: The Chosen One
|
|||
|
|
|
|||
|
|
The chosen one is a elven man named Sam Link. One day, he felt compelled
|
|||
|
|
to take a few hours off work. He wandered until he arrived at castle
|
|||
|
|
Green. When he got there, he drew cards from the deck. He would not be
|
|||
|
|
able to tell you exactly why he did this. He drew these cards:
|
|||
|
|
|
|||
|
|
- *Star*: Sam has been given a ring of feather falling.
|
|||
|
|
|
|||
|
|
- *Cripple*: Sam has developed serious lower-back pain.
|
|||
|
|
|
|||
|
|
- *Sun*: Sam has been granted a divine spark. He is now on the path to
|
|||
|
|
> godhood.
|
|||
|
|
|
|||
|
|
Sam knows he now has a divine spark, and Sam is the sort of person who
|
|||
|
|
believes that there’s a reason for everything that happens in the
|
|||
|
|
universe. Therefore, he believes he was chosen for some purpose.
|
|||
|
|
However, he has no idea what that purpose might be. He does know that
|
|||
|
|
his new power can be used for healing, though he suspects there’s more
|
|||
|
|
to it than that. He’s not sure what to do now that he is “chosen,” but
|
|||
|
|
he figures if he was given the gift of healing, he should use it, so now
|
|||
|
|
he’s out on the streets healing people.
|
|||
|
|
|
|||
|
|
He also doesn’t know what to do with his ring of feather falling. He
|
|||
|
|
considered pawning it, but once again, he thinks there’s a reason for
|
|||
|
|
everything, so he decided he better keep the ring. He is wearing it
|
|||
|
|
around town, fully expecting to be thrown off a tower or something.
|
|||
|
|
|
|||
|
|
The PCs experience the following dream, as seen through Sam’s eyes:
|
|||
|
|
|
|||
|
|
> You are walking through the streets of St Parnas. You see several
|
|||
|
|
> buildings with broken windows and minor damage. You see a woman on the
|
|||
|
|
> ground. You run up to her and ask, “are you hurt?” She says, “my leg.”
|
|||
|
|
> Looking more closely at her leg, you can see that it’s bent at a weird
|
|||
|
|
> angle, and there is severe bruising. You put a hand on her leg, and
|
|||
|
|
> you allow energy to flow. The leg straightens, and the bruising fades.
|
|||
|
|
> She says, “thank you, cleric.” You say, “I’m not a cleric, but you’re
|
|||
|
|
> welcome.”
|
|||
|
|
|
|||
|
|
The town of St. Parnas, where this chapter takes place, has experienced
|
|||
|
|
a “chaos storm” (we’ll explain that later). There are broken windows and
|
|||
|
|
injured people everywhere. In the immediate aftermath, Sam was walking
|
|||
|
|
around, healing everybody he could. He does not randomly encounter the
|
|||
|
|
PCs.
|
|||
|
|
|
|||
|
|
By the time the PCs learn about Sam’s existence, the worst of the chaos
|
|||
|
|
storm is already over. At this point, Sam is searching around town
|
|||
|
|
looking for anyone who still needs help. Nobody knows where Sam is,
|
|||
|
|
because he’s moving around too much. The best way to find Sam is to go
|
|||
|
|
somewhere where there are injured people.
|
|||
|
|
|
|||
|
|
One place where you can find injured people is after the basilisk fight,
|
|||
|
|
later in this chapter. When the PCs arrive, several civilians have
|
|||
|
|
already been petrified by the basilisk. The civilians will remain
|
|||
|
|
petrified for 24 hours while the effect wears off. The PCs will fight
|
|||
|
|
and probably kill the basilisk, then they’ll have to figure out what to
|
|||
|
|
do with the petrified civilians. One of those civilians is severely
|
|||
|
|
injured: her hand broke off at the wrist after she turned to stone. When
|
|||
|
|
she turns back to flesh, she will bleed out rapidly.
|
|||
|
|
|
|||
|
|
Sam hears about this injured petrified person, and he goes to help. He
|
|||
|
|
will sit with her for a long time while he waits for her to turn back to
|
|||
|
|
flesh, so that he can heal her as soon as she does. This effectively
|
|||
|
|
locks Sam in one location for quite some time (you, as DM, can decide
|
|||
|
|
how long).
|
|||
|
|
|
|||
|
|
The PCs can learn about Sam’s location in any one of several ways: by
|
|||
|
|
talking to the mayor, by talking to the guards, or by having a deck
|
|||
|
|
dream. If they go to the location right away, Sam is still there with
|
|||
|
|
the petrified woman.
|
|||
|
|
|
|||
|
|
While they sit there, Sam is willing to have a conversation with them,
|
|||
|
|
on one condition: Sam will answer the PC’s questions, but only if the
|
|||
|
|
PCs agree to answer Sam’s questions. He will trade question for
|
|||
|
|
question: Sam asks one, then the PCs ask one, then Sam, then the PCs,
|
|||
|
|
back and forth like that. That’s his condition. If the PC’s question is
|
|||
|
|
about one of the cards, Sam will do his honest best to provide detailed
|
|||
|
|
information about that one card - but only that one card. Before we get
|
|||
|
|
to Sam’s questions, here is what Sam has to say about the cards:
|
|||
|
|
|
|||
|
|
*Asking Sam about Star:*
|
|||
|
|
|
|||
|
|
Sam tells the PCs that the star card is what gave him the ring of
|
|||
|
|
feather falling. He says it always conjures a wondrous magic item. He
|
|||
|
|
then explains that therefore, the card can mean *wondrous magic item*.
|
|||
|
|
He also says it can just mean wonderful non-magical item, or even a
|
|||
|
|
wonderful place, or the emotion of wonderment.
|
|||
|
|
|
|||
|
|
*Asking Sam about Cripple:*
|
|||
|
|
|
|||
|
|
Sam will tell them: “The cripple card gave me serious lower-back pain.”
|
|||
|
|
Sam explains that it can mean any kind of infirmity: lack of strength,
|
|||
|
|
lack of dexterity, lack of health, or the like. It can mean just a
|
|||
|
|
physical flaw in general. If you wanted to say that a teapot is broken,
|
|||
|
|
you would again use the cripple card to represent the state of being
|
|||
|
|
physically broken.
|
|||
|
|
|
|||
|
|
*Asking Sam about Sun:*
|
|||
|
|
|
|||
|
|
Sam tells the PCs that the Sun card is the one that gave him a divine
|
|||
|
|
spark. He explains that therefore, the Sun card can mean divine
|
|||
|
|
ascension, or the state of being a god or goddess, or any variant of
|
|||
|
|
that - it can mean divinity, divine, godlike, etc.
|
|||
|
|
|
|||
|
|
*Helping Sam:\
|
|||
|
|
\
|
|||
|
|
*Sam agrees to answer the PCs questions, if in exchange the PCs agree to
|
|||
|
|
answer Sam’s questions. As it turns out, all of Sam’s questions are
|
|||
|
|
existential questions about the purpose and meaning of life. He
|
|||
|
|
absolutely insists that he won’t accept brief, thoughtless answers. He
|
|||
|
|
wants insights!
|
|||
|
|
|
|||
|
|
Sam is the kind of person who believes strongly that the gods have a
|
|||
|
|
plan, and that there must be a reason for his divine ascension. But he
|
|||
|
|
is utterly baffled as to what the reason might be, or what he’s supposed
|
|||
|
|
to do about it. Here are his four questions, in the order he asks them:
|
|||
|
|
|
|||
|
|
- Q1: Why do you think I was chosen for divine ascension? Why me?
|
|||
|
|
|
|||
|
|
- Q2: What is the proper way I should be using the gift I’ve been
|
|||
|
|
> given?
|
|||
|
|
|
|||
|
|
- Q3: How can I ascend further up the ladder toward godhood? What
|
|||
|
|
> should I do?
|
|||
|
|
|
|||
|
|
- Q4: What the heck is this ring of feather falling for?
|
|||
|
|
|
|||
|
|
In response to Sam’s questions, the PCs are likely to have a
|
|||
|
|
philosophical discussion. The PCs can tell Sam their theories for why
|
|||
|
|
Sam was given a spark, and they may have their own philosophies about
|
|||
|
|
what Sam ought to be doing with his gift. Sam will take these theories
|
|||
|
|
into serious consideration, but he won’t make any hard-and-fast
|
|||
|
|
decisions just yet.\
|
|||
|
|
\
|
|||
|
|
There are no “right” answers to Sam’s questions, but there are wrong
|
|||
|
|
answers: any answer that is glib, or that doesn’t seriously grapple with
|
|||
|
|
the difficult issues, is a wrong answer. If he gets a glib answer, Sam
|
|||
|
|
will refuse to move on to his turn until the PCs really tackle the
|
|||
|
|
question.
|
|||
|
|
|
|||
|
|
In truth, the best way to help Sam is to get him to stop obsessing so
|
|||
|
|
much. He is so fixated on trying to solve the puzzle of why he was
|
|||
|
|
chosen, what he’s supposed to do, and the like, that he’s making himself
|
|||
|
|
crazy. He needs to slow down and just let things unfold naturally.
|
|||
|
|
|
|||
|
|
In my version of this campaign, the PCs put Sam in a situation where he
|
|||
|
|
met a fun and playful woman. That gave him something else to do other
|
|||
|
|
than obsess about his role in the universe.
|
|||
|
|
|
|||
|
|
### Alyssa Varn: The Squatter
|
|||
|
|
|
|||
|
|
The squatter is a tiefling woman named Alyssa Varn. She is a gambler,
|
|||
|
|
and she was deeply in debt. She was one of the first people that drew
|
|||
|
|
cards from the Deck. She drew these cards:
|
|||
|
|
|
|||
|
|
- *Tiger*: She gained a lot of limberness, she is now basically a
|
|||
|
|
> contortionist.
|
|||
|
|
|
|||
|
|
- *Knight*: She received a staff of withering.
|
|||
|
|
|
|||
|
|
- *Bricklayer*: The Deck built her a castle.
|
|||
|
|
|
|||
|
|
Alyssa quickly sold the staff, she is not a combatant and has no use for
|
|||
|
|
a weapon. That paid off half her gambling debts. However, she did not
|
|||
|
|
want to sell the castle: the bricklayer card instilled a strong
|
|||
|
|
compulsion to live in the castle. Her husband told her that if she
|
|||
|
|
didn’t sell the castle and pay off her debts, he would divorce her.
|
|||
|
|
Under pressure, she sold the castle to Green, and it became Castle
|
|||
|
|
Green.
|
|||
|
|
|
|||
|
|
Alyssa resents being forced to sell, her compulsion to live in the
|
|||
|
|
castle is overwhelming. She has convinced herself that a contract “made
|
|||
|
|
under duress” (the threat of divorce) is invalid, and so therefore, the
|
|||
|
|
sale is invalid, and the castle is still hers. So she keeps sneaking
|
|||
|
|
back in.
|
|||
|
|
|
|||
|
|
The PCs have the following dream, as seen through Alyssa’s eyes:
|
|||
|
|
|
|||
|
|
> It’s nighttime. You’re standing next to a sturdy stone building, which
|
|||
|
|
> has a narrow vertical window, like a castle window. You try to squeeze
|
|||
|
|
> yourself through the window, and you almost make it - you’re an
|
|||
|
|
> unusually thin woman, and you’re really flexible, a contortionist. A
|
|||
|
|
> male voice behind you says, “stop it, you’re being absolutely crazy.”
|
|||
|
|
> You say, “This is my castle!” He says: “It’s not yours, you sold it!”
|
|||
|
|
> You cram yourself into the window again, and this time, you actually
|
|||
|
|
> succeed in getting through. The male voice says, “You’re nuts, and I’m
|
|||
|
|
> done. Goodbye.”
|
|||
|
|
|
|||
|
|
Alyssa is currently living in the basement of castle Green. The castle
|
|||
|
|
came furnished with lots of furniture. Green moved a lot of that
|
|||
|
|
furniture into a storage room in the basement. Alyssa took some of the
|
|||
|
|
bookcases in the storage room and improvised a small hidden “room” (with
|
|||
|
|
bookcase walls) hidden behind a giant pile of furniture.
|
|||
|
|
|
|||
|
|
Green has a lawsuit pending against Alyssa in the courts of St Parnas,
|
|||
|
|
he’s trying to have her committed to a mental institution. However, the
|
|||
|
|
Mayor is slow-rolling it, mainly as retaliation for the fact that Green
|
|||
|
|
and the Deck are upsetting the calm of what was once a safe little small
|
|||
|
|
town. So, for now at least, Green is on his own. From time to time,
|
|||
|
|
Green’s guards catch Alyssa. But Green isn’t cruel: he knows that Alyssa
|
|||
|
|
is just a sad crazy woman, and that her craziness is in part Green’s
|
|||
|
|
fault, so he can’t bring himself to physically harm her. So he just
|
|||
|
|
kicks her out of the castle for the umpteenth time, and he hopes the
|
|||
|
|
courts will take action soon.
|
|||
|
|
|
|||
|
|
Unfortunately for Green, that means that for now, Alyssa can pretty much
|
|||
|
|
harass Green with impunity. Alyssa is a zero-level NPC, so she cannot
|
|||
|
|
take on Green and his guards directly. She knows that if she gets too
|
|||
|
|
close to the guards, she’s going to get kicked out again. So instead,
|
|||
|
|
she harasses Green mainly using traps.
|
|||
|
|
|
|||
|
|
None of Alyssa’s traps are deadly - at least, not intentionally. She is
|
|||
|
|
annoying and even dangerous, but not a murderer. She often will lurk in
|
|||
|
|
the shadows, watching her own traps. The PCs encounter the following
|
|||
|
|
traps set by Alyssa:
|
|||
|
|
|
|||
|
|
- In the Armory, a tripwire. See the subsequent section on the Armory
|
|||
|
|
> for more information.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- In any room, she puts a bucket of yellow liquid on top of an open
|
|||
|
|
> door. Dexterity save DC 12 to dodge it. You can determine the
|
|||
|
|
> in-game effects, if any.
|
|||
|
|
|
|||
|
|
- In the event that one or two characters separate from the party, and
|
|||
|
|
> end up in a room, Alyssa jams a triangular wedge into the door,
|
|||
|
|
> then she nails the door shut. It’s not specified what is required
|
|||
|
|
> to get the door back open, but make it a not-too-difficult project
|
|||
|
|
> that takes up 15 minutes of game time. Do not do this if all the
|
|||
|
|
> party members are in the room, and don’t do it if the party
|
|||
|
|
> members in the room are strong enough to simply force their way
|
|||
|
|
> out. Make it interesting, wait until a few party members who don’t
|
|||
|
|
> have the strength to break out can be trapped.
|
|||
|
|
|
|||
|
|
Her traps usually come with a written note: “Get out of my castle,” or
|
|||
|
|
“Serves you right, trespassing in my castle!”
|
|||
|
|
|
|||
|
|
While the PCs are exploring the castle, they never find Alyssa: she’s
|
|||
|
|
too good at hiding after months of experience. But they may find her
|
|||
|
|
sleeping quarters. If they look in the storage room with the furniture,
|
|||
|
|
they may notice that most of the room is covered in thick dust, but
|
|||
|
|
there’s a path through the dust (perception DC 13). To follow the path
|
|||
|
|
you have to be very small, or a contortionist, or ideally both. It leads
|
|||
|
|
to Alyssa’s hidden room, which contains a matress and some personal
|
|||
|
|
effects. There’s nothing interesting in the personal effects, but the
|
|||
|
|
size of the garments reveals that Alyssa is very small. Inside the
|
|||
|
|
hidden room is a stone wall with one of the stones carved out. If you’re
|
|||
|
|
small, you can squeeze through.
|
|||
|
|
|
|||
|
|
The tiny passage through the wall emerges in Mikhail’s bedroom, into the
|
|||
|
|
back of his wardrobe. She has loosened part of the back of the wardrobe,
|
|||
|
|
she can take it off quickly, pass through the passage and into the
|
|||
|
|
wardrobe, then out the doors of the wardrobe.
|
|||
|
|
|
|||
|
|
Alyssa wants her castle back. However, she has been trying for months,
|
|||
|
|
and now the upper half of the castle is gone. She is losing hope. When
|
|||
|
|
the PCs finally rescue all of Green’s employees from the labyrinth - not
|
|||
|
|
counting Green and his entourage - they will have achieved Alyssa’s goal
|
|||
|
|
for her: get rid of Green and his employees. However, by this time, the
|
|||
|
|
castle is being invaded by giant ants. This causes her to lose even more
|
|||
|
|
hope.
|
|||
|
|
|
|||
|
|
The next time the PCs visit the labyrinth after rescuing all of Green’s
|
|||
|
|
employees, they find Alyssa just sitting on a sofa in the lounge,
|
|||
|
|
watching the ants glumly. The PCs can see her cards using *deck
|
|||
|
|
awareness*. She looks up and says:
|
|||
|
|
|
|||
|
|
> “Hey, you guys drew cards, didn’t you. I’ve seen that effect on
|
|||
|
|
> Borghan and Balanestra (pointing at the cards over everyone’s heads).
|
|||
|
|
> Wait, are you the ones I wedged in such-and-such room?”
|
|||
|
|
|
|||
|
|
If the PCs ask why she’s not in hiding any more, she says:
|
|||
|
|
|
|||
|
|
> “For a long time, I was fighting to get Green out of my castle, my
|
|||
|
|
> home. Well, Green and his employees are finally leaving, but the top
|
|||
|
|
> half of the castle is gone, and now the ants are moving in. It’s just
|
|||
|
|
> getting more and more clear that I’m never getting my castle back. I’m
|
|||
|
|
> on the brink of giving up. That’s why I’m sitting here just taking one
|
|||
|
|
> last look at what remains of my home.”
|
|||
|
|
|
|||
|
|
If the PCs complain about the shit that Alyssa has been doing to them,
|
|||
|
|
she says:
|
|||
|
|
|
|||
|
|
> “Sorry about the traps. I was just getting more and more angry that
|
|||
|
|
> more and more people were in my castle, and I sort of overreacted. I
|
|||
|
|
> guess everything I did was pointless. Sorry I took it out on you
|
|||
|
|
> guys.”
|
|||
|
|
|
|||
|
|
If the PCs say anything to suggest that maybe Alyssa is being irrational
|
|||
|
|
trying to live in a castle that she doesn’t need, when she has a
|
|||
|
|
perfectly good house in town, especially given that she sold the castle,
|
|||
|
|
she completely transforms into a crazed person:
|
|||
|
|
|
|||
|
|
> “This is my home! My territory! It’s mine, the deck built it for ME!
|
|||
|
|
> Don’t be telling me it’s not mine, this is my territory, and I’m going
|
|||
|
|
> to protect it! Get the fuck out of my house!”
|
|||
|
|
|
|||
|
|
Then, she starts screaming at the PCs and kicking and hitting (no
|
|||
|
|
damage). She won’t calm down for about a half hour. This transformation
|
|||
|
|
is magical: it’s the effect of the *bricklayer* card. The card instills
|
|||
|
|
a powerful compulsion to live in the space, to make it your own. Notice
|
|||
|
|
that Alyssa used the word “territory” twice. That’s a word that people
|
|||
|
|
mostly use in reference to animals who mark their territory - that’s
|
|||
|
|
intentional. The bricklayer card is strongly tied in to the concept of
|
|||
|
|
animalistic territorial possession.
|
|||
|
|
|
|||
|
|
If the PCs leave and come back, Alyssa says:
|
|||
|
|
|
|||
|
|
> “Sorry about that tantrum. I don’t know what got into me. Every time
|
|||
|
|
> somebody tells me to leave, I just turn into that crazy woman. I can’t
|
|||
|
|
> control it.”
|
|||
|
|
|
|||
|
|
People who draw the bricklayer card have to make a Wisdom saving throw,
|
|||
|
|
DC 15 in order to escape from the compulsion to live in the building. If
|
|||
|
|
they fail, they get to try again once per month. Alyssa’s wisdom is only
|
|||
|
|
8. She has failed the saving throw multiple times.
|
|||
|
|
|
|||
|
|
To help Alyssa, what the PCs really need to do is:
|
|||
|
|
|
|||
|
|
> 1\. They need to figure out that Alyssa is under a magical compulsion.
|
|||
|
|
>
|
|||
|
|
> 2\. They must help her to escape from that compulsion.
|
|||
|
|
|
|||
|
|
Once they figure out that that’s their goal, interrupt and say, “As your
|
|||
|
|
DM, this is how we’re going to roleplay this. Alyssa gets one wisdom
|
|||
|
|
saving throw to escape from the compulsion. Do what you can to prepare
|
|||
|
|
her, then roll the saving throw for her. You get one and only one
|
|||
|
|
chance.”
|
|||
|
|
|
|||
|
|
There are actually lots of things the PCs can do to prepare Alyssa:
|
|||
|
|
|
|||
|
|
- Any spell that helps with wisdom saving throws is a good idea,
|
|||
|
|
> including *bless*, *beacon of hope*, or *resistance*. However, it
|
|||
|
|
> will be very difficult talking Alyssa into letting some strangers
|
|||
|
|
> cast spells on her.
|
|||
|
|
|
|||
|
|
- If the PCs can very delicately help Alyssa to understand that she’s
|
|||
|
|
> under a magical compulsion, that will help a lot. Nobody likes to
|
|||
|
|
> be magically controlled. +4 to save.
|
|||
|
|
|
|||
|
|
- If the PCs (somehow) offer Alyssa a really nice alternative home, +4
|
|||
|
|
> to save.
|
|||
|
|
|
|||
|
|
- I said that they get only once chance, but I lied: if they offer
|
|||
|
|
> Alyssa an inspiration point, they can get a second roll.
|
|||
|
|
|
|||
|
|
- PCs are inventive. Let them be creative here.
|
|||
|
|
|
|||
|
|
Regardless of whether they succeed at helping her, she will talk to the
|
|||
|
|
PCs and answer their questions willingly, when she’s in a calm mood.
|
|||
|
|
|
|||
|
|
When it comes to answering questions about the cards, Alyssa (being a
|
|||
|
|
low-wisdom individual) is not that insightful. She tells the PCs the
|
|||
|
|
basics, but she may leave out details:\
|
|||
|
|
\
|
|||
|
|
*Asking Alyssa about Tiger:*
|
|||
|
|
|
|||
|
|
FILL ME IN
|
|||
|
|
|
|||
|
|
### Balanestra: The Wish-Keeper
|
|||
|
|
|
|||
|
|
The wish-keeper is an aasimar woman named Balanestra. She is a wealthy
|
|||
|
|
woman who drew cards because she was profoundly dissatisfied with her
|
|||
|
|
life, feeling that it was mundane and boring. She was desperate to have
|
|||
|
|
a more exciting life, even if that meant great risk. She drew these
|
|||
|
|
cards:
|
|||
|
|
|
|||
|
|
- *Gem*: She received gems, which she didn’t need at all, being quite
|
|||
|
|
> wealthy.
|
|||
|
|
|
|||
|
|
- *Skull:* She had to fight an avatar of death. The bodyguards mostly
|
|||
|
|
> did it for her.
|
|||
|
|
|
|||
|
|
- *Moon*: She was granted three wishes.
|
|||
|
|
|
|||
|
|
She wished for the following:
|
|||
|
|
|
|||
|
|
- Wish 1: To be highly skilled at plotting, manipulation, and
|
|||
|
|
> intrigue: Wish Fully Granted.
|
|||
|
|
|
|||
|
|
- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly
|
|||
|
|
> Granted.
|
|||
|
|
|
|||
|
|
The second wish gave Balanestra the ability to look into mirrors and see
|
|||
|
|
the people she’s thinking about. She can do this three times per day,
|
|||
|
|
for 15 minutes. However, her target gets a saving throw, WIS DC 20. All
|
|||
|
|
gods can resist, as can a few powerful people.
|
|||
|
|
|
|||
|
|
Having made two wishes, Balanestra was supposed to make her third wish
|
|||
|
|
on Green’s behalf. Instead, she said to Green, “There are powerful
|
|||
|
|
people all over the multiverse who are scheming to take that Deck away
|
|||
|
|
from you. Now that I have these new talents, you should hire me to be
|
|||
|
|
your advisor. I can keep you one step ahead of those guys.” Green
|
|||
|
|
agreed, but then Balanestra named her conditions: “My price for working
|
|||
|
|
for you is this: I get to keep my third wish.” Green hesitated, but
|
|||
|
|
decided to accept the offer.
|
|||
|
|
|
|||
|
|
Balanestra didn’t make a third wish. Instead, she decided to hold onto
|
|||
|
|
her third wish for a rainy day. She thinks of it as the ultimate
|
|||
|
|
emergency get-out-of-jail-free card.
|
|||
|
|
|
|||
|
|
There is an old trope that says that if you get three wishes, you’ll
|
|||
|
|
somehow end up miserable. Balanestra is the proof that that’s just
|
|||
|
|
moralizing nonsense. She’s loving her new life, she’s ecstatic.
|
|||
|
|
|
|||
|
|
The PC has the following dream, as seen through Balanestra’s eyes:
|
|||
|
|
|
|||
|
|
> Green, at his desk: “I can’t fight a goddess. What do we do if she
|
|||
|
|
> attacks?”\
|
|||
|
|
> Balanestra: “We teleport away, of course.”\
|
|||
|
|
> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
|
|||
|
|
> Balanestra: “She can follow us *almost* anywhere.”
|
|||
|
|
>
|
|||
|
|
> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
|
|||
|
|
> no!”
|
|||
|
|
>
|
|||
|
|
> Balanestra: “Trust me.”
|
|||
|
|
|
|||
|
|
Balanestra is with Green, in the basement of the castle, on the other
|
|||
|
|
side of Omta’s steel door. Therefore, it is not possible to get help
|
|||
|
|
from Balanestra. Fortunately, for every card that Balanestra drew, there
|
|||
|
|
is no need to seek help from her:
|
|||
|
|
|
|||
|
|
- *Gem*: The gem card has many complicated meanings. If none of the
|
|||
|
|
> PCs drew the gem card, they are likely to need help. Fortunately,
|
|||
|
|
> they can ask Borghan (the Caged Beast) instead.
|
|||
|
|
|
|||
|
|
- *Skull:* In Omta’s scrolls, he uses the skull card several times. In
|
|||
|
|
> one case, it means “wants to kill me,” in another case it means
|
|||
|
|
> “would kill me.” If none of the PCs drew the skull card, they will
|
|||
|
|
> have to guess the meaning, but *skull=killing* is a pretty easy
|
|||
|
|
> guess.
|
|||
|
|
|
|||
|
|
- *Moon*: Lada tells you that the card grants three wishes, and that
|
|||
|
|
> hasn’t changed. The symbolic meaning of the card is wishes,
|
|||
|
|
> granted wishes, desires, or fulfilled desires. The PCs will have
|
|||
|
|
> to guess that, based on what the card does.
|
|||
|
|
|
|||
|
|
The PCs will meet Balanestra, very briefly, at the end of Chapter 2,
|
|||
|
|
after they get through the steel door. She will become an important
|
|||
|
|
figure later in the campaign.
|
|||
|
|
|
|||
|
|
### Brunna: The Antiquarian
|
|||
|
|
|
|||
|
|
The Antiquarian is a Dwarven woman named Brunna. She used to make a
|
|||
|
|
living selling musical instruments. She was quite successful, and lived
|
|||
|
|
a comfortable life. But she wasn’t happy - he was bored and full of
|
|||
|
|
malaise. However, the comfort of her life made it hard to change. She
|
|||
|
|
knew she needed a push, and she thought the deck might give her that
|
|||
|
|
push. She drew these cards:
|
|||
|
|
|
|||
|
|
- *Vizier*: she can now ask the fates a question, once a month.
|
|||
|
|
|
|||
|
|
- *Comet*: she can hold an item in her hands and know its past.
|
|||
|
|
|
|||
|
|
- *Idiot:* she lost 2 points from charisma. She now looks down her
|
|||
|
|
> nose at people, purses her lips, and speaks in a know-it-all
|
|||
|
|
> manner.
|
|||
|
|
|
|||
|
|
She has gained two abilities that both allow her to learn about the
|
|||
|
|
past. The *comet* ability lets her hold an item in her hands and know
|
|||
|
|
something about its past. If that isn’t enough, she can ask the fates a
|
|||
|
|
question once a month, because of the *vizier* card.
|
|||
|
|
|
|||
|
|
Meanwhile, her musical instrument business went bad. The charisma loss
|
|||
|
|
made it much harder to land a sale. In the week after she drew cards,
|
|||
|
|
she sold half as many musical instruments as normal. She realized that a
|
|||
|
|
salesperson needs charisma, and she just didn’t have it any more.
|
|||
|
|
|
|||
|
|
She sold the music business, and went into a new line of work:
|
|||
|
|
antiquarian. She figured that coming across as a know-it-all was
|
|||
|
|
expected from an antiquarian, and the *comet* card made it pretty easy
|
|||
|
|
to learn the history of the items she handled. So antiquarian was a
|
|||
|
|
natural choice. She’s actually enjoying the new job, it’s different, a
|
|||
|
|
real change of pace.
|
|||
|
|
|
|||
|
|
The PCs have the following dream about Brunna:
|
|||
|
|
|
|||
|
|
> You are holding a rusty saber, which is resting across your two palms.
|
|||
|
|
> You say, “This saber was made by a dwarven man named Jorrell. It was
|
|||
|
|
> one of a set of three, one of which was sold to your grandfather.”
|
|||
|
|
|
|||
|
|
Brunna is now running a consulting firm in the building that used to be
|
|||
|
|
her music shop. The building is not far from the St. Parnas market
|
|||
|
|
square. The front of the building has the faded outline of a lute on the
|
|||
|
|
brickwork, where the previous sign used to be. In its place is in a new
|
|||
|
|
sign that says “historical research: antique objects investigated.”
|
|||
|
|
Brunna sits in a comfortable chair, with a little coffee table in front,
|
|||
|
|
and a few other chairs across.
|
|||
|
|
|
|||
|
|
As Brunna has settled into her new job, she is starting to really like
|
|||
|
|
it. She thinks it’s kind of fun explaining various facts about history
|
|||
|
|
to people - she enjoys storytelling. Also, since she doesn’t actually
|
|||
|
|
*know* history until she handles an item in her hands, when she tells a
|
|||
|
|
story, she’s learning it herself at the same time as she tells it to her
|
|||
|
|
customer. So she’s enjoying the feeling that her knowledge is expanding
|
|||
|
|
all the time.
|
|||
|
|
|
|||
|
|
The idiot card caused her to act like a know-it-all and look down her
|
|||
|
|
nose at people. She knows that people now perceive her as a know-it-all,
|
|||
|
|
but she can’t understand why: this is the negative effect of the *idiot*
|
|||
|
|
card, she can’t understand her own lack of charisma. Still, she feels
|
|||
|
|
that it’s an acceptable sacrifice for the new job, which she thinks is a
|
|||
|
|
great new direction for her life.
|
|||
|
|
|
|||
|
|
She has not used the *Vizier* power yet. She is excited to try it for
|
|||
|
|
the first time, but she knows she can only use it once a month, so she’s
|
|||
|
|
saving it for a special occasion. Maybe something the PCs ask her will
|
|||
|
|
inspire her to ask her first question of the gods.
|
|||
|
|
|
|||
|
|
If the PCs want to ask Brunna about the cards, they will have to pay her
|
|||
|
|
5 gp consulting fee.
|
|||
|
|
|
|||
|
|
*Asking Brunna about Vizier:*
|
|||
|
|
|
|||
|
|
Brunna explains that the Vizier card gave her the ability to ask one
|
|||
|
|
question per month, and have it answered by the gods. She says the card
|
|||
|
|
can mean, literally, a vizier or seer, or a scholar, or researcher, or
|
|||
|
|
scientist. It can also mean the act of asking questions, or any other
|
|||
|
|
form of investigation. It can also just mean “knowledge,” especially
|
|||
|
|
secret knowledge or hidden knowledge.
|
|||
|
|
|
|||
|
|
*Asking Brunna about Comet:*
|
|||
|
|
|
|||
|
|
Brunna explains that the comet card allows her to hold an object in her
|
|||
|
|
hands and learn its history. The meaning of the card is generally just
|
|||
|
|
“time,” but it also encompasses all kinds of things related to time,
|
|||
|
|
like “the past,” “the future,” or “waiting.” It can also be a reference
|
|||
|
|
to knowledge of the past or the future, ie, history and prophecy.
|
|||
|
|
|
|||
|
|
*Asking Brunna about Idiot:*
|
|||
|
|
|
|||
|
|
Brunna explains that the idiot card somehow made her less charismatic.
|
|||
|
|
She says the card can refer to lack of intelligence, lack of social
|
|||
|
|
skill, lack of wisdom, or any other sort of mental incapacity. It can
|
|||
|
|
also mean “making a mistake” or “a bad decision.” The card can also
|
|||
|
|
mean, literally, an idiot. It can also mean somebody who is intelligent
|
|||
|
|
but with some kind of mental handicap - for example, a smart person with
|
|||
|
|
an alcohol addiction.
|
|||
|
|
|
|||
|
|
*Handing a Scroll to Brunna:*
|
|||
|
|
|
|||
|
|
If the PCs hand Brunna one of Omta’s scrolls, she holds it in her hand,
|
|||
|
|
and she says she knows something important about its history. But she
|
|||
|
|
says: “I’m willing to tell you what I know, but in exchange, you have to
|
|||
|
|
help me with something. I help you with a difficult puzzle, you help me
|
|||
|
|
with a difficult puzzle.” If the PCs agree, then this is what she has to
|
|||
|
|
say about the scroll:
|
|||
|
|
|
|||
|
|
> Well, this scroll itself doesn’t have much history, it’s only a few
|
|||
|
|
> days old. But the communication method that is being used in this
|
|||
|
|
> scroll is very, very old. This goes back before written history.
|
|||
|
|
>
|
|||
|
|
> Language as we know it was invented by mortals. So how did the gods
|
|||
|
|
> communicate before the gods created mortals, and mortals invented
|
|||
|
|
> language? Well, gods can easily conjure little illusions, little
|
|||
|
|
> images. So that’s what they did. They showed each other little
|
|||
|
|
> pictures. There was no standard set of symbols. Each god would make up
|
|||
|
|
> whatever images made sense to them. Unsurprisingly, there was a lot of
|
|||
|
|
> miscommunication. That’s why this form of communication died out when
|
|||
|
|
> language as we know it was invented. The gods learned how to speak
|
|||
|
|
> from mortals, and they stopped using these images.
|
|||
|
|
|
|||
|
|
*Helping Brunna:*
|
|||
|
|
|
|||
|
|
Brunna has a problem: she doesn’t have enough customers. She’s not
|
|||
|
|
making enough money, the business isn’t profitable. Apparently, there
|
|||
|
|
just aren’t enough people who need their family heirlooms read. She asks
|
|||
|
|
the PCs for ways to improve her business.
|
|||
|
|
|
|||
|
|
Brunna’s core problem is that she is suffering from a failure of
|
|||
|
|
imagination. Her *comet* power can be used for so much more than just
|
|||
|
|
investigating heirlooms. What the PCs really need to do is work with
|
|||
|
|
Brunna to brainstorm alternative ways to use her power. Here are some
|
|||
|
|
options:
|
|||
|
|
|
|||
|
|
- *Crime Investigation*: She can hold a murder weapon in her hands,
|
|||
|
|
> and tell you who used it.
|
|||
|
|
|
|||
|
|
- *Private Investigation*: She can hold some underwear in her hands,
|
|||
|
|
> and she can tell you who slept with your spouse.
|
|||
|
|
|
|||
|
|
- *Industrial Espionage*: She can hold your competitor’s product in
|
|||
|
|
> her hands, and tell you how it was manufactured.
|
|||
|
|
|
|||
|
|
- *Art Authentication*: She can hold a piece of art in her hands, and
|
|||
|
|
> tell you if it is the original or a forgery.
|
|||
|
|
|
|||
|
|
- *Archaeology*: She can hold a relic of a past civilization, and tell
|
|||
|
|
> you something about that civilization.
|
|||
|
|
|
|||
|
|
- *General Espionage*: She can hold objects stolen from diplomats or
|
|||
|
|
> politicians, and possibly learn their secrets.
|
|||
|
|
|
|||
|
|
If Brunna branches out and advertises all of these services, she will
|
|||
|
|
have much more business than before.
|
|||
|
|
|
|||
|
|
If the PCs help her brainstorm at least four new ideas for how to use
|
|||
|
|
her power, then she will be grateful and she will perceive the PCs as
|
|||
|
|
friends. She still charges 5 gp per item investigated, though. A
|
|||
|
|
consultant has to eat, you know.
|
|||
|
|
|
|||
|
|
*Using Brunna as a Resource:*
|
|||
|
|
|
|||
|
|
Brunna is a valuable investigative resource. Once the players figure out
|
|||
|
|
that Brunna can do all kinds of useful research, they will probably
|
|||
|
|
visit her fairly frequently. That’s actually a good thing.
|
|||
|
|
|
|||
|
|
Do not let Brunna short-circuit major questlines. If there’s some
|
|||
|
|
information that you don’t want her to reveal, then don’t reveal it.
|
|||
|
|
Instead, reveal something else, like this:
|
|||
|
|
|
|||
|
|
> PC: Can this sword kill the bad guy?\
|
|||
|
|
> Brunna: Here, give it to me. Hmmm. I can see that this sword was made
|
|||
|
|
> by a Dwarven man named Jorell, who works in Moradin’s keep.
|
|||
|
|
>
|
|||
|
|
> PC: Yeah, but can it kill the bad guy?
|
|||
|
|
>
|
|||
|
|
> Brunna: No idea.
|
|||
|
|
|
|||
|
|
As the DM, you decide what Brunna knows, and what she doesn’t. If you
|
|||
|
|
don’t want her to have the answer to a question, then she doesn’t have
|
|||
|
|
the answer to that question. She always knows *something* about an item,
|
|||
|
|
but not necessarily what the PCs want her to know.
|
|||
|
|
|
|||
|
|
The real value of Brunna is that you can use her to feed the PCs exactly
|
|||
|
|
the clues that *you* want to feed them. Try to encourage the PCs to
|
|||
|
|
visit Brunna regularly, by letting Brunna reveal little tidbits of
|
|||
|
|
useful information here and there (without major spoilers.) Then, if the
|
|||
|
|
players ever seem like they’re stuck, and they’re not making progress
|
|||
|
|
solving the major puzzles of this chapter, then you can feed them a big
|
|||
|
|
clue through Brunna.
|
|||
|
|
|
|||
|
|
If the PCs get in the habit of visiting Brunna frequently, and it starts
|
|||
|
|
to get repetitive, then just start abbreviating the interaction:
|
|||
|
|
|
|||
|
|
> PC: We go ask Brunna about whether the sword can kill the bad guy.
|
|||
|
|
>
|
|||
|
|
> DM: OK, you go visit Brunna. She reveals that the sword was made by a
|
|||
|
|
> man named Jorell at Moradin’s keep. You learn nothing else. She
|
|||
|
|
> charges you 5 gp.
|
|||
|
|
|
|||
|
|
That way, it only eats up a few seconds of table-time.
|
|||
|
|
|
|||
|
|
### Asatya: The Sleepwalker
|
|||
|
|
|
|||
|
|
The Sleepwalker is a woman named Asatya, who used to be a gardener in
|
|||
|
|
the orchards. She’s getting older and her hands are getting arthritic.
|
|||
|
|
She didn’t think she could do her job much longer, and she felt she
|
|||
|
|
needed a new direction in life. She drew these cards:
|
|||
|
|
|
|||
|
|
- *Owl*: She gained a great deal of intelligence, she is much smarter
|
|||
|
|
> than before.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- *Fool*: She no longer knows how to cook, which turns out not to
|
|||
|
|
> matter very much.
|
|||
|
|
|
|||
|
|
- *Void*: She fell into a deep sleep, from which she cannot awaken.
|
|||
|
|
|
|||
|
|
Asatya is now a patient at the local hospice. Her body is being
|
|||
|
|
well-tended by the nurses there. She is completely unable to sense any
|
|||
|
|
stimuli or react in any way.
|
|||
|
|
|
|||
|
|
While she sleeps, her spirit is sleepwalking around the city gardens.
|
|||
|
|
Like a sleepwalker, she can see the real physical world - the garden
|
|||
|
|
she’s walking around in. Like a sleepwalker, her thought processes are
|
|||
|
|
delirious and confused. But unlike a normal sleepwalker, she has left
|
|||
|
|
her body behind, and she sleepwalks through the world in the form of a
|
|||
|
|
spirit.
|
|||
|
|
|
|||
|
|
Asatya’s strange state is a reflection of Omta’s own experience. Omta is
|
|||
|
|
also asleep, and Omta also sleepwalks through the multiverse.
|
|||
|
|
|
|||
|
|
The PCs have the following dream about Asatya:
|
|||
|
|
|
|||
|
|
> You are wandering through a manicured garden. There are a few other
|
|||
|
|
> people walking along the paths of the garden. You feel confused, your
|
|||
|
|
> mind is foggy. You notice a weed that needs pulling. You bend over to
|
|||
|
|
> pull it, but you don’t seem to be able to. In your confusion, you
|
|||
|
|
> don’t know why you can’t pull the weed.
|
|||
|
|
|
|||
|
|
If the PCs visit Asatya’s body at the hospice, they will find that she
|
|||
|
|
is breathing deeply, as if in a restful sleep. She is completely
|
|||
|
|
unresponsive to any stimuli. Any attempt to contact her magically or
|
|||
|
|
telepathically will yield the impression that there’s nobody in there.
|
|||
|
|
|
|||
|
|
One of the most surprising things about Asatya’s body is: *Deck
|
|||
|
|
Awareness* doesn’t work on her, there are *not* three cards hovering
|
|||
|
|
over her head! The reason is that the cards aren’t hovering over
|
|||
|
|
Asatya’s body. They’re hovering over her *spirit*, and her spirit is
|
|||
|
|
somewhere else: in the orchard.
|
|||
|
|
|
|||
|
|
If the PCs ask the nurses, the nurses can tell the PCs a little bit
|
|||
|
|
about Asatya’s background, including, crucially, that she was a gardener
|
|||
|
|
in the orchard. This may trigger the PCs to remember the deck dream
|
|||
|
|
about a woman wandering the orchard, and trying to pick weeds.
|
|||
|
|
|
|||
|
|
The PCs may contact Johann, the dreaming ghost from the Museum of
|
|||
|
|
Orethys, and ask him to enter Asatya’s dreams. When Johann reports back,
|
|||
|
|
he says:
|
|||
|
|
|
|||
|
|
> Are you sure she’s in bed? Because as far as I can tell, she’s
|
|||
|
|
> sleepwalking. She’s walking around in an orchard. I can tell that it’s
|
|||
|
|
> a real, physical orchard in the real world, not a garden she’s
|
|||
|
|
> imagining in her head. Dreams are always fuzzy and mutable, but this
|
|||
|
|
> garden is real-looking. That’s why I’m very sure she’s sleepwalking.
|
|||
|
|
>
|
|||
|
|
> I tried to talk to her, but I have a problem with sleepwalkers. When a
|
|||
|
|
> sleepwalker opens her eyes, she gains the ability to see the physical
|
|||
|
|
> world, but she loses the ability to see her imaginary dream world.
|
|||
|
|
> Unfortunately, her imaginary dream world includes me, Johann. So
|
|||
|
|
> whereas a normal dreamer can see me and hear me, a sleepwalker can’t,
|
|||
|
|
> because they’re seeing and hearing the physical world instead. So I
|
|||
|
|
> couldn’t talk to her. I can never talk to sleepwalkers.
|
|||
|
|
|
|||
|
|
If the PCs search the orchard, they eventually find three cards just
|
|||
|
|
moving around, apparently hovering over an invisible ghost. The PCs
|
|||
|
|
cannot see or hear Asatya, but because the PCs can see the cards, they
|
|||
|
|
can tell where Asatya’s ghost is standing, and which direction she is
|
|||
|
|
facing. Using *see invisible* will reveal Asatya’s vague outline, which
|
|||
|
|
can be used to confirm that, yep, it’s the same woman from the hospice.
|
|||
|
|
|
|||
|
|
Here is one way that it is possible to ask Asatya a question: Tell
|
|||
|
|
Johann to enter Asatya’s dreams, and tell him to listen to anything she
|
|||
|
|
says. Then, go to the gardens and stand directly in front of Asatya.
|
|||
|
|
Face her, and ask her a question. Asatya will see and hear the PC, so
|
|||
|
|
she will answer the question. The PC won’t hear the answer, because
|
|||
|
|
Asatya is invisible and inaudible to the PC. But Johann can hear the
|
|||
|
|
answer, and pass it to the PCs.
|
|||
|
|
|
|||
|
|
If the PCs ask Asatya a question in this manner, she gives answers that
|
|||
|
|
are dreamy and drifty, but still basically correct.
|
|||
|
|
|
|||
|
|
*Asking Asatya about Owl:*
|
|||
|
|
|
|||
|
|
She says, “I remember his eyes, the wisdom in his eyes. He is so smart.”
|
|||
|
|
The essential concepts here are intelligence and wisdom.
|
|||
|
|
|
|||
|
|
*Asking Asatya about Fool:*
|
|||
|
|
|
|||
|
|
She says, “He forgot his job… he forgot his name… then he disappeared.”
|
|||
|
|
The essential concepts here are forgetting and disappearance.
|
|||
|
|
|
|||
|
|
*Asking Asatya about Void:*
|
|||
|
|
|
|||
|
|
She says, “An empty place… empty mind… so dark, so quiet.” The essential
|
|||
|
|
concepts here are emptiness, darkness, and silence.
|
|||
|
|
|
|||
|
|
*Helping Asatya:*
|
|||
|
|
|
|||
|
|
After Johann helps get information from Asatya, he tells the PCs that
|
|||
|
|
Asatya is the only other person he knows who is permanently asleep. He
|
|||
|
|
*desperately* wants to meet her, but he can’t talk to her, because she
|
|||
|
|
can’t see him. He is very frustrated.
|
|||
|
|
|
|||
|
|
Up until this point, Johann has been super-helpful and has done
|
|||
|
|
basically anything the PCs asked of him, at no charge. Johann points
|
|||
|
|
this out, and says, “I’ve been helping you. Now you help me. You’re a
|
|||
|
|
resourceful bunch. Figure it out, I want to talk to this woman.”
|
|||
|
|
|
|||
|
|
Making this happen is shockingly easy: just tell Asatya to close her
|
|||
|
|
eyes. If you do that, she stops seeing the physical world, which makes
|
|||
|
|
her able to see her own internal dreamworld - which means she can see
|
|||
|
|
Johann. The minute you do this, the three cards disappear: her spirit is
|
|||
|
|
no longer in the orchard, it’s somewhere else, with Johann.
|
|||
|
|
|
|||
|
|
Another way to get Asatya’s ghost to focus inward is to cast “sleep” on
|
|||
|
|
her. This will cause her to enter a more normal dream-sleep, in which
|
|||
|
|
Johann can talk to her. You can cast sleep on her spirit or on her body,
|
|||
|
|
either way works.
|
|||
|
|
|
|||
|
|
This is a difficult puzzle. If the players come up with another way to
|
|||
|
|
get Asatya to focus inward, allow it, even if it only makes partial
|
|||
|
|
sense. You need this to work, because the PCs will need Johann’s help
|
|||
|
|
later.
|
|||
|
|
|
|||
|
|
Johann knows a trick: he can make you have a lucid dream. As soon as
|
|||
|
|
Asatya starts talking to Johann, he uses his method to help her clear
|
|||
|
|
the cobwebs. She is still asleep, but she can now focus her mind and get
|
|||
|
|
a better grasp on her situation. Plus, she has a knowledgeable soul
|
|||
|
|
there who knows all about being trapped in dreams. She is no longer
|
|||
|
|
alone, she is no longer foggy-headed, and she has somebody who can show
|
|||
|
|
her the ropes.
|
|||
|
|
|
|||
|
|
### Rackle: The Punching Bag
|
|||
|
|
|
|||
|
|
The punching bag is a man named Rackle. He developed a medical condition
|
|||
|
|
that caused him constant pain. Healers were unable to improve the
|
|||
|
|
situation. In desperation, he decided to draw cards:
|
|||
|
|
|
|||
|
|
- *Euryale*: He is now terrified of monsters.
|
|||
|
|
|
|||
|
|
- *Ruin*: Items he touches are likely to crumble to dust.
|
|||
|
|
|
|||
|
|
- *Rogue*: People think he’s a fraudster and a con man, without
|
|||
|
|
> evidence.
|
|||
|
|
|
|||
|
|
It’s very unlikely to draw three terrible cards from the deck, but
|
|||
|
|
Rackle managed to do it. His life was bad, and now it’s exponentially
|
|||
|
|
worse.
|
|||
|
|
|
|||
|
|
After drawing cards, Rackle tried to find someplace to stay, but
|
|||
|
|
everywhere he went, he was ostracised as a fraud and a con man, because
|
|||
|
|
of the *rogue* card. Lacking any place to stay, he wandered around
|
|||
|
|
outside the city and eventually came across an old abandoned watchtower.
|
|||
|
|
|
|||
|
|
The watchtower is one of a set of five posts that were built around St
|
|||
|
|
Parnas 150 years ago, and abandoned about 80 years ago. They are three
|
|||
|
|
stories tall, and consist of little more than a tall staircase with
|
|||
|
|
landings and a platform on top. The stone parts of the building are in
|
|||
|
|
good condition, but the wood parts are suffering from water damage from
|
|||
|
|
lack of maintenance.
|
|||
|
|
|
|||
|
|
Rackle is living on the middle floor, which is basically just a landing
|
|||
|
|
between the stairs that lead up, and the stairs that lead down. There’s
|
|||
|
|
just enough space to lie down.
|
|||
|
|
|
|||
|
|
Everywhere Rackle goes, he is sure that he is surrounded by demons
|
|||
|
|
lurking in the shadows. This is the effect of the *euryale* card. He has
|
|||
|
|
stolen a bag of salt and he makes salt protection circles on the ground
|
|||
|
|
wherever he goes, to prevent the demons from getting to him. Of course,
|
|||
|
|
there are no demons. But that doesn’t stop Rackle being terrified, all
|
|||
|
|
the time.
|
|||
|
|
|
|||
|
|
Because of his Rogue card, he can’t get an honest job - nobody trusts
|
|||
|
|
him. Rackle tried stealing to make a living, but he discovered that
|
|||
|
|
anything valuable he stole would often crumble to dust, the effect of
|
|||
|
|
the *Ruin* card. So now he survives by stealing low-value items - bits
|
|||
|
|
of food, mostly.
|
|||
|
|
|
|||
|
|
His medical condition persists: he is still in pain, an aching pain all
|
|||
|
|
over his body, with no obvious source or cause.
|
|||
|
|
|
|||
|
|
Rackle’s absurd levels of misfortune have attracted the attention of
|
|||
|
|
Beshaba, goddess of misfortune. She didn’t cause his bad luck: it just
|
|||
|
|
happened on its own. But now that it has, Beshaba considers Rackle to be
|
|||
|
|
a “saint of misfortune.” Beshaba is therefore protecting Rackle - she
|
|||
|
|
has assigned a priestess named Clarissa to watch over him.
|
|||
|
|
|
|||
|
|
Clarissa is a strange woman. She is a human in her mid-fifties. She used
|
|||
|
|
to be a sadist, that is what drew her to Beshaba. But in Beshaba’s
|
|||
|
|
service, she witnessed such vast and terrible misfortunes that her own
|
|||
|
|
efforts began to feel insignificant. No matter how hard she tried to
|
|||
|
|
make people suffer, life did worse — arbitrarily, effortlessly. She kept
|
|||
|
|
upping her game, but the universe always outdid her.
|
|||
|
|
|
|||
|
|
Eventually, she gave up on torturing people and turned instead to
|
|||
|
|
studying the torments life produced without her help. At first, her goal
|
|||
|
|
was to learn more about how to inflict pain. But over time, her study
|
|||
|
|
grew more abstract, and more philosophical. Age crept in. She suffered
|
|||
|
|
some things herself. She still studies suffering, but she’s not sure why
|
|||
|
|
any more. Some days she feels tired. And though she’d never admit it,
|
|||
|
|
she’s begun to care for a few individuals, against her better judgement.
|
|||
|
|
|
|||
|
|
Because of this, Beshaba has given Clarissa the responsibility of
|
|||
|
|
keeping Rackle alive. Clarissa camps near the ruined watchtower where
|
|||
|
|
Rackle lives, and watches from a distance. She does not interfere with
|
|||
|
|
his suffering — that would defeat the purpose — but she steps in if
|
|||
|
|
something threatens his life.
|
|||
|
|
|
|||
|
|
That turns out to be harder than expected. After a month of isolation,
|
|||
|
|
pain, and fear, Rackle tried to take his own life. Clarissa found him
|
|||
|
|
bleeding out and cast *Cure Wounds* just in time. It wasn't the last
|
|||
|
|
time. Eventually, Rackle realized he couldn’t die by the blade — so he
|
|||
|
|
stopped eating. Clarissa tried to force-feed him and nearly choked him
|
|||
|
|
to death in the process. She hasn’t tried again.
|
|||
|
|
|
|||
|
|
Desperate, she turned to the druids of Silvanus, buying *goodberries*,
|
|||
|
|
which are small enough not to cause choking. But the druids have been
|
|||
|
|
growing suspicious, and they keep asking what she’s doing. She lies,
|
|||
|
|
because “I’m keeping a man alive so he can suffer” isn’t a truth that
|
|||
|
|
sells well. The druids are beginning to see through the lies.
|
|||
|
|
|
|||
|
|
The PCs have the following dream, seen through Rackle’s eyes:
|
|||
|
|
|
|||
|
|
> You are lying on a wooden floor, in a round stone room about 10 feet
|
|||
|
|
> across. You are motionless, staring straight up at the ceiling, which
|
|||
|
|
> contains some holes where the wood has rotted. In your peripheral
|
|||
|
|
> vision, you can see a set of stairs leading upward. You can also see a
|
|||
|
|
> woman in her fifties, in purple robes, kneeling beside you. You feel
|
|||
|
|
> weak, lightheaded, and your vision is blurry. You fade out of
|
|||
|
|
> consciousness.
|
|||
|
|
|
|||
|
|
Finding Rackle is a challenge: all you really have to go on is the
|
|||
|
|
dream, which tells you that he’s in a round stone room, about 10 feet
|
|||
|
|
across, with a staircase in it. A fairly easy insight roll (DC10)
|
|||
|
|
reveals that he’s inside a round stone tower. If you ask the Mayor, he
|
|||
|
|
has the insight that it’s probably one of the watchtowers: he says
|
|||
|
|
“Homeless people camp in those all the time.” There’s no easy way to
|
|||
|
|
know which one is the right one, so the PCs will probably have to make
|
|||
|
|
the rounds searching them one by one.
|
|||
|
|
|
|||
|
|
Information about the contents of the five watchtowers can be found in
|
|||
|
|
the upcoming section, “Life in St Parnas: The Old Watchtowers.”
|
|||
|
|
|
|||
|
|
When the PCs finally find Rackle, he is in pretty much the same
|
|||
|
|
condition described in the dream above: passed out on the floor of his
|
|||
|
|
tower, with Clarissa ministering to him. Clarissa has recently given him
|
|||
|
|
her last *goodberry*, the druids won’t sell her any more.
|
|||
|
|
|
|||
|
|
When the PCs come near Rackle, the *rogue* card will attempt to warp
|
|||
|
|
their perceptions to make them think that Rackle is a con-man, but the
|
|||
|
|
PCs have *deck immunity*: they cannot be affected by Rackle’s *rogue*
|
|||
|
|
card. So they see Rackle as he is. Clarissa is also immune, Beshaba
|
|||
|
|
needs her to be clear-eyed in order to do her job properly.
|
|||
|
|
|
|||
|
|
Clarissa knows who the PCs are, because she has been told by Beshaba.
|
|||
|
|
However, she does not reveal this. She will speak to the PCs and will
|
|||
|
|
present herself as a friendly cleric who’s just trying to help. She
|
|||
|
|
says, truthfully, “Hi, I’m Clarissa. This man is starving to death. I’ve
|
|||
|
|
tried using cure spells, but they don’t help against starvation. I don’t
|
|||
|
|
have any way to feed him, it’s not safe to just cram food in his mouth,
|
|||
|
|
he would almost certainly choke. Can you guys do anything to help?”
|
|||
|
|
|
|||
|
|
If the PCs interrogate Clarissa, she decides that there is not much
|
|||
|
|
point in lying to the PCs. She admits that she is a priestess of
|
|||
|
|
Beshaba, and that she has been sent to protect Rackle because Rackle is
|
|||
|
|
a saint of misfortune. She omits the part about keeping him alive to
|
|||
|
|
keep him suffering, though. If the PCs don’t ask Clarissa who she is,
|
|||
|
|
Lada figures it out anyway - as a priestess of Tymora, Lada can sense
|
|||
|
|
the influence of Beshaba.
|
|||
|
|
|
|||
|
|
While talking to Clarissa, Lada gets a grim, tense look on her face and
|
|||
|
|
keeps her mouth shut. Later, when out of Clarissa’s earshot, Lada says,
|
|||
|
|
“That was a priestess of Beshaba. I don’t know what she’s up to, but I
|
|||
|
|
guarantee she’s up to no good. I don’t care what she says, priests of
|
|||
|
|
Beshaba are *never* here to help.”
|
|||
|
|
|
|||
|
|
If the PCs attack Clarissa, have everybody roll initiative. On her first
|
|||
|
|
turn, Clarissa casts hypnotic pattern, spell save DC 16. But then, on
|
|||
|
|
her second turn, she says, “You know what, I can’t do it. I don’t do
|
|||
|
|
this any more.” She puts her hands in the air, and stops fighting. If
|
|||
|
|
the PCs keep attacking, they kill her easily.
|
|||
|
|
|
|||
|
|
The PCs have two strong incentives to help Rackle: one, it would be
|
|||
|
|
morally evil to let him die, and two, they need to ask Rackle questions.
|
|||
|
|
There are several good-aligned temples in town that provide medical
|
|||
|
|
care, for 100 gp per day. If Rackle gets proper medical care, he will
|
|||
|
|
regain consciousness in two days. Clarissa doesn’t interfere, she’s out
|
|||
|
|
of options for keeping Rackle alive and she’s willing to accept help,
|
|||
|
|
even if doing so could reduce Rackle’s suffering.
|
|||
|
|
|
|||
|
|
When Rackle wakes up, he is utterly terrified: there’s no ring of salt
|
|||
|
|
on the ground! The demons are going to take his soul! He won’t do
|
|||
|
|
anything but freak out until somebody puts down a protective ring of
|
|||
|
|
salt. The PCs can get salt inexpensively at a nearby shop.
|
|||
|
|
|
|||
|
|
## Life in St Parnas
|
|||
|
|
|
|||
|
|
This chapter will take place in two primary locales: inside Castle
|
|||
|
|
Green, and in and around St. Parnas.
|
|||
|
|
|
|||
|
|
This section lists some of the interesting things you’ll find in St.
|
|||
|
|
Parnas.
|
|||
|
|
|
|||
|
|
### A Summary of St Parnas
|
|||
|
|
|
|||
|
|
Saint Parnas is a small town in the Outlands. It sits about a day’s
|
|||
|
|
journey spireward of Tradegate. It is a law-abiding, good-aligned town.
|
|||
|
|
Given its proximity to Tradegate (and therefore Bytopia), the
|
|||
|
|
predominant moral code in town is that a good person is a person who
|
|||
|
|
works hard, is diligent, and who contributes to his community. People
|
|||
|
|
look out for each other, and people have a strong sense of civic virtue.
|
|||
|
|
|
|||
|
|
St Parnas has a definite small-town feel. The kinds of amenities you
|
|||
|
|
find in big cities aren’t available here. If you want to hire a
|
|||
|
|
high-level wizard or cleric, you’re out of luck. There are a number of
|
|||
|
|
one-room churches and temples to various good-aligned gods, but there
|
|||
|
|
aren’t any big, showy temples. Much of the employment is small-town
|
|||
|
|
employment: mainly farmwork and small craft workshops. Most of the
|
|||
|
|
people of St Parnas prefer the quiet small town lifestyle, and are glad
|
|||
|
|
that they aren’t in a big city.
|
|||
|
|
|
|||
|
|
Overt evil is not tolerated here. You will not find any temples to evil
|
|||
|
|
gods. Of course, people are people, and everyone is flawed, even in a
|
|||
|
|
good place like this. You will certainly find people who are selfish, or
|
|||
|
|
greedy, or lazy. You might even find a few truly dark individuals hiding
|
|||
|
|
in the shadows. But for the most part, this genuinely is a town full of
|
|||
|
|
decent, reasonable people.
|
|||
|
|
|
|||
|
|
It’s the kind of town where if the PCs are not overtly destructive,
|
|||
|
|
they’ll get along just fine.
|
|||
|
|
|
|||
|
|
### Where to Sleep in St. Parnas
|
|||
|
|
|
|||
|
|
The first thing the PCs will probably look for in town is someplace to
|
|||
|
|
sleep. They can find lodging at an inn called “The Unnamed Inn.” Lodging
|
|||
|
|
for a party of 4 is 2 gp per night, it includes two rooms and meals for
|
|||
|
|
everyone.
|
|||
|
|
|
|||
|
|
The unnamed inn has a common room where people can relax, eat food
|
|||
|
|
prepared by the innkeeper, and occasionally, listen to music. It is not
|
|||
|
|
really a “tavern.” Yes, you can get a drink, but service is mainly
|
|||
|
|
intended for people staying at the inn. There are eight bedrooms
|
|||
|
|
upstairs. When the PCs arrive, there are a handful of randos staying at
|
|||
|
|
the inn (feel free to invent some).
|
|||
|
|
|
|||
|
|
There is one other inn in town: the Named Inn, in the nicer part of
|
|||
|
|
town. Depending on how scruffy the party looks, they may not be welcome.
|
|||
|
|
|
|||
|
|
Another option is that there are some unoccupied grassy fields on the
|
|||
|
|
outskirts of town. If they want to, the PCs can set up tents, and nobody
|
|||
|
|
will bother them.
|
|||
|
|
|
|||
|
|
### The Legend of St Parnas
|
|||
|
|
|
|||
|
|
If anyone asks where the name “Saint Parnas” comes from, any local can
|
|||
|
|
tell them this story.
|
|||
|
|
|
|||
|
|
About 200 years ago, a party of settlers came from the Tradegate area,
|
|||
|
|
looking for someplace to build farmsteads. They found a lovely clearing
|
|||
|
|
where the town of St Parnas now sits, and they started to build.
|
|||
|
|
Unfortunately, the entire area was inhabited by a clan of druids who
|
|||
|
|
viewed the area as theirs. The druids despised the fact that the
|
|||
|
|
settlers were cutting down trees, tearing up nature, and domesticating
|
|||
|
|
the area.
|
|||
|
|
|
|||
|
|
Gradually, tensions between the settlers and the druids escalated, and
|
|||
|
|
it seemed like battle might be inevitable. Into this fray came a man
|
|||
|
|
named Zell Parnas, a man with a silver tongue and a decent heart.
|
|||
|
|
Somehow, Parnas managed to negotiate an agreement between the settlers
|
|||
|
|
and the druids.
|
|||
|
|
|
|||
|
|
The step that finally got the druids to back down was choosing a modest
|
|||
|
|
radius beyond which the city would never expand. The settlers would be
|
|||
|
|
allowed to do as they pleased inside the boundary, but they would leave
|
|||
|
|
nature untrammeled outside the circle. The boundary would be marked by
|
|||
|
|
an orchard that completely encircles the town. This is a huge orchard,
|
|||
|
|
and building it would be expensive, Mr. Parnas financed the planting out
|
|||
|
|
of his own pocket. The druids and the townsfolk are both allowed to pick
|
|||
|
|
fruits from the orchard.
|
|||
|
|
|
|||
|
|
Because of the boundary, the village never grew beyond “small town”
|
|||
|
|
status. About a hundred years after his death, Zell Parnas was declared
|
|||
|
|
a saint, and the town was renamed after him.
|
|||
|
|
|
|||
|
|
### The Mayor, Elar Mossbrow
|
|||
|
|
|
|||
|
|
When the PCs start to gain some notoriety in town, the mayor may
|
|||
|
|
introduce himself. You should not introduce the mayor until the PCs have
|
|||
|
|
been in town a while.
|
|||
|
|
|
|||
|
|
The Mayor is a firbolg named Elar Mossbrow. It is unusual for a town
|
|||
|
|
mostly populated by medium-sized people to have a giantish mayor, but
|
|||
|
|
Elar is highly worthy of respect, and when he ran for election, he won
|
|||
|
|
easily.
|
|||
|
|
|
|||
|
|
Most firbolg think that money is evil, so it is strange for a firbolg to
|
|||
|
|
be mayor of a human town. Humans use money for everything. The reason
|
|||
|
|
for this is that Elar Mossbrow is a bit of a free-thinker among firbolg,
|
|||
|
|
he eventually concluded that commerce is not a force for evil, he
|
|||
|
|
concluded that commerce binds people together. He uses the expression,
|
|||
|
|
“the bridge to the next village is the merchant’s cart.” Because this
|
|||
|
|
view is in conflict with normal firbolg culture, Mossbrow decided to
|
|||
|
|
move close to tradegate, where the view that commerce is an affirmative
|
|||
|
|
good is the norm.
|
|||
|
|
|
|||
|
|
The town has a manor for the mayor, which contains a residential quarter
|
|||
|
|
and also offices. Mayor Mossbrow doesn’t fit inside the manor. He can
|
|||
|
|
squeeze through the doorways and, crouching, shuffle down the hallways
|
|||
|
|
if he has to, but it’s very awkward. The only time he goes inside is
|
|||
|
|
when he needs to get some papers from the filing cabinets. Instead, he
|
|||
|
|
built a pagoda in the back yard of the manor, which is where he lives
|
|||
|
|
now. It is open air, but has a roof. He jokes: “I’m the mayor, and I
|
|||
|
|
don’t fit in the mayor’s office. Heavy is the head that wears the
|
|||
|
|
crown!”
|
|||
|
|
|
|||
|
|
Mayor Mossbrow is not happy with Green. He says, “St Parnas used to be a
|
|||
|
|
quiet little town, and I liked it that way. Now we’ve got randos from
|
|||
|
|
all over the multiverse overrunning the place. And now a chaos storm! I
|
|||
|
|
wish this was all over.” After the chaos storm, the Mayor decided it was
|
|||
|
|
time to kick Green out of town. However, Green is trapped in the
|
|||
|
|
basement of the castle, so the Mayor hasn’t been able to tell him yet.
|
|||
|
|
|
|||
|
|
At some point, the PCs may help the town guards contain a threat. If so,
|
|||
|
|
Mayor Mossbrow becomes their friend. He will help them with town records
|
|||
|
|
and other things like that.
|
|||
|
|
|
|||
|
|
Sometimes, Mayor Mossbrow likes to clear his mind by going out to the
|
|||
|
|
orchard and doing maintenance work. He says it’s a good way to get back
|
|||
|
|
to the basics.
|
|||
|
|
|
|||
|
|
### The Orchard
|
|||
|
|
|
|||
|
|
The town is surrounded by an orchard. The orchard contains every
|
|||
|
|
imaginable type of fruit or nut. Many of the trees are picked over (the
|
|||
|
|
townsfolk and the druids use them regularly), but there’s still a bit of
|
|||
|
|
ripe fruit for the taking. Anyone is allowed to pick fruit, which is why
|
|||
|
|
the orchard is usually pretty picked over.
|
|||
|
|
|
|||
|
|
Asatya is a woman who drew the “void” card from the deck. As a result,
|
|||
|
|
her spirit was banished from her body. Her spirit now wanders the
|
|||
|
|
orchard. At some point, the PCs will have a deck dream about Asatya, and
|
|||
|
|
they will see her standing among apple trees. That is a dead giveaway
|
|||
|
|
that she’s in the orchard.
|
|||
|
|
|
|||
|
|
To find Asatya, the PCs should search the orchard for apple trees. That
|
|||
|
|
narrows it down: only a small percentage of the orchard is dedicated to
|
|||
|
|
apples. From there, it’s just a questions of brute-force search. If you
|
|||
|
|
look hard enough, you will find three cards hovering over an invisible
|
|||
|
|
person.
|
|||
|
|
|
|||
|
|
More information about Asatya can be found in the preceding section,
|
|||
|
|
“Asatya: The Sleepwalker.”
|
|||
|
|
|
|||
|
|
### The Old Watchtowers
|
|||
|
|
|
|||
|
|
The easiest way to learn about the watchtowers is to ask one of the
|
|||
|
|
locals about the deck dream with Rackle. “A small round tower” is pretty
|
|||
|
|
much all it takes to get the locals to mention the watchtowers.
|
|||
|
|
Alternately, if you’re exploring the orchard, you’ll stumble on a
|
|||
|
|
watchtower.
|
|||
|
|
|
|||
|
|
Just inside the orchard are five old watchtowers, evenly spaced around
|
|||
|
|
the town. Each one is a cylinder of stone about 10 feet in diameter.
|
|||
|
|
Inside the cylinder is a spiral staircase that goes up the entire tower.
|
|||
|
|
The staircase has four landings: the ground floor, the lower landing,
|
|||
|
|
the upper landing, and the roof. The interior landings are only there
|
|||
|
|
for safety. The point of the staircase is to get to the roof, which is
|
|||
|
|
where a watchman would stand and survey the countryside.
|
|||
|
|
|
|||
|
|
The towers were built about 90 years ago by an overzealous mayor who
|
|||
|
|
thought this was necessary for some reason. They were abandoned 60 years
|
|||
|
|
ago, when that mayor retired, because everyone realized there was
|
|||
|
|
nothing to watch for. Without maintenance, the stone outer structure is
|
|||
|
|
still in good condition, but the wooden parts are starting to rot.
|
|||
|
|
|
|||
|
|
The towers are often used by homeless people and drifters as temporary
|
|||
|
|
shelter. Many of them contain graffiti, and junk discarded by drifters.
|
|||
|
|
Here are the specific contents of the towers. Note that “tower 1” is not
|
|||
|
|
in any particular location. It’s just whichever tower the PCs explore
|
|||
|
|
first.
|
|||
|
|
|
|||
|
|
Tower 1: *Religious Icon.* The roof has an abandoned campsite - the cold
|
|||
|
|
remains of a burnt-out fire and a pile of garbage. If the PCs are
|
|||
|
|
searching for Rackle, then the campsite contains a crudely carved wooden
|
|||
|
|
statue of Ilmater. Ilmater instructed one of his worshippers to carve it
|
|||
|
|
and leave it here. It is intended as a simple message, meaning
|
|||
|
|
basically, “I am Ilmater, don’t forget I exist.” Rackle will need
|
|||
|
|
Ilmater’s help.
|
|||
|
|
|
|||
|
|
Tower 2: *Bats*. On the upper landing is a swarm of aggressive bats.
|
|||
|
|
They remain motionless until a PC pokes his head into the upper landing,
|
|||
|
|
then they attack.
|
|||
|
|
|
|||
|
|
> Swarm Combat
|
|||
|
|
|
|||
|
|
- Initial swarm size: 100 bats
|
|||
|
|
|
|||
|
|
- Every round, every PC must roll two saves:
|
|||
|
|
|
|||
|
|
- DEX save DC 13 → on fail, take 10% of bats remaining as damage
|
|||
|
|
|
|||
|
|
- CON save DC 13 → on fail, take 10% of bats remaining as damage
|
|||
|
|
|
|||
|
|
- AOE spells kill ⅓ as many bats as damage dealt, e.g., 30 damage → 10
|
|||
|
|
> bats dead
|
|||
|
|
|
|||
|
|
- Single-target melee attacks kill 1–2 bats max (unless very clever)
|
|||
|
|
|
|||
|
|
- AOE spells kill multiple bats. Typically, about ⅓ as many bats as
|
|||
|
|
> damage dealt, eg, 30 damage means 10 bats dead. However, you must
|
|||
|
|
> make a judgement call for each spell: would this particular spell
|
|||
|
|
> be more or less effective? That is up to you as a DM.
|
|||
|
|
|
|||
|
|
- When swarm is reduced to 30 bats, it disperses.
|
|||
|
|
|
|||
|
|
> Bat Movement Rules:
|
|||
|
|
|
|||
|
|
- Bats move as a single swarm — they prefer to stay clustered around
|
|||
|
|
> the party
|
|||
|
|
|
|||
|
|
- If a PC moves away from the group, they can exit the swarm and avoid
|
|||
|
|
> damage
|
|||
|
|
|
|||
|
|
- If all PCs leave the tower, the bats follow outside
|
|||
|
|
|
|||
|
|
- If the party splits, the bats stay with the larger group
|
|||
|
|
|
|||
|
|
> Player Movement Rules:
|
|||
|
|
|
|||
|
|
- Moving while inside the swarm = difficult terrain
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- Climbing stairs while in the swarm: DEX save DC 12 or Prone.
|
|||
|
|
|
|||
|
|
- Stairwell is narrow: single file, if somebody is prone, stairs
|
|||
|
|
> blocked.
|
|||
|
|
|
|||
|
|
Tower 3: *Collapsed*. This entire tower has been knocked over by an
|
|||
|
|
enormous falling tree. The stone blocks are strewn where the tower fell,
|
|||
|
|
and weeds are grown up among them.
|
|||
|
|
|
|||
|
|
Tower 4: *Rackle and Clarissa*. This tower contains Rackle, one of the
|
|||
|
|
deck-touched NPCs, and the priestess of Beshaba who is protecting him.
|
|||
|
|
See the section “Rackle: The Punching Bag” for more information about
|
|||
|
|
him.
|
|||
|
|
|
|||
|
|
Tower 5: *Empty*. Aside from graffiti and garbage, there is nothing
|
|||
|
|
here.
|
|||
|
|
|
|||
|
|
### The White Ward
|
|||
|
|
|
|||
|
|
The white ward is the hospital. It is a joint project between some
|
|||
|
|
priests of several good-aligned gods, and also some non-magical doctors.
|
|||
|
|
It was originally called the white ward because the building is covered
|
|||
|
|
in white stucco, and also, because the doctors wear white. Eventually,
|
|||
|
|
the name stuck and they just went with it.
|
|||
|
|
|
|||
|
|
\<FINISH ME\>
|
|||
|
|
|
|||
|
|
Asatya’s unconscious body is here. It will probably be necessary to
|
|||
|
|
bring Rackle here.
|
|||
|
|
|
|||
|
|
### Magic Items for Sale
|
|||
|
|
|
|||
|
|
A small town like St Parnas would normally not have any magic items for
|
|||
|
|
sale. However, because the deck has been conjuring items left and right,
|
|||
|
|
it is possible to find magic items in town. The selection is extremely
|
|||
|
|
*random*. Here are the items:
|
|||
|
|
|
|||
|
|
Envenomed Shortsword — *3,500 gp*
|
|||
|
|
|
|||
|
|
- Three times per day, target takes D8 poison in addition to normal
|
|||
|
|
> damage
|
|||
|
|
|
|||
|
|
- No save. If resistant to poison, no damage.
|
|||
|
|
|
|||
|
|
Javelin of Lightning — *3,000 gp*
|
|||
|
|
|
|||
|
|
- Once per day, becomes a bolt of lightning when thrown
|
|||
|
|
|
|||
|
|
- Deals 4d6 lightning damage in a line
|
|||
|
|
|
|||
|
|
Headband of Warning — *3,500 gp*
|
|||
|
|
|
|||
|
|
- Advantage on initiative
|
|||
|
|
|
|||
|
|
- Can’t be surprised while worn
|
|||
|
|
|
|||
|
|
- Wearing any other hat, helmet, or headgear will prevent this item
|
|||
|
|
> from working.
|
|||
|
|
|
|||
|
|
Cloak of Protection — *4,000 gp*
|
|||
|
|
|
|||
|
|
- +1 bonus to AC
|
|||
|
|
|
|||
|
|
- +1 bonus to saving throws
|
|||
|
|
|
|||
|
|
Decanter of Endless Water — *2,200 gp*
|
|||
|
|
|
|||
|
|
- Pours out an unlimited supply of fresh water
|
|||
|
|
|
|||
|
|
Key of Curious Locks — *3,000 gp*
|
|||
|
|
|
|||
|
|
- Casts *Knock* once per day
|
|||
|
|
|
|||
|
|
- Can tell you exactly why a door isn’t opening (e.g., rusted, barred,
|
|||
|
|
> etc.)
|
|||
|
|
|
|||
|
|
- Warns about trapped doors (only trapped doors, not traps in general)
|
|||
|
|
|
|||
|
|
Navigator’s Compass — *2,800 gp*
|
|||
|
|
|
|||
|
|
- Can point toward any landmark. A “landmark” is any point of interest
|
|||
|
|
> that is known to the locals, and that has been there for at least
|
|||
|
|
> 5 years. “Joanne’s Restaurant” is a valid landmark, for example,
|
|||
|
|
> as would be “The Nearest Temple of Lathander.”
|
|||
|
|
|
|||
|
|
Lens of Far Seeing — *3,000 gp*
|
|||
|
|
|
|||
|
|
- See clearly up to 1 mile, even through mist or light foliage
|
|||
|
|
|
|||
|
|
- Once per long rest, cast *Clairvoyance* (sight only)
|
|||
|
|
|
|||
|
|
Pouch of the Burrowing Familiar — *3,000 gp*
|
|||
|
|
|
|||
|
|
- Contains a badger familiar
|
|||
|
|
|
|||
|
|
- Can be summoned for up to 1 hour
|
|||
|
|
|
|||
|
|
- Burrows through dirt or loose stone at 10 ft speed
|
|||
|
|
|
|||
|
|
- Follows simple commands
|
|||
|
|
|
|||
|
|
- Does not fight
|
|||
|
|
|
|||
|
|
Ring of Hopping — *3,500 gp*
|
|||
|
|
|
|||
|
|
- Three times per long rest, cast *Jump*
|
|||
|
|
|
|||
|
|
- Once per long rest, cast *Misty Step*
|
|||
|
|
|
|||
|
|
Lantern of the Firefly — *3,000 gp*
|
|||
|
|
|
|||
|
|
- Endless Light: At will, sheds dim green light in a 100-foot radius
|
|||
|
|
|
|||
|
|
- Once per long rest, cast *Faerie Fire* (DC 15) as a bonus action
|
|||
|
|
|
|||
|
|
Staff of the Potent Caster — *7,500 gp*
|
|||
|
|
|
|||
|
|
- Functions as a quarterstaff and a spellcasting focus
|
|||
|
|
|
|||
|
|
- Grants +1 to spell save DC
|
|||
|
|
|
|||
|
|
Wand of Silent Casting — *5,500 gp*
|
|||
|
|
|
|||
|
|
- Functions as a spellcasting focus
|
|||
|
|
|
|||
|
|
- Allows you to cast any spell with verbal components using only
|
|||
|
|
> somatic components
|
|||
|
|
|
|||
|
|
### The Collapsed Lizardman Temple
|
|||
|
|
|
|||
|
|
The collapsed temple is a combat event that you can bring out whenever
|
|||
|
|
you think your PCs might be in the mood for a little smashy-smashy.
|
|||
|
|
|
|||
|
|
In the poorer part of town, a small group of lizardmen built a temple to
|
|||
|
|
their god, Semuanya. The temple is ramshackle (for a temple). It was a
|
|||
|
|
wooden building two stories tall. On the second story, the lizards had
|
|||
|
|
an unauthorized menagerie containing dangerous reptiles. The reptiles
|
|||
|
|
were smuggled into town, nobody knows they’re there except the
|
|||
|
|
lizardmen.
|
|||
|
|
|
|||
|
|
A few days after the chaos storm, the building collapsed, and two
|
|||
|
|
reptiles escaped: a basilisk, and a mirage serpent. The two beasts are
|
|||
|
|
now wreaking havoc throughout the poor quarter.
|
|||
|
|
|
|||
|
|
The PCs are walking somewhere (anywhere) when they see two guards
|
|||
|
|
running toward the poor quarter. If they’re curious, they can follow.
|
|||
|
|
The will soon find some petrified people. Then, they will find the two
|
|||
|
|
guards from earlier firing crossbows at the *mirage serpent*. The guards
|
|||
|
|
are not very skilled: this town is too safe and nothing ever happens
|
|||
|
|
here, and the guards have gotten complacent. They have not been training
|
|||
|
|
as much as they should.
|
|||
|
|
|
|||
|
|
The mirage serpent is an electric blue snake which is capable of
|
|||
|
|
projecting illusionary images of two additional snakes. The challenge in
|
|||
|
|
fighting it is knowing which snake is the real snake. Shooting at an
|
|||
|
|
illusory snake is just a waste of an action. When the PCs join the
|
|||
|
|
fight, roll initiative. The turn order will include the PCs, the two
|
|||
|
|
guards, the real snake, and the two illusory snakes.
|
|||
|
|
|
|||
|
|
> **Mirage Serpent**
|
|||
|
|
>
|
|||
|
|
> Large Monstrosity, Unaligned
|
|||
|
|
>
|
|||
|
|
> Challenge: 4 (1,100 XP)
|
|||
|
|
>
|
|||
|
|
> AC: 14
|
|||
|
|
>
|
|||
|
|
> HP: 68 (8d10 + 24)
|
|||
|
|
>
|
|||
|
|
> Speed: 30 ft., climb 10 ft., swim 30 ft.
|
|||
|
|
>
|
|||
|
|
> STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 6
|
|||
|
|
> (-2)
|
|||
|
|
>
|
|||
|
|
> Saves: DEX +4, WIS +3
|
|||
|
|
>
|
|||
|
|
> Skills: Stealth +6, Perception +3
|
|||
|
|
>
|
|||
|
|
> Resistances: Psychic
|
|||
|
|
>
|
|||
|
|
> Immunities: Charmed
|
|||
|
|
>
|
|||
|
|
> Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
|
|||
|
|
>
|
|||
|
|
> The serpent always fights alongside two illusory duplicates. The DM
|
|||
|
|
> will declare that the PCs are fighting 3 serpents, and will not reveal
|
|||
|
|
> that there is actually only 1 serpent and 2 illusions. The DM must
|
|||
|
|
> place three serpents on the battlefield. They should be scattered
|
|||
|
|
> about: for example, one might be in a tree, another on a roof, and
|
|||
|
|
> another on the street. The DM must roll initiative for each of the
|
|||
|
|
> three serpents, so there will be three entries for serpents in the
|
|||
|
|
> turn order.
|
|||
|
|
>
|
|||
|
|
> The DM must keep track of which serpent is real. If a PC hits the real
|
|||
|
|
> serpent with an attack, it takes damage. If a PC hits an illusory
|
|||
|
|
> serpent with an attack, the attack passes right through the illusion,
|
|||
|
|
> obviously not causing damage. The illusory duplicates cannot be
|
|||
|
|
> damaged, and are difficult to dispel (use your judgement).
|
|||
|
|
>
|
|||
|
|
> When it is a serpent’s turn, regardless of whether that serpent is
|
|||
|
|
> illusory or real, the serpent can choose one of two actions:
|
|||
|
|
>
|
|||
|
|
> **Psychic Lash.** Ranged Spell Attack: +5 to hit, range 15 ft., one
|
|||
|
|
> creature per lash. Hit: 6 (1d10 + 1) psychic damage. When an illusory
|
|||
|
|
> serpent uses mirage lash, the attack is actually coming from the real
|
|||
|
|
> serpent, but the illusory serpent rears up in order to give the
|
|||
|
|
> impression that the attack is coming from the illusion.
|
|||
|
|
>
|
|||
|
|
> **Shuffle.** All three serpents (the real and the two illusions) all
|
|||
|
|
> teleport up to 15 feet to new visible locations. The DM reassigns
|
|||
|
|
> which token is real, in secret. The illusions update their appearance
|
|||
|
|
> to match the appearance of the real serpent, including any wounds the
|
|||
|
|
> real serpent has taken.
|
|||
|
|
>
|
|||
|
|
> The serpent is tactical about choosing *psychic lash* vs *shuffle*.
|
|||
|
|
> The more it shuffles, the less damage it does (because if it is
|
|||
|
|
> shuffling, is isn’t lashing). So it only shuffles when it notices that
|
|||
|
|
> the PCs are focusing all damage on the real serpent.
|
|||
|
|
|
|||
|
|
After beating the mirage serpent, the PCs will hear screaming coming
|
|||
|
|
from elsewhere. If they hunt around a bit, they can find the basilisk
|
|||
|
|
and the one remaining non-petrified guard who is fighting it.
|
|||
|
|
|
|||
|
|
This basilisk is thematically similar to the basilisk in the monster
|
|||
|
|
manual, but the rules are completely different. The PCs can quickly
|
|||
|
|
identify this as some subtype of basilisk by the fact that it has four
|
|||
|
|
legs on each side: lizard with eight legs is a dead giveaway for
|
|||
|
|
“basilisk.”
|
|||
|
|
|
|||
|
|
> **Basilisk (Modified)**
|
|||
|
|
>
|
|||
|
|
> Medium Monstrosity, Unaligned
|
|||
|
|
>
|
|||
|
|
> Challenge: 4 (1,100 XP)
|
|||
|
|
>
|
|||
|
|
> AC: 16
|
|||
|
|
>
|
|||
|
|
> HP: 65
|
|||
|
|
>
|
|||
|
|
> Speed: 30 ft., climb 20 ft.
|
|||
|
|
>
|
|||
|
|
> STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7
|
|||
|
|
> (-2)
|
|||
|
|
>
|
|||
|
|
> Saves: CON +5, WIS +3
|
|||
|
|
>
|
|||
|
|
> Skills: Perception +3
|
|||
|
|
>
|
|||
|
|
> Resistances: Poison
|
|||
|
|
>
|
|||
|
|
> Immunities: Poisoned
|
|||
|
|
>
|
|||
|
|
> Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 13
|
|||
|
|
>
|
|||
|
|
> **Bite (action).** Melee attack, +5 to hit, reach 5 ft, one target.
|
|||
|
|
> Hit: 2D6 + 10 piercing damage.
|
|||
|
|
>
|
|||
|
|
> **Lock On (reaction, one per eye per turn).**
|
|||
|
|
>
|
|||
|
|
> The basilisk has two independently-pivoting eyes, like a chameleon.
|
|||
|
|
> Each eye can “lock on” to a single target creature, paralyzing that
|
|||
|
|
> creature.
|
|||
|
|
>
|
|||
|
|
> Lock-on is a reaction: when a creature is about to take its turn in
|
|||
|
|
> the initiative turn order, and the basilisk sees this, the basilisk
|
|||
|
|
> can use a reaction by aiming one of its two eyes at the creature. The
|
|||
|
|
> creature must make a DC 15 constitution saving throw. If the save
|
|||
|
|
> succeeds, the basilisk fails to establish a lock. The creature may
|
|||
|
|
> continue taking its turn in the normal manner.
|
|||
|
|
>
|
|||
|
|
> If the creature fails the saving throw, the basilisk has locked its
|
|||
|
|
> gaze onto to the creature. The creature is instantly paralyzed, and it
|
|||
|
|
> loses its action. From that point forward, the creature remains
|
|||
|
|
> paralyzed as long as the basilisk keeps its eye locked on. The
|
|||
|
|
> creature cannot move at all, and it cannot take any actions that
|
|||
|
|
> require any kind of movement, including moving one’s mouth. Though
|
|||
|
|
> paralyzed, the creature is still aware. On the creature’s next turn,
|
|||
|
|
> will need to resist petrification, by making another CON save DC 15.
|
|||
|
|
> It takes a minimum of three turns for a creature to be petrified:
|
|||
|
|
>
|
|||
|
|
> Turn 1: Creature attempts an action, and the basilisk reacts by
|
|||
|
|
> locking on.
|
|||
|
|
>
|
|||
|
|
> Turn 2: The creature attempts to resist petrification and fails,
|
|||
|
|
> getting dangerously close.
|
|||
|
|
>
|
|||
|
|
> Turn 3: The creature attempts to resist petrification and fails again,
|
|||
|
|
> and turns to stone.
|
|||
|
|
>
|
|||
|
|
> If the creature succeeds at the save against petrification (turn 2 or
|
|||
|
|
> turn 3), the creature is not freed: the creature is still paralyzed,
|
|||
|
|
> and the basilisk is still locked on. The creature just didn’t get any
|
|||
|
|
> closer to turning to stone, which means that the process of
|
|||
|
|
> petrification will take longer. A paralyzed creature cannot free
|
|||
|
|
> itself, unless it has pure mental actions such as a spell with no
|
|||
|
|
> material, somatic, or verbal components. To free the paralyzed
|
|||
|
|
> creature, the companions can do anything that breaks the basilisk’s
|
|||
|
|
> gaze. That would include:
|
|||
|
|
|
|||
|
|
- Blocking the line of sight with smoke, darkness, a wall of fire, or
|
|||
|
|
> any other opaque obstacle.
|
|||
|
|
|
|||
|
|
- Grappling the basilisk and forcing it to turn its head (strength vs
|
|||
|
|
> strength).
|
|||
|
|
|
|||
|
|
- Draping a cloak over the basilisk’s head (counts as a net, with -2
|
|||
|
|
> to hit because it’s not weighted).
|
|||
|
|
|
|||
|
|
- Interposing your body between the basilisk and its target, if your
|
|||
|
|
> body is large enough.
|
|||
|
|
|
|||
|
|
- Using spells like “compelled duel” that force the basilisk to look
|
|||
|
|
> at something else.
|
|||
|
|
|
|||
|
|
- Anything that incapacitates the basilisk, like hypnotic pattern.
|
|||
|
|
|
|||
|
|
- Draping a cloak over the targeted creature’s face (no to-hit roll
|
|||
|
|
> needed).
|
|||
|
|
|
|||
|
|
- There are undoubtedly other ways. Allow your PCs to be inventive.
|
|||
|
|
|
|||
|
|
> If anything breaks the basilisk’s gaze, the paralysis immediately
|
|||
|
|
> dissipates, and the basilisk’s gaze is no longer locked-on. There is
|
|||
|
|
> no recovery period, the creature can act as soon as its initiative
|
|||
|
|
> turn order comes up. This is the key to beating the basilisk: just
|
|||
|
|
> keep interrupting its gaze, over and over.
|
|||
|
|
>
|
|||
|
|
> The basilisk has two independently-pivoting eyes. DM must keep track
|
|||
|
|
> of who each eye is locked on to. Each eye that isn’t already locked-on
|
|||
|
|
> can use the “lock on” reaction once per turn. The DM must keep track
|
|||
|
|
> of which eye has used its reaction.
|
|||
|
|
>
|
|||
|
|
> Interestingly, if a creature doesn’t take an action, then the basilisk
|
|||
|
|
> can’t react. The basilisk’s vision is motion-sensitive, if you stand
|
|||
|
|
> perfectly still, the basilisk can’t lock on to you!
|
|||
|
|
>
|
|||
|
|
> If a creature is petrified, it goes unconscious. It remains a statue
|
|||
|
|
> for about 48 hours, after which it turns back to flesh.
|
|||
|
|
|
|||
|
|
After the PCs defeat the basilisk, they will probably look around and
|
|||
|
|
see several petrified commoners. Other commoners are already sending for
|
|||
|
|
medical help. The PCs do not have to babysit the statues.
|
|||
|
|
|
|||
|
|
Shortly after the reptile attacks, Sam Link hears about the chaos, and
|
|||
|
|
comes running to help. This is one way the PCs can connect with Sam
|
|||
|
|
Link: if they realize that Sam Link is searching for injured people,
|
|||
|
|
they might be smart enough to just wait for him here.
|
|||
|
|
|
|||
|
|
One of the petrified commoners has had a hand broken off. When they turn
|
|||
|
|
back to flesh, 48 hours later, they will bleed out very, very fast. Sam
|
|||
|
|
Link can’t heal the person while they’re stone, so Sam waits with the
|
|||
|
|
statue. His plan is to use his power, fast, as soon as they turn to
|
|||
|
|
flesh. The statue is surrounded by Sam and by family members, who are
|
|||
|
|
keeping careful watch for any sign the body is turning back to flesh.
|
|||
|
|
|
|||
|
|
Because Sam is trapped in one place for 48 hours, and because the Mayor
|
|||
|
|
and the guards all know about this and can tell the PCs where Sam is,
|
|||
|
|
this gives the PCs additional opportunities to track him down.
|
|||
|
|
|
|||
|
|
## Castle Green
|
|||
|
|
|
|||
|
|
The PCs will spend a lot of chapter 2 exploring Castle Green. Before we
|
|||
|
|
get to the details of what’s in the castle, we’re going to give you some
|
|||
|
|
general information about what the castle is like, and why it is the way
|
|||
|
|
it is.
|
|||
|
|
|
|||
|
|
### How Castle Green Came to Exist
|
|||
|
|
|
|||
|
|
When Green was first starting out, he didn’t have a Castle. He searched
|
|||
|
|
for people who might be interested in drawing cards from the Deck, then
|
|||
|
|
he brought them out into an empty field to have them draw cards. One
|
|||
|
|
day, one of these people - Alyssa Varn - drew the Bricklayer card. Where
|
|||
|
|
once there was an empty field, suddenly there was a small castle —
|
|||
|
|
technically, a “keep” for a knight. Alyssa sold the Castle to Green.
|
|||
|
|
|
|||
|
|
The keep consisted of a ground floor, a single basement level, and a
|
|||
|
|
small tower.
|
|||
|
|
|
|||
|
|
The basement contained most of the functional rooms, including a
|
|||
|
|
barracks for the staff, a kitchen and dining room, an armory and
|
|||
|
|
sparring room, holding cells, a lounge, a laundry and latrine, a wine
|
|||
|
|
cellar and a root cellar. Here is a map of the basement:
|
|||
|
|
|
|||
|
|
{width="5.026042213473316in"
|
|||
|
|
height="3.9483333333333333in"}
|
|||
|
|
|
|||
|
|
The ground floor included a nice dining room for guests, a small
|
|||
|
|
ballroom, an a few general purpose rooms. The tower contained an
|
|||
|
|
observation room and a general-purpose room. Since the ground floor and
|
|||
|
|
tower are gone, we have not provided a map.
|
|||
|
|
|
|||
|
|
Green and his employees used the castle for some time before the next
|
|||
|
|
event: Borghan also drew the Bricklayer card, and it built the
|
|||
|
|
labyrinth, underneath the basement. A trapdoor manifested in the
|
|||
|
|
basement lounge: the trapdoor drops down into the Labyrinth. There is no
|
|||
|
|
map of the labyrinth, it’s a confusing mess of passages, and nobody has
|
|||
|
|
bothered trying to map it.
|
|||
|
|
|
|||
|
|
Both the castle and the labyrinth were created by magic. But neither one
|
|||
|
|
is inherently magical. The castle is a normal castle. The labyrinth is
|
|||
|
|
confusing, but it’s not a magic labyrinth.
|
|||
|
|
|
|||
|
|
The walls of the basement are entirely made of stone blocks. The walls
|
|||
|
|
of the labyrinth are covered by decorative wooden paneling, with
|
|||
|
|
decorative moulding, as one might see in a victorian library. By looking
|
|||
|
|
at the walls, you can easily tell whether you’re in the basement or the
|
|||
|
|
labyrinth.
|
|||
|
|
|
|||
|
|
### The Upstairs is Gone
|
|||
|
|
|
|||
|
|
In the chaos storm, the entire top half of the castle (ground floor and
|
|||
|
|
up) was ripped away. Everything from about knee-level on up is gone.
|
|||
|
|
|
|||
|
|
The floors of the ground floor are still intact, as are the bottom two
|
|||
|
|
feet of the walls. Walking around the ground floor of castle green is a
|
|||
|
|
lot like walking around a floorplan of a castle. There’s very little
|
|||
|
|
left to see on the ground floor. There is, however, a set of stairs
|
|||
|
|
leading down into the basement. The stairs leading to the basement are
|
|||
|
|
entirely intact.
|
|||
|
|
|
|||
|
|
### The Portals that Subdivide the Castle
|
|||
|
|
|
|||
|
|
As a defensive measure against Tymora’s agents, Omta has placed several
|
|||
|
|
portals designed to make it difficult to move around the basement. The
|
|||
|
|
portals all lead into the labyrinth. Look at the map: wherever you see a
|
|||
|
|
red line crossing a hallway, that is a portal to the labyrinth. When a
|
|||
|
|
PC stands in a hallway, looking at such a portal, the PC will see the
|
|||
|
|
hall up to the portal, and the labyrinth beyond the portal. When the PC
|
|||
|
|
walks through the portal, they end up in the labyrinth.
|
|||
|
|
|
|||
|
|
Sometimes, when you’re in the labyrinth, if Omta wants you to, you’ll
|
|||
|
|
emerge from one of these portals and end up back in the basement.
|
|||
|
|
|
|||
|
|
{width="5.026042213473316in"
|
|||
|
|
height="3.9483333333333333in"}
|
|||
|
|
|
|||
|
|
Now, let’s talk about how the PCs will perceive the portals. Imagine
|
|||
|
|
that a PC is standing in the hallway just northwest of Mikhail’s
|
|||
|
|
bedroom. (Look at the map above, lower-right corner). If the PC looks
|
|||
|
|
north, they will see the door to Etienne’s bedroom. Beyond that, there’s
|
|||
|
|
a red line crossing the hall: a portal to the labyrinth. When the PC
|
|||
|
|
looks through the portal, they see the labyrinth.
|
|||
|
|
|
|||
|
|
So that means if the PC is standing outside Mikhail’s bedroom, the PC
|
|||
|
|
*can’t* see the door to the furniture storage room. The furniture room
|
|||
|
|
is north of the portal, and therefore, line of sight is blocked by the
|
|||
|
|
portal. Likewise, if the PC walks north, they can’t reach the furniture
|
|||
|
|
storage room. They will walk through the portal first, and end up in the
|
|||
|
|
labyrinth.
|
|||
|
|
|
|||
|
|
So from the perspective of a PC standing outside Mikhail’s bedroom, it
|
|||
|
|
looks like they’re standing in an L-shaped piece of corridor, both ends
|
|||
|
|
of which are connected to the labyrinth. It creates the appearance that
|
|||
|
|
these small sections of hallway are physically inside the labyrinth. It
|
|||
|
|
looks, for all the world, as if the basement has been broken into
|
|||
|
|
pieces, and the pieces randomly inserted into the labyrinth.
|
|||
|
|
|
|||
|
|
Note that on the map, we have drawn red lines not just where the portals
|
|||
|
|
are in the hallways, but we’ve actually drawn red lines around eight
|
|||
|
|
“chunks” of the castle. The PCs will perceive the castle as being made
|
|||
|
|
up of these eight chunks. To move from one chunk to another, they will
|
|||
|
|
have to pass through the labyrinth.
|
|||
|
|
|
|||
|
|
The portals in the basement are in fixed locations, indicated on the map
|
|||
|
|
by red lines. The portals in the labyrinth, however, are in
|
|||
|
|
ever-shifting locations. The portals are being moved around regularly by
|
|||
|
|
Omta. Some of the portals in the labyrinth lead to other portals in the
|
|||
|
|
labyrinth. Some of the portals in the labyrinth lead back to the portals
|
|||
|
|
in the basement. All of the portals in the basement lead to the
|
|||
|
|
labyrinth.
|
|||
|
|
|
|||
|
|
### Navigating the Portals
|
|||
|
|
|
|||
|
|
When the PCs first enter the labyrinth, they will get stuck in there.
|
|||
|
|
They just move in circles: tunnel after tunnel. None of the passages
|
|||
|
|
lead anywhere. Omta is just portaling the PCs around the labyrinth to
|
|||
|
|
keep them confused. He figures: if I keep the agents of Tymora in the
|
|||
|
|
labyrinth, they can’t hurt me.
|
|||
|
|
|
|||
|
|
In the backs of their minds, the PCs can feel the “presence in the
|
|||
|
|
Labyrinth,” Omta, because of their telepathic bond. They can feel his
|
|||
|
|
anxiety and fear. They can try communicating with this presence, and
|
|||
|
|
they quickly realize that the presence is listening, paying attention,
|
|||
|
|
because it reacts when they say things.
|
|||
|
|
|
|||
|
|
To get unstuck, the PCs have to do two things:
|
|||
|
|
|
|||
|
|
**Step 1: Reassure Omta**
|
|||
|
|
|
|||
|
|
When the PCs sense the presence in the labyrinth, and his fear, they
|
|||
|
|
need to say something reassuring, such as “We are not here to hurt you.
|
|||
|
|
We just want to talk.” If the PCs say some things like this, then Omta
|
|||
|
|
will calm down a little. The PCs can feel the anxiety level drop a
|
|||
|
|
little.
|
|||
|
|
|
|||
|
|
**Step 2. Ask for Navigation Assistance**
|
|||
|
|
|
|||
|
|
The following only works *after* the PCs have reassured Omta: to get
|
|||
|
|
around the basement, the PCs can simply ask Omta for assistance in
|
|||
|
|
navigating the labyrinth. Just speak out loud, and say something along
|
|||
|
|
the lines of, “Hey, could you guide us to the Kitchen?” Then, start
|
|||
|
|
walking, in any direction. Omta will rearrange the portals in order to
|
|||
|
|
bring the PCs to the kitchen area. Note that the PCs won’t end up
|
|||
|
|
*exactly* in the kitchen: they’ll end up at the closest basement portal,
|
|||
|
|
in the correct basement region to go to the kitchen.
|
|||
|
|
|
|||
|
|
It’s odd that Omta is putting up portals to confuse the PCs, but then
|
|||
|
|
he’s also helping the PCs to navigate the portals. Omta is asleep, and
|
|||
|
|
he’s using dream logic, and his emotions are conflicted. He wants Tymora
|
|||
|
|
to stay away, but he also wants a relationship with the PCs. So his left
|
|||
|
|
hand doesn’t know what his right hand is doing.
|
|||
|
|
|
|||
|
|
So for now, Omta is both hindering and helping. Whether he can actually
|
|||
|
|
bring you to any particular place depends on a number of factors:
|
|||
|
|
|
|||
|
|
- In general, if you ask for a room type, like “take me to the
|
|||
|
|
> Kitchen,” or “take me to the Armory,” that works. Omta understands
|
|||
|
|
> what a kitchen or an armory is.
|
|||
|
|
|
|||
|
|
- If you say “take me to the bedroom,” that’s ambiguous, because there
|
|||
|
|
> are a dozen bedrooms in the castle. In this case, Omta will take
|
|||
|
|
> you to the bedroom farthest away from the Deck.
|
|||
|
|
|
|||
|
|
- If you ask for a specific employee, eg, “take me to Zimmi,” that
|
|||
|
|
> usually elicits no response, because Omta doesn’t know most human
|
|||
|
|
> names. However, Omta does know the name “Green.”
|
|||
|
|
|
|||
|
|
- If the PCs ask for an employee by profession, that is more likely to
|
|||
|
|
> work. “Take me to the wizard’s bedroom” will get you to Etienne’s
|
|||
|
|
> bedroom.
|
|||
|
|
|
|||
|
|
- If you ask for “take me to the woman who drew the bricklayer card,”
|
|||
|
|
> that *does* work. When Omta looks at humans, he is more likely to
|
|||
|
|
> remember their cards than their names.
|
|||
|
|
|
|||
|
|
- If the PCs ask for something broad, like “Food”, Omta will do a
|
|||
|
|
> reasonable job of complying: in response to that query, he would
|
|||
|
|
> take the PCs to the kitchen. The DM may have to be creative
|
|||
|
|
> interpreting such queries.
|
|||
|
|
|
|||
|
|
- If you ask to be taken to Green (who has the Deck), or to the
|
|||
|
|
> Laundry (which contains the Deck), or to the Lounge (which is
|
|||
|
|
> close to the Deck), then Omta will project an intense emotion of
|
|||
|
|
> fear, and will not take you anywhere.
|
|||
|
|
|
|||
|
|
Under no circumstances must you allow the PCs to reach the lounge area
|
|||
|
|
or the laundry area until certain trigger events take place.
|
|||
|
|
|
|||
|
|
### Bypassing the Portals
|
|||
|
|
|
|||
|
|
On the map, there are several red dots, positioned on top of walls.
|
|||
|
|
These represent holes in the walls. During the chaos storm, several of
|
|||
|
|
the stone blocks teleported out of their normal positions in the walls,
|
|||
|
|
and ended up scattered around the castle: as the PCs walk around, they
|
|||
|
|
will occasionally find these stone blocks. A small person like a gnome
|
|||
|
|
or halfling can fit through the hole, but a medium-sized person cannot
|
|||
|
|
fit. The PCs could use spells like *enlarge/reduce* to get the whole
|
|||
|
|
party through a hole.
|
|||
|
|
|
|||
|
|
Interestingly, holes in the wall circumvent the portals. It is possible
|
|||
|
|
to move from one region to another through a hole in the wall, *without*
|
|||
|
|
getting portaled into the labyrinth. Currently, there is only one hole
|
|||
|
|
that crosses a red line. But the PCs could conceivably dig more.
|
|||
|
|
|
|||
|
|
If you use holes to move around the castle, the castle appears much more
|
|||
|
|
mundane than if you try to walk around the halls. The halls have portals
|
|||
|
|
in them, and the portals make everything confusing. But the holes in the
|
|||
|
|
walls have no portals, so you just move around the castle in the normal
|
|||
|
|
way.
|
|||
|
|
|
|||
|
|
However, if the PCs try to dig a hole into the laundry area, a steel
|
|||
|
|
barrier will materialize in the hole, looking much like the main steel
|
|||
|
|
barrier in the hall that leads into the laundry area. Omta really
|
|||
|
|
doesn’t want anyone crossing into the laundry until Omta is ready.
|
|||
|
|
|
|||
|
|
### Green’s Trapped Employees
|
|||
|
|
|
|||
|
|
Several of Green’s employees are trapped in the basement. They are not
|
|||
|
|
in immediate danger, but most of them don’t have access to food and
|
|||
|
|
water, so they do need to be rescued from the castle relatively soon.
|
|||
|
|
|
|||
|
|
When the chaos storm hit, Green yelled “evacuate the castle!” Everyone
|
|||
|
|
upstairs evacuated, however, nobody emerged from the basement,
|
|||
|
|
presumably because the basement had been turned into a confusing magical
|
|||
|
|
labyrinth. Green cares about his employees, he wasn’t about to just let
|
|||
|
|
them rot in the basement. So he and his bodyguards went down in the
|
|||
|
|
basement to round up the employees and get them out. Balanestra went
|
|||
|
|
with them, because she is loving the life of adventure. They vanished
|
|||
|
|
into the basement, and didn’t come back.
|
|||
|
|
|
|||
|
|
They didn’t come back because Omta portaled them to the laundry room
|
|||
|
|
region, and then trapped them inside by building a giant steel door. The
|
|||
|
|
laundry room region now contains Green, his bodyguards, and Balanestra -
|
|||
|
|
and the Deck. They are annoyed and concerned about being trapped, but
|
|||
|
|
are otherwise unharmed. One of the bodyguards, Harkon, is a cleric who
|
|||
|
|
can conjure food and water.
|
|||
|
|
|
|||
|
|
The gate guards, Bran and Inya, watched as Green and his bodyguards went
|
|||
|
|
into the basement. Bran and Inya are much lower-level than Green and the
|
|||
|
|
bodyguards, so they assumed that they weren’t needed. But when Green and
|
|||
|
|
the bodyguards didn’t emerge, Bran and Inya also went down into the
|
|||
|
|
basement, in the hopes of rescuing the others. They too got trapped -
|
|||
|
|
they’re in the sparring room region.
|
|||
|
|
|
|||
|
|
Here is an inventory of all of Green’s employees who are stuck behind
|
|||
|
|
the steel door:
|
|||
|
|
|
|||
|
|
- Green.
|
|||
|
|
|
|||
|
|
- Mikhail, Male Half-Orc, Fighter LV8. Natural peacemaker.
|
|||
|
|
|
|||
|
|
- Etienne Vireaux, Male Tiefling, Diviner LV8. Tries to help people.
|
|||
|
|
|
|||
|
|
- Siduri, Female High Elf, Duelist LV8. Reserved. Graceful movement.
|
|||
|
|
|
|||
|
|
- Harkon, Male Dwarf, Cleric of Helm LV8.
|
|||
|
|
|
|||
|
|
- Balanestra, Female Aasimar, deck-touched.
|
|||
|
|
|
|||
|
|
Here is an inventory of all of Green’s employees who are trapped in the
|
|||
|
|
Basement:
|
|||
|
|
|
|||
|
|
- Bran, Gate Guard. Male Dwarf. Overly talkative, but helpful.
|
|||
|
|
|
|||
|
|
- Inya, Gate Guard. Female Tiefling. Has learned to let Bran talk.
|
|||
|
|
|
|||
|
|
- Zimmi, Cook. Female Gnome. Loud and a little pushy.
|
|||
|
|
|
|||
|
|
- Edric, Steward and Bookkeeper. Male Bariaur. All business.
|
|||
|
|
|
|||
|
|
- Penny, Helper. Teen Female Tiefling. Super smart, skill with
|
|||
|
|
> languages.
|
|||
|
|
|
|||
|
|
Here are the ones that are not in the basement: they are at the Inn in
|
|||
|
|
St. Parnas:
|
|||
|
|
|
|||
|
|
- Wim, Janitor. Male Kobold. Avoids eye contact.
|
|||
|
|
|
|||
|
|
- Tommel, Gardener. Male Earth Genasi. Aloof.
|
|||
|
|
|
|||
|
|
Green and his bodyguards are trapped by the big steel barrier. The
|
|||
|
|
others are not physically trapped: they can leave the areas that they’re
|
|||
|
|
in, and go out into the labyrinth. But when they do, they get lost,
|
|||
|
|
wander around for a while, and end up back in the areas where they
|
|||
|
|
started. All of them have tried leaving, and none of them have gotten
|
|||
|
|
anywhere.
|
|||
|
|
|
|||
|
|
To rescue the employees, the PCs will have to find them one by one. The
|
|||
|
|
following section, “List of Basement Areas,” lists every region in the
|
|||
|
|
basement, including which of Green’s employees are trapped in that area.
|
|||
|
|
|
|||
|
|
The reason that Green’s employees are stuck is because they didn’t draw
|
|||
|
|
cards from the deck. Therefore, they lack the telepathic connection to
|
|||
|
|
Omta which makes it possible for the PCs to communicate with Omta. The
|
|||
|
|
PCs are navigating the labyrinth by asking Omta for what they need.
|
|||
|
|
Green’s employees don’t have that option.
|
|||
|
|
|
|||
|
|
### Ants are Taking the Castle by Force
|
|||
|
|
|
|||
|
|
The castle was built very close to an anthill containing intelligent
|
|||
|
|
giant ants.
|
|||
|
|
|
|||
|
|
Prior to the chaos storm, the ants were a minor nuisance at the castle.
|
|||
|
|
Occasionally, a worker would enter the castle via the root cellar, take
|
|||
|
|
some food from a storage room, and leave. Stealing is not actually
|
|||
|
|
sanctioned by the ant queen, but some workers aren’t that bright.
|
|||
|
|
Green’s employees view the ants as a relatively insignificant issue -
|
|||
|
|
pretty much how you would feel if your kitchen had ants.
|
|||
|
|
|
|||
|
|
However, the chaos storm has upended the situation. The chaos storm has
|
|||
|
|
severely damaged the complex series of tunnels in their anthill, it’s
|
|||
|
|
caving in all over the place. The ant queen is angry, and she is intent
|
|||
|
|
on being compensated for the damage: you castle idiots destroyed our
|
|||
|
|
anthill, so we’re taking over yours! The ants are moving into the
|
|||
|
|
castle.
|
|||
|
|
|
|||
|
|
These ants are not, by nature, hostile creatures. Construction,
|
|||
|
|
maintenance, farming: those are the things they normally care about. The
|
|||
|
|
ants attitude toward other ants is “be a productive member of the
|
|||
|
|
community.” Their attitude toward non-ants is “live and let live.” By
|
|||
|
|
that, we mean that if you are not an ant, they won’t go out of their way
|
|||
|
|
to help you, but they won’t do anything to hurt you either. They will
|
|||
|
|
most likely just walk right past you, too busy to talk. Overall, they
|
|||
|
|
are somewhere between true neutral (to outsiders), and lawful good (to
|
|||
|
|
each other). However, the queen is angry about the destruction of her
|
|||
|
|
home. Even so, she is not bloodthirsty. She intends to take the castle
|
|||
|
|
by force, but she is willing to let the humans go away without bloodshed
|
|||
|
|
as long as the humans are willing to depart.
|
|||
|
|
|
|||
|
|
The ants can tell that the PCs don’t live in the castle, and that
|
|||
|
|
they’re not the ones responsible for the chaos. They know that when a
|
|||
|
|
person lives in a house for a long time, the odors rub off on each
|
|||
|
|
other: the house begins to smell like the person, and the person begins
|
|||
|
|
to smell like the house. Because of this, they can tell that the PCs
|
|||
|
|
don’t live in the castle. The queen’s anger is toward the people in the
|
|||
|
|
castle who caused the chaos storm, not toward the PCs. Because of this,
|
|||
|
|
the ants will generally pass the PCs without aggression.
|
|||
|
|
|
|||
|
|
Ants do not perceive mammals or other animals as prey. The ants are
|
|||
|
|
fungus farmers, they eat a fungus that they grow on a substrate of
|
|||
|
|
rotting organic matter.
|
|||
|
|
|
|||
|
|
There are three types of ants: workers, soldiers, and the queen. Workers
|
|||
|
|
are about the size of a small dog, soldiers are about the size of a
|
|||
|
|
large dog, and the queen is the size of a small horse.
|
|||
|
|
|
|||
|
|
The ants are intelligent, and can communicate, but they do not speak
|
|||
|
|
verbal languages: they communicate by waving their antennae. You will
|
|||
|
|
need some tricks if you want to talk to them. Here are some potentially
|
|||
|
|
relevant spells:
|
|||
|
|
|
|||
|
|
- *Tongues*: This will allow full communication.
|
|||
|
|
|
|||
|
|
- *Comprehend Languages*: This will allow you to understand everything
|
|||
|
|
> they say. However, it won’t enable them to understand you.
|
|||
|
|
|
|||
|
|
- *Speak with Animals*: Doesn’t work. They’re too intelligent to count
|
|||
|
|
> as animals.
|
|||
|
|
|
|||
|
|
The queen is smart enough to be creative about communication. For
|
|||
|
|
example, if you cast *comprehend languages*, she will say, “That spell
|
|||
|
|
doesn’t enable *me* to understand *you*, so I’ll ask you questions, and
|
|||
|
|
you can raise your right hand for yes, and left hand for no.” The
|
|||
|
|
workers and soldiers are not bright enough to come up with tricks like
|
|||
|
|
that, but if the PCs suggest things like that, the workers and soldiers
|
|||
|
|
are smart enough to play along.
|
|||
|
|
|
|||
|
|
Worker and soldier mentality is extremely task-focused, and very
|
|||
|
|
specialized. For example, the workers will give sophisticated
|
|||
|
|
explanations of the steps necessary to cultivate food fungus, they can
|
|||
|
|
go on at length about the antibiotic properties of the plants they use
|
|||
|
|
to prevent biological contamination. But the workers only understand the
|
|||
|
|
basics about things unrelated to their job. For example, if you ask them
|
|||
|
|
what happened to their anthill: “Things were moving everywhere,
|
|||
|
|
including the walls. It seemed like magic. It’s all crumbling.” No
|
|||
|
|
deeper insight. Soldiers are extremely knowledgeable about tactics. In
|
|||
|
|
combat, they don’t just attack mindlessly: they use their special
|
|||
|
|
abilities and the environment to get the best advantage they can get.
|
|||
|
|
But they really have very little to say about anything that doesn’t
|
|||
|
|
involve defense or security.
|
|||
|
|
|
|||
|
|
Only the queen is smart enough to speak broadly on a range of topics.
|
|||
|
|
She can cast a few spells, too. One of those is comprehend languages.
|
|||
|
|
She can hear and understand what the PCs are saying, even if the PCs
|
|||
|
|
have no way to translate. However, she can’t *talk* to the PCs without
|
|||
|
|
assistance. She can, however, communicate if the PCs suggest things such
|
|||
|
|
as “raise your right antenna for yes, raise your left antenna for no.”
|
|||
|
|
|
|||
|
|
The ants have surprisingly little trouble moving around the castle. They
|
|||
|
|
are just as subject to the portals as anyone else, but they navigate
|
|||
|
|
almost entirely by odor chemicals. For example, if they’re looking for
|
|||
|
|
the queen, they sniff the air for the scent of the queen, and they walk
|
|||
|
|
toward the scent. When the portals move, the scents move, and so they
|
|||
|
|
can easily follow the scents even if the portals have moved. They do
|
|||
|
|
have to go through the portals, but they’re just not as confused as a
|
|||
|
|
human would be.
|
|||
|
|
|
|||
|
|
Another thing the ants can do is form a long line of ants. When they do
|
|||
|
|
this, forming a trail of ants through the labyrinth, Omta seems hesitant
|
|||
|
|
to break the line by moving a portal. He prefers to move portals when
|
|||
|
|
nobody is watching, and the ants are forming a continuous line of
|
|||
|
|
“watchers.” In effect, the line of ants becomes an island of stability
|
|||
|
|
in the labyrinth. You can get to new places by walking alongside a trail
|
|||
|
|
of ants.
|
|||
|
|
|
|||
|
|
The ants could break through stone walls, but it would be a very slow
|
|||
|
|
process of tedious grinding. They haven’t done this yet. Instead, they
|
|||
|
|
prefer to enter through existing openings. The best entrance to the
|
|||
|
|
castle (for the ants) is the root cellar, which has an earthen floor.
|
|||
|
|
The floor of the root cellar is full of ant-sized holes, and the wooden
|
|||
|
|
door of the root cellar has an soldier-ant-sized hole chewed through it.
|
|||
|
|
The queen did not go through the hole in the door: the queen is smart
|
|||
|
|
enough to know how to open human doors.\
|
|||
|
|
\
|
|||
|
|
The ants have selected Green’s bedroom as the queen’s new chambers. They
|
|||
|
|
have a large number of soldiers on both sides of the bedroom door,
|
|||
|
|
blocking all access. You can enter the lounge, but no further. The queen
|
|||
|
|
is their most valued asset, and they protect her aggressively. They are
|
|||
|
|
incidentally blocking access to Edric’s bedroom as well, but that’s only
|
|||
|
|
because the door happens to be in the same hallway as Green’s bedroom.
|
|||
|
|
|
|||
|
|
The ants have selected Tommel, Bran, and Wim’s bedroom as the new brood
|
|||
|
|
chamber. The room is full of eggs. Again, there are soldiers on both
|
|||
|
|
ends of the hallway, because this is a high-value area.
|
|||
|
|
|
|||
|
|
The ants have selected the Kitchen as the new fungus farm. The workers
|
|||
|
|
are swarming in there, moving rotting organic matter into the kitchen.
|
|||
|
|
There are a handful of soldiers in the kitchen, but they’re not blocking
|
|||
|
|
access to the kitchen: the fungus farm isn’t a high-value asset. They’re
|
|||
|
|
just there to protect the workers.
|
|||
|
|
|
|||
|
|
Here are some hallway encounters:
|
|||
|
|
|
|||
|
|
- Two soldier ants come down the hall, followed by a group of workers.
|
|||
|
|
> The workers are carrying rotting plant material. The soldiers
|
|||
|
|
> approach, and move to one side of the hallway. They then look at
|
|||
|
|
> you, and wait to see what you do. (If the PCs move to the other
|
|||
|
|
> side of the hallway, the ants will simply walk past).
|
|||
|
|
|
|||
|
|
- A long line of worker ants carrying eggs come down the hallway. They
|
|||
|
|
> stop, and start waving their antennae around. Then they turn
|
|||
|
|
> around, and head back in the opposite direction.
|
|||
|
|
|
|||
|
|
- A group of six soldiers and four workers come down the hall. Two
|
|||
|
|
> soldiers are injured (they have been in a fight with Borghan). The
|
|||
|
|
> workers are helping the injured soldiers. They see you, and pause.
|
|||
|
|
> Then the four healthy soldiers approach. They close their
|
|||
|
|
> mandibles, and use them to shove you into a corner. Then, they
|
|||
|
|
> pass.
|
|||
|
|
|
|||
|
|
Feel free to improvise more.
|
|||
|
|
|
|||
|
|
The ants are not central to the PCs’ quest. They are there to let the
|
|||
|
|
PCs know that the world is alive, and there are people everywhere who
|
|||
|
|
have their own agendas and their own issues.
|
|||
|
|
|
|||
|
|
Although the ants are not central to the PCs quest, they can
|
|||
|
|
theoretically be helpful to the PCs. For example, if the PCs figure out
|
|||
|
|
how to talk to the queen, they may be able to arrange some sort of
|
|||
|
|
cooperative expedition to deal with Borghan (the queen would be very
|
|||
|
|
happy to have Borghan under control.) The PCs may also be able to work
|
|||
|
|
with the ants to dig holes in the walls, to make it easier to navigate
|
|||
|
|
the castle.
|
|||
|
|
|
|||
|
|
\<TODO: Add stat blocks for the Ants\>
|
|||
|
|
|
|||
|
|
## Sections of Castle Green
|
|||
|
|
|
|||
|
|
The following is a list of the areas in Castle Green, in the order that
|
|||
|
|
the PCs are likely to encounter them. Each section describes what’s in
|
|||
|
|
that section, and what encounters the PCs will likely have there.
|
|||
|
|
|
|||
|
|
### The Ground Floor
|
|||
|
|
|
|||
|
|
When the PCs first arrive at the castle, they can see that everything
|
|||
|
|
above knee level is gone. All that’s left of the ground floor is the
|
|||
|
|
floor itself, the bottom few stones of the walls, and the stairs that
|
|||
|
|
lead to the basement.
|
|||
|
|
|
|||
|
|
Rennick is here. This might be a good time to reread Rennick’s
|
|||
|
|
description in the introductory chapter. This is the first time that the
|
|||
|
|
PCs will meet Rennick. He is standing at the top of the basement stairs,
|
|||
|
|
shouting, “Is anybody down there?”
|
|||
|
|
|
|||
|
|
The PCs will probably ask Rennick about who he is. Rennick volunteers
|
|||
|
|
he’s a business associate of Green’s. If the PCs probe further, here are
|
|||
|
|
the facts that Rennick is open about and will easily divulge with even
|
|||
|
|
the slightest prompting:
|
|||
|
|
|
|||
|
|
- Rennick volunteers that he is a member of the Fraternity of Order.
|
|||
|
|
> He points out the fact that he’s wearing their logo on his lapel.
|
|||
|
|
|
|||
|
|
- If asked, Rennick is happy to explain the Fraternity of Order, the
|
|||
|
|
> fact that they make most of the laws in the city of Sigil, and
|
|||
|
|
> that their real passion is learning the laws that govern the
|
|||
|
|
> universe.
|
|||
|
|
|
|||
|
|
- If asked how he knows Green, Rennick says he’s a casino regulator
|
|||
|
|
> from the City of Sigil, and Green was a casino owner there.
|
|||
|
|
|
|||
|
|
- If asked, he is happy to explain how casino regulation in Sigil
|
|||
|
|
> works - about how the Fraternity will sell “certificates of fair
|
|||
|
|
> play” to any casino that they can verify is legit. Rennick
|
|||
|
|
> explains that he manages a team of statisticians and undercover
|
|||
|
|
> investigators to make sure the casino is legit before he is
|
|||
|
|
> willing to sell a certificate.
|
|||
|
|
|
|||
|
|
- Rennick loves to talk about his passion, luck research. It doesn’t
|
|||
|
|
> take much to get him started: for example, if Lada introduces
|
|||
|
|
> herself as a luck researcher, Rennick is excited to meet another
|
|||
|
|
> luck researcher. He volunteers that casino regulation is only his
|
|||
|
|
> day job. He explains his real passion is studying how luck,
|
|||
|
|
> randomness, and chance work.
|
|||
|
|
|
|||
|
|
- If the PCs get Rennick to talk about his research, he will
|
|||
|
|
> eventually volunteer that he’s discovered a way to predict the
|
|||
|
|
> outcomes of random events, like a die roll.
|
|||
|
|
|
|||
|
|
Eventually, Rennick starts to feel like he’s said too much, and he
|
|||
|
|
starts to clam up. He realizes he shouldn’t be talking about his ability
|
|||
|
|
to predict random events. He also realizes he shouldn’t be talking about
|
|||
|
|
his relationship to the deck. He starts to be much more circumspect.
|
|||
|
|
Here is what he absolutely won’t tell the PCs:
|
|||
|
|
|
|||
|
|
- He won’t divulge that he has anything to do with the Deck. If asked,
|
|||
|
|
> he just says, “I prefer not to say.” However, the fact that he
|
|||
|
|
> suddenly clammed up is a dead giveaway that he does have
|
|||
|
|
> *something* to do with the Deck.
|
|||
|
|
|
|||
|
|
- He won’t say why he’s here. He came to St Parnas to ask Green
|
|||
|
|
> whether or not he’s noticed anything weird happening with the
|
|||
|
|
> deck. However, because he arrived during the chaos storm, he
|
|||
|
|
> already has his answer, a definitive *yes*, a chaos storm is
|
|||
|
|
> definitely weird. He won’t talk about this.
|
|||
|
|
|
|||
|
|
In the light of the fact that there has been a chaos storm, and that it
|
|||
|
|
appeared to be centered on the castle, Rennick is worried about the
|
|||
|
|
safety of Green and his employees. He’s worried that there might be
|
|||
|
|
people trapped in the basement. He is right about that.
|
|||
|
|
|
|||
|
|
He says that earlier, he went to the bottom of the stairs. He says that
|
|||
|
|
at the bottom of the stairs are a bunch of weird labyrinth passages. He
|
|||
|
|
says that when he saw the labyrinth passages, he NOPED out of there: he
|
|||
|
|
says he isn’t an adventurer, he doesn’t want to get lost in a
|
|||
|
|
potentially dangerous dungeon. But he’s hoping somebody will go in. He
|
|||
|
|
encourages the PCs to try to help Green and Green’s employees.
|
|||
|
|
|
|||
|
|
So now the PCs have two reasons to descend the stairs:
|
|||
|
|
|
|||
|
|
- To find Green so that they can negotiate to purchase the Deck.
|
|||
|
|
|
|||
|
|
- To help Green’s employees escape from the labyrinth.
|
|||
|
|
|
|||
|
|
### The Basement Landing
|
|||
|
|
|
|||
|
|
When the PCs come down the stairs from outside, they find themselves at
|
|||
|
|
the bottom of the stairs, in the basement landing. There’s nothing in
|
|||
|
|
the landing but a few potted plants. There are three hallways leading in
|
|||
|
|
three different directions - north, west, and east. All three contain
|
|||
|
|
portals, so looking down any of these hallways, you see a few feet of
|
|||
|
|
stone wall, and then the hallway continues onward as wood-paneled
|
|||
|
|
labyrinth walls. The appearance is surprising:
|
|||
|
|
|
|||
|
|
\<IMAGE HERE\>
|
|||
|
|
|
|||
|
|
When the PCs look at the transition, have them make an insight roll: the
|
|||
|
|
transition from stone to wood doesn’t look man-made, it looks like the
|
|||
|
|
artifact of a magical phenomenon of some sort.
|
|||
|
|
|
|||
|
|
Walking down any of the halls leads the PCs into the labyrinth.
|
|||
|
|
|
|||
|
|
### The Labyrinth
|
|||
|
|
|
|||
|
|
The labyrinth itself is a maze of passages, with the walls covered with
|
|||
|
|
decorative wooden paneling (a lot like a Victorian library). The
|
|||
|
|
passages don’t go anywhere except to more passages.
|
|||
|
|
|
|||
|
|
As the PCs walk around the labyrinth, they will unknowingly be passing
|
|||
|
|
through portals that lead to other places in the labyrinth. The portals
|
|||
|
|
in the labyrinth shift around randomly. As a result, it is impossible to
|
|||
|
|
map the labyrinth. The effective layout is constantly changing.
|
|||
|
|
|
|||
|
|
The PCs will probably try strategies like marking the walls with arrows
|
|||
|
|
that point back toward the entrance. If they do, they will discover that
|
|||
|
|
the labyrinth seems to be shifting: they find their own arrows, but
|
|||
|
|
they’re now pointing in scattered directions, even pointing at each
|
|||
|
|
other. The labyrinth itself isn’t shifting, the portals are, but that
|
|||
|
|
has the effect of connecting hallways that weren’t connected before, and
|
|||
|
|
the labyrinth certainly *appears* to have shifted.
|
|||
|
|
|
|||
|
|
When the PCs stop for a bit, let them know that they are feeling a faint
|
|||
|
|
sense of anxiety and dread. Have them make WIS DC15 checks to realize:
|
|||
|
|
it’s not *their own* anxiety/dread: the sensation is coming from
|
|||
|
|
outside, from somebody else. Of course, the sensation is coming from
|
|||
|
|
Omta, but when you talk to your PCs about where the emotions are coming
|
|||
|
|
from, call it “the presence in the labyrinth.”
|
|||
|
|
|
|||
|
|
To get unstuck, the PCs need to first reassure Omta, and then ask him
|
|||
|
|
for help with navigation. See the previous section, “Navigating the
|
|||
|
|
Portals,” for detailed instructions about what is necessary. Once they
|
|||
|
|
do those things, Omta will probably take the PCs to the next basement
|
|||
|
|
area.
|
|||
|
|
|
|||
|
|
The PCs may find interesting things in the hallways of the labyrinth.
|
|||
|
|
Space out the following encounters semi-randomly, throwing in a random
|
|||
|
|
encounter whenever things seem a little slow.
|
|||
|
|
|
|||
|
|
- The PCs find scraps of Borghan’s fur scraped off on some of the
|
|||
|
|
> labyrinth woodwork.
|
|||
|
|
|
|||
|
|
- They find a single stone block from one of the castle walls. This
|
|||
|
|
> just teleported out of a wall randomly during the chaos storm,
|
|||
|
|
> leaving a hole in the wall.
|
|||
|
|
|
|||
|
|
- They encounter ants (see the previous section on ants).
|
|||
|
|
|
|||
|
|
- With a difficult perception roll, they see an anomaly caused by a
|
|||
|
|
> portal. Show them the image below. The anomaly is hard to see, but
|
|||
|
|
> it is there. The reason for the seam in the following image is
|
|||
|
|
> that there is a portal stitching together two labyrinth hallways:
|
|||
|
|
|
|||
|
|
> {width="2.932292213473316in"
|
|||
|
|
> height="3.9265748031496064in"}
|
|||
|
|
|
|||
|
|
In the labyrinth, it is possible to encounter Borghan himself. This
|
|||
|
|
should not happen until after the PCs have figured out how to move
|
|||
|
|
around. Give them a chance to get their bearings before encountering a
|
|||
|
|
foe. For information on how to run the Borghan encounter, refer to the
|
|||
|
|
previous section, “Borghan: The Caged Beast.”
|
|||
|
|
|
|||
|
|
### The Sparring Room, Armory, and Cells
|
|||
|
|
|
|||
|
|
When Omta finally allows the PCs to leave the labyrinth tunnels, this is
|
|||
|
|
where he takes them if they don’t ask for any place in particular. In
|
|||
|
|
this location, you can find three holding cells. Across from the cells
|
|||
|
|
are the sparring room and the armory.
|
|||
|
|
|
|||
|
|
All the cell doors have small windows that let you see inside. All three
|
|||
|
|
rooms are empty. All three rooms are held shut by bars across the doors,
|
|||
|
|
which are easily removed from the outside of the cell. Two of the cells
|
|||
|
|
are dusty and clearly have not been used recently. The third has had an
|
|||
|
|
occupant who managed to shatter the bar that held the door shut. The bar
|
|||
|
|
is in splinters on the floor, and the occupant is gone. A search of the
|
|||
|
|
smashed cell reveals bits of coarse brown fur. Of course, don’t tell
|
|||
|
|
your players this, but the occupant was Borghan, the “Caged Beast.”
|
|||
|
|
Borghan has been wandering the labyrinth for about a week.
|
|||
|
|
|
|||
|
|
The armory is full of weapon racks that are empty. This room is to equip
|
|||
|
|
an army, and Green doesn’t have an army, so this room is unneeded.
|
|||
|
|
Alyssa Varn has strung a piece of piano wire across the doorframe at
|
|||
|
|
shin-level. The wire has been there for quite some time, nobody tripped
|
|||
|
|
on it because nobody goes into the Armory. The wire is not connected to
|
|||
|
|
a mechanism: it’s just there to trip and slash shins. First person to
|
|||
|
|
enter the room must make a perception check DC 15 to spot the wire in
|
|||
|
|
time. Failing that, take 6HP damage, dex save DC 15 for half. Stuck to
|
|||
|
|
the wall inside the room, next to where the tripwire is anchored, is a
|
|||
|
|
tiny note: “Get the &\^\$ out of my castle! - AV”
|
|||
|
|
|
|||
|
|
The sparring room is actively used by Green and his guards. It is
|
|||
|
|
currently occupied by the two gate guards, Bran and Inya, who are stuck
|
|||
|
|
here. They are glad that somebody has come to get them out of here. They
|
|||
|
|
can explain the basic story of how Green and some of his employees ended
|
|||
|
|
up in the basement-labyrinth. They can also give an accurate inventory
|
|||
|
|
of who’s in the basement, though they don’t know exactly where these
|
|||
|
|
individuals are in the basement.
|
|||
|
|
|
|||
|
|
It is important that Bran and Inya provide a complete list of all the
|
|||
|
|
missing people. That gives the PCs a checklist to follow. Trying to
|
|||
|
|
locate everyone on the checklist is the main mechanism by which the PCs
|
|||
|
|
will find the rest of the areas in the basement.
|
|||
|
|
|
|||
|
|
If asked about people who drew cards, Bran says, “I’ll tell you
|
|||
|
|
everything I know, but I mostly don’t know. Green doesn’t tell us what
|
|||
|
|
cards people drew - privacy, you know? But, I guess I can tell you about
|
|||
|
|
Borghan and Alyssa, I know about them.”
|
|||
|
|
|
|||
|
|
This is what they have to say about Borghan and Alyssa:
|
|||
|
|
|
|||
|
|
- They know that the castle came into existence when Alyssa Varn drew
|
|||
|
|
> “bricklayer.” They know Alyssa sold the castle to Green, and they
|
|||
|
|
> know that Alyssa has “seller’s remorse” and that she’s causing no
|
|||
|
|
> end of grief for the castle inhabitants.
|
|||
|
|
|
|||
|
|
- They know that the labyrinth came into existence when Borghan drew
|
|||
|
|
> “bricklayer.” They know the labyrinth was originally a separate
|
|||
|
|
> place, but it got all tangled up in the castle basement when the
|
|||
|
|
> chaos storm hit. They also know that Borghan is in the form of a
|
|||
|
|
> Grizzly bear, wandering the labyrinth.
|
|||
|
|
|
|||
|
|
Aside from the basic facts above, they don’t know anything else about
|
|||
|
|
Alyssa or Borghan. They can’t tell you what other cards those two drew.
|
|||
|
|
|
|||
|
|
Bran and Inya can also tell the PCs the following tidbit: Green used to
|
|||
|
|
own a Casino in Sigil, and Bran and Inya were guards at the casino. For
|
|||
|
|
this whole deck of many things venture, Green mostly hired people who
|
|||
|
|
used to work for his casino. Bran and Inya both agree that Green is a
|
|||
|
|
decent boss.
|
|||
|
|
|
|||
|
|
When the PCs try to leave the sparring room area, have them make a
|
|||
|
|
perception roll, DC15. If any PC succeeds, they notice a hole in the
|
|||
|
|
wall that leads into the armory. There is nothing interesting on the
|
|||
|
|
other side of the hole. It is just a hole that randomly appeared in the
|
|||
|
|
wall during the chaos storm.
|
|||
|
|
|
|||
|
|
To get Bran and Inya out of the labyrinth, the PCs need to ask the
|
|||
|
|
presence in the labyrinth to take them to the exit of Castle Green.
|
|||
|
|
|
|||
|
|
### The Kitchen, Pantry, and Dining Area
|
|||
|
|
|
|||
|
|
To get to the kitchen, the PCs pretty much have to ask for it
|
|||
|
|
specifically. The most likely reason that they would do so is to find
|
|||
|
|
Zimmi, the cook, who they know about because of Bran’s inventory of
|
|||
|
|
Green’s employees.
|
|||
|
|
|
|||
|
|
The dining room is a longish room containing dining tables and chairs.
|
|||
|
|
There are far more seats than are necessary for Green and his entourage.
|
|||
|
|
It is obvious that only the dining tables closest to the kitchen have
|
|||
|
|
been used recently. The walls are decorated with some colorful scenes of
|
|||
|
|
the outlands. This sort of decorative art is inexpensive in the St
|
|||
|
|
Parnas market square. There are also some potted plants. Despite the
|
|||
|
|
decorations, the room still looks a little sparse.
|
|||
|
|
|
|||
|
|
The only really interesting thing in the dining room is that the wall
|
|||
|
|
that separates the dining room from the hallway is missing a stone
|
|||
|
|
block. This is easily visible: no perception roll necessary. If you’re
|
|||
|
|
small, or very flexible, you can squeeze through. This is not at all
|
|||
|
|
useful, but it does hint at the fact that there may be other similar
|
|||
|
|
passages throughout the castle.
|
|||
|
|
|
|||
|
|
Across the hall from the dining room is the kitchen. The kitchen has
|
|||
|
|
been taken over by ants. They have covered the entire floor with a
|
|||
|
|
spongy bed of rotting plant matter (leaves, wood chips, etc). These are
|
|||
|
|
fungus-farming ants, and this is their new fungus farm.\
|
|||
|
|
\
|
|||
|
|
Inside the kitchen, there are 10 worker ants and 4 soldier ants. When
|
|||
|
|
the PCs open the door to the kitchen, the soldiers immediately cluster
|
|||
|
|
around the door and form a barrier. They do not attack.
|
|||
|
|
|
|||
|
|
This is a good opportunity to get a close look at the ants. Tell the PCs
|
|||
|
|
that the soldiers are considerably larger than the workers. The workers
|
|||
|
|
have mandibles that act like pliers: the tips are flat and can grab onto
|
|||
|
|
things. The soldiers, on the other hand, have mandibles that are sharp.
|
|||
|
|
|
|||
|
|
If the PCs stand and watch for a minute, they will see that the workers
|
|||
|
|
are crushing up bits of food from the kitchen and are kneading it into
|
|||
|
|
the organic matter on the floor. The ants know that human food makes a
|
|||
|
|
good substrate for growing fungus, so they’re taking advantage of the
|
|||
|
|
kitchen’s supplies.
|
|||
|
|
|
|||
|
|
The PCs can hear a voice: “Help! Get me out of here!” The voice is
|
|||
|
|
obviously coming from the pantry, which is a walk-in closet in the back
|
|||
|
|
of the kitchen. The situation is that the cook, Zimmi, has locked
|
|||
|
|
herself in the pantry because she is scared of the ants. She shoved a
|
|||
|
|
doorstop under the door to keep the ants from coming in. The ants, for
|
|||
|
|
their part, don’t seem particularly concerned with Zimmi. They are
|
|||
|
|
leaving the pantry alone: Zimmi is scared, but her life is not actually
|
|||
|
|
in any danger.
|
|||
|
|
|
|||
|
|
If the PCs try to enter the room, a soldier will close his mandibles so
|
|||
|
|
that the points are touching each other, then he will use the “flat of
|
|||
|
|
the blade” of his mandibles to push the PC back toward the door. This
|
|||
|
|
action is clearly designed not to cause damage, but to send a message:
|
|||
|
|
you’re not invited.
|
|||
|
|
|
|||
|
|
One way to earn the trust of the ants is to offer them food rations. If
|
|||
|
|
the PCs do this, a worker ant will scoot right past the soldiers, accept
|
|||
|
|
the rations, and begin kneading the food into the floor. The soldiers,
|
|||
|
|
seeing this, will get out of the way. As long as the PCs are handing
|
|||
|
|
food to the workers, the soldiers will let them move around the room.
|
|||
|
|
However, the soldiers will stay close to the PCs, encircling them.
|
|||
|
|
|
|||
|
|
If the PCs shout to Zimmi, “it’s okay, unlock the door, don’t worry,
|
|||
|
|
these ants aren’t aggressive,” Zimmi will open the door. Zimmi is a
|
|||
|
|
gnome wearing a chef’s apron. If Zimmi sees that the PCs are standing in
|
|||
|
|
the kitchen unharmed, she will emerge. From there, the PCs can escort
|
|||
|
|
her out of the kitchen without difficulty, and from there, she can be
|
|||
|
|
led out of the labyrinth and to safety.
|
|||
|
|
|
|||
|
|
### The Root Cellar, Wine Cellar, and Furniture Storage
|
|||
|
|
|
|||
|
|
The most likely way to reach this area is if the PCs ask Omta about
|
|||
|
|
Alyssa Varn, the woman who drew the bricklayer card. This is the area
|
|||
|
|
where she lives.
|
|||
|
|
|
|||
|
|
The root cellar is a room with an earthen floor. Depending on their
|
|||
|
|
backgrounds, the PCs may know what this is: the soil floor creates a
|
|||
|
|
humid environment, which keeps turnips, parsnips, and other root
|
|||
|
|
vegetables from desiccating.
|
|||
|
|
|
|||
|
|
The root cellar has been emptied out of any vegetables: the ants took it
|
|||
|
|
all. The ground looks like it has been tilled, and there are multiple
|
|||
|
|
ant-sized tunnels coming up out of the soil. This is clearly how the
|
|||
|
|
ants have been getting into the basement. The door to the root cellar
|
|||
|
|
has a soldier-ant sized hole in the bottom of it. It looks like they
|
|||
|
|
chewed their way through.
|
|||
|
|
|
|||
|
|
The door to the wine cellar is open a few inches. Alyssa Varn has set up
|
|||
|
|
a booby trap: she put a bucket of her urine on top of the door. The PCs
|
|||
|
|
must make a perception roll DC15 to spot it before opening the door. If
|
|||
|
|
one of the PCs has a keen sense of smell, they may be able to smell it
|
|||
|
|
instead. If somebody pushes open the door without spotting the bucket,
|
|||
|
|
they have to make a DEX save DC15 to dodge it. If they fail, the PC is
|
|||
|
|
nauseated. The PC will have disadvantage on rolls until they can clean
|
|||
|
|
themselves. The bucket has words written on it: “This is my Castle! Get
|
|||
|
|
the \$%& Out!”
|
|||
|
|
|
|||
|
|
Inside the wine cellar there are several racks of wine. Most of it is
|
|||
|
|
just table wine, but there are a five bottles of the good stuff. The
|
|||
|
|
ants seem to have left this room alone. There is nothing else of
|
|||
|
|
interest here.
|
|||
|
|
|
|||
|
|
The furniture storage room is jam-packed full of unused furniture. When
|
|||
|
|
the castle was conjured, it was fully furnished, but the furniture
|
|||
|
|
wasn’t to Green’s liking, so Green got some better furniture. The cheap
|
|||
|
|
stuff has been shoved into this room. The furniture is piled to the
|
|||
|
|
ceiling. There is a thick layer of dust.
|
|||
|
|
|
|||
|
|
Hidden in the back of the furniture is Alyssa Varn’s hideout. She has
|
|||
|
|
arranged some bookshelves to make a little room within the big room.
|
|||
|
|
Inside her little bookshelf-room is a sleeping bag, a nightstand with a
|
|||
|
|
candle, and two changes of clothing. It is easy to tell from looking at
|
|||
|
|
the clothing that Alyssa is a very petite woman, and quite thin. There
|
|||
|
|
is nothing to indicate the identity of the person who is sleeping here,
|
|||
|
|
but if the PCs have spoken to Bran and Inya, they can probably guess.
|
|||
|
|
Alyssa is not here.
|
|||
|
|
|
|||
|
|
To find the hideout is challenging. The PCs must first ask some
|
|||
|
|
questions along the lines of, “is there anything hidden in the
|
|||
|
|
furniture,” or “does anything look like it’s been disturbed?” If they
|
|||
|
|
ask something like that, have them make a perception roll, DC15. If they
|
|||
|
|
succeed, they notice an area under a table that has less dust. This is
|
|||
|
|
the path that Alyssa takes to get from the door to her hideout. The
|
|||
|
|
dust-free path leads under a table, through a very narrow gap between a
|
|||
|
|
whole bunch of dressers, and from there snakes around until it finally
|
|||
|
|
reaches the hideout. To get through you either have to be small, or you
|
|||
|
|
have to move the furniture (which is not difficult).
|
|||
|
|
|
|||
|
|
Inside of Alyssa’s hideout is another missing block in a wall. Alyssa
|
|||
|
|
has concealed this passage by leaning the nightstand up against it. To
|
|||
|
|
see it, you have to move the nightstand. The opening looks different
|
|||
|
|
than the one in the dining room: in the dining room, the block was
|
|||
|
|
cleanly extracted, and the mortar is still there. This one looks like
|
|||
|
|
the mortar was carved away painstakingly with a sharp tool. To pass
|
|||
|
|
through the opening, you have to be small.
|
|||
|
|
|
|||
|
|
On the other side of the opening is Etienne’s wardrobe - Etienne is one
|
|||
|
|
of Green’s bodyguards. Alyssa has cut a hole in the back of the wardrobe
|
|||
|
|
so she can sneak into it. Again, to pass through the hole, you have to
|
|||
|
|
be small.
|
|||
|
|
|
|||
|
|
This hole in the wall is one of the very few ways that it is possible to
|
|||
|
|
move from one castle region to a different region without passing
|
|||
|
|
through the labyrinth. The portals to the labyrinth are all in the
|
|||
|
|
*hallways*. But if you go through holes in the walls, you bypass all
|
|||
|
|
that.
|
|||
|
|
|
|||
|
|
### The Bedrooms of the Bodyguards
|
|||
|
|
|
|||
|
|
The most likely way the PCs will reach this area is through the hole in
|
|||
|
|
Alyssa Varn’s hiding place.
|
|||
|
|
|
|||
|
|
This region contains the bedrooms of all four of Green’s personal
|
|||
|
|
bodyguards. Each one has his or her own bedroom, and each one has
|
|||
|
|
personalized their space. From looking at the clothing in the wardrobes,
|
|||
|
|
you can pretty easily tell which clothes are male or female, and which
|
|||
|
|
ones are for humans, half-orcs, or dwarves. If the PCs have a good
|
|||
|
|
memory, they may be able to identify which room belongs to which
|
|||
|
|
bodyguard, but it’s not important that they be able to do so.
|
|||
|
|
|
|||
|
|
None of the bodyguards are actually present in the bedrooms, the only
|
|||
|
|
person present is Alyssa Varn, who is lurking.
|
|||
|
|
|
|||
|
|
*Mikhail’s Room:* Mikhail is a male half-orc fighter. Bedroom contains a
|
|||
|
|
wardrobe, a bed, a shelving unit full of decorative tea sets, and a
|
|||
|
|
reading desk with some books about Sigil politics and factions.
|
|||
|
|
|
|||
|
|
*Harkon’s Room:* Harkon is a male dwarf cleric of Helm. Bedroom contains
|
|||
|
|
a wardrobe, a bed, a shrine to Helm, and a writing desk.
|
|||
|
|
|
|||
|
|
*Siduri’s Room:* Siduri is a female high elf duelist. Bedroom contains a
|
|||
|
|
wardrobe, a bed, a nightstand, and a collection of ornate curvy swords
|
|||
|
|
on the wall. On the nightstand is a collection of books containing
|
|||
|
|
diagrams of fencing maneuvers.
|
|||
|
|
|
|||
|
|
*Etienne’s Room:* Etienne is a male tiefling diviner. Bedroom contains a
|
|||
|
|
wardrobe, a bed, a writing desk, and a number of books mainly about
|
|||
|
|
hunting mushrooms in the outlands. The desk has an unsent letter.
|
|||
|
|
|
|||
|
|
Etienne’s unsent letter is as follows:
|
|||
|
|
|
|||
|
|
> Dear Magert,
|
|||
|
|
>
|
|||
|
|
> I hope you’re doing well! As for me, I’m doing fine. Living in St.
|
|||
|
|
> Parnas is quite a change from Sigil: there’s not much of an art scene,
|
|||
|
|
> and the restaurant options are limited. I’m looking forward to
|
|||
|
|
> returning when this is all over.\
|
|||
|
|
> \
|
|||
|
|
> I’m writing to ask your opinions about two people who drew cards from
|
|||
|
|
> the deck. One is named Asatya. She drew the “void” card, and she
|
|||
|
|
> immediately fell into a coma. My divinations tell me there’s nobody in
|
|||
|
|
> there - she’s not “locked in,” she’s just gone. The doctors at the
|
|||
|
|
> local hospital don’t have a clue what to do.\
|
|||
|
|
> \
|
|||
|
|
> The other is a man named Borghan. He drew the “beast” card, which
|
|||
|
|
> turned him into an oversized grizzly bear. I can talk to him using
|
|||
|
|
> “speak with animals,” he’s fully animal intelligence now.
|
|||
|
|
>
|
|||
|
|
> Deck curses don’t respond to simple spells like “restoration.” I’m
|
|||
|
|
> looking for powerful artifacts or individuals, anywhere in the planes,
|
|||
|
|
> that might help these two. Are you aware of anything that might help?
|
|||
|
|
>
|
|||
|
|
> Your dear friend, Etienne
|
|||
|
|
|
|||
|
|
Alyssa Varn has a trap that she is waiting to spring if some of the
|
|||
|
|
weaker party members find themselves in a room with only one exit: she
|
|||
|
|
will jam a doorstop under the door, then she will nail the door shut.
|
|||
|
|
Getting out should be a 10 to 15 minute project, involving finding some
|
|||
|
|
way to get the nails out.
|
|||
|
|
|
|||
|
|
If the PCs enter Mikhail’s bedroom via the hole in the wall of the
|
|||
|
|
furniture storage area, this may result in an opportunity for Alyssa to
|
|||
|
|
pull her little stunt. She won’t try to trap the PCs in Mikhail’s
|
|||
|
|
bedroom, because that bedroom has two exits (the door, and the hole).
|
|||
|
|
Instead, she will wait until a few of the weaker party members are alone
|
|||
|
|
in a room with only one door.
|
|||
|
|
|
|||
|
|
This hallway is a perfect place for a line of worker ants to suddenly
|
|||
|
|
show up, walking through carrying eggs. They ignore the PCs.
|
|||
|
|
|
|||
|
|
### The Barracks of the Castle Staff
|
|||
|
|
|
|||
|
|
TODO: How do people reach the barracks?
|
|||
|
|
|
|||
|
|
There are two barracks: one for the men, one for the women.
|
|||
|
|
|
|||
|
|
The men’s barracks do not contain anything of any great interest. The
|
|||
|
|
men who live here are Tommel, Wim, and Bran. Nobody is present in the
|
|||
|
|
barracks. Feel free to invent personal effects for these men.
|
|||
|
|
|
|||
|
|
The women’s barracks, on the other hand, has been completely taken over
|
|||
|
|
by ants: they are turning it into an incubator for their eggs.
|
|||
|
|
|
|||
|
|
There are many worker and soldier ants present. The worker ants are
|
|||
|
|
busily creating safe little earth pockets for the eggs, and installing
|
|||
|
|
the eggs inside them. The soldier ants are insistent that the PCs cannot
|
|||
|
|
come inside: they will push back any PCs who try to enter.
|
|||
|
|
|
|||
|
|
However, there’s a female teenage tiefling here: Penny. She’s helping
|
|||
|
|
the ants move the eggs around. The ants already trust her. Like Green’s
|
|||
|
|
other employees, she hasn’t figured out how to get out of the labyrinth,
|
|||
|
|
but she is completely safe, the ants have been providing her with food
|
|||
|
|
and water. When the soldier ants try to repel the PCs, Penny raises her
|
|||
|
|
arms above her head and wiggles them around in a manner similar to how
|
|||
|
|
the ants move their antennae. In response to this, the ants make a path
|
|||
|
|
for the PCs to approach Penny.
|
|||
|
|
|
|||
|
|
Penny has already learned the rudiments of ant-language, even though
|
|||
|
|
she’s only been with the ants a few days. This is a clue that Penny is
|
|||
|
|
exceptional at language learning: she is good at helping out with any
|
|||
|
|
task that involves deciphering messages or languages. If asked about
|
|||
|
|
this, Penny downplays it: “Oh, I’ve only learned a few words. I’m
|
|||
|
|
basically at the ‘where is the bathroom’ stage of learning their
|
|||
|
|
language.” Despite this modesty, she is indeed very good at languages.
|
|||
|
|
She can translate, but it is true that she only knows a few words. She
|
|||
|
|
can translate very basic things like “people not dangerous,” but
|
|||
|
|
anything more complex is impossible.
|
|||
|
|
|
|||
|
|
When Penny sees the PCs, she is cheerful and friendly. If the PCs say
|
|||
|
|
they’ve come to rescue Green’s employees, Penny is grateful: she likes
|
|||
|
|
the ants, but she’s tired of being stuck in the basement. She comes with
|
|||
|
|
the PCs willingly. She is a useful resource for deciphering the scrolls.
|
|||
|
|
|
|||
|
|
### The Lounge, and Green and Edric’s Quarters
|
|||
|
|
|
|||
|
|
The lounge contains Omta’s steel door. Because of that, Omta
|
|||
|
|
deliberately keeps the PCs away from this area until Omta has a little
|
|||
|
|
time to get used to the PCs. This is therefore the last area that the
|
|||
|
|
PCs will find by traversing the labyrinth.
|
|||
|
|
|
|||
|
|
This area contains two large sofas, several comfy chairs, and a few
|
|||
|
|
reading tables. All this furniture has been upended during the chaos
|
|||
|
|
storm, and much of it is in a pile in the southeast corner of the room.
|
|||
|
|
The pile is hiding something important: there is a hole in the wall to
|
|||
|
|
Edric’s room. Like the other holes in the wall, it consists of one
|
|||
|
|
missing stone block. To get through, you have to be small in size.
|
|||
|
|
|
|||
|
|
Edric is here. Edric is the bariaur steward of the castle. A “steward”
|
|||
|
|
is responsible for paperwork: he keeps track of the books, he’s
|
|||
|
|
responsible for ordering deliveries of food, he guards the moneybox, and
|
|||
|
|
the like.\
|
|||
|
|
\
|
|||
|
|
To the east of the lounge is a short segment of hallway which is
|
|||
|
|
jam-packed with soldier ants. They are guarding the door to Green’s
|
|||
|
|
bedroom. Green’s bedroom is the largest bedroom in the basement, the ant
|
|||
|
|
queen has taken it as her lair. There is nothing interesting in Green’s
|
|||
|
|
bedroom other than the ant queen.
|
|||
|
|
|
|||
|
|
Directly across from Green’s bedroom is Edric’s bedroom and office.
|
|||
|
|
Edric’s office contains unremarkable items such as a wardrobe, a bed,
|
|||
|
|
and a writing table. It also contains the vault, which contains a
|
|||
|
|
lockbox with 3500 in gems (conjured by the Deck), 500 gp in gold, and a
|
|||
|
|
bunch of ledgers and records which are important to Edric but which
|
|||
|
|
serve no purpose for anyone else. Getting into Edric’s office is
|
|||
|
|
difficult because the soldier ants won’t let anyone come into the
|
|||
|
|
hallway with the doorway. However, it is also possible to enter Edric’s
|
|||
|
|
office through the hole in the wall in the lounge. The vault is
|
|||
|
|
basically a closet with a solid wooden door with a mundane padlock
|
|||
|
|
(lockpick DC 15). It can also be opened (slowly) by bashing. The lockbox
|
|||
|
|
is inside, with its own lock (lockpick DC 13).
|
|||
|
|
|
|||
|
|
Edric isn’t willing to leave the lounge until he has the lockbox. Once
|
|||
|
|
he has it, he’s glad to get out of the basement.
|
|||
|
|
|
|||
|
|
If the PCs steal the gems, Edric will be angry. He will make an
|
|||
|
|
impassioned plea: “When you drew from the Deck, we dealt with you
|
|||
|
|
fairly. We paid you the gold you were owed, and when you went to a
|
|||
|
|
Donjon, we didn’t just keep your money, we made sure it went to your
|
|||
|
|
next-of-kin. We were fair to you. Are you really going to steal from
|
|||
|
|
us?” Doing this will earn the disapproval of all of Green’s employees.
|
|||
|
|
The PCs will get no cooperation on anything if the PCs treat Edric this
|
|||
|
|
way.
|
|||
|
|
|
|||
|
|
The lounge floor has a trapdoor that leads down into the labyrinth. This
|
|||
|
|
is not a portal, it’s a plain old trapdoor, the labyrinth actually is
|
|||
|
|
physically underneath the basement. The trapdoor has been here ever
|
|||
|
|
since the labyrinth was conjured.
|
|||
|
|
|
|||
|
|
If the PCs enter Edric’s bedroom via the hole, then emerge via the door,
|
|||
|
|
they will pop right out in front of the door to Green’s bedroom - the
|
|||
|
|
queen’s chamber. This will annoy the ants, and they will very
|
|||
|
|
aggressively push the PCs back into Edric’s bedroom. Then, they will
|
|||
|
|
form a line barring passage through Edric’s door. The PCs will have to
|
|||
|
|
exit via the hole.
|
|||
|
|
|
|||
|
|
The soldier ants in the lounge are very strict - whereas the soldiers in
|
|||
|
|
other parts of the castle are assertive, but rarely aggressive, these
|
|||
|
|
ones will fight if the PCs push their way into that hallway. They are
|
|||
|
|
quite serious about defending the queen. The only way to get past them
|
|||
|
|
is with Penny’s help: she can ask for permission to see the queen, and
|
|||
|
|
the queen will grant limited access (just one PC, plus Penny). For
|
|||
|
|
information about what the queen says, see the section on the ants.
|
|||
|
|
|
|||
|
|
To the north of the lounge is a hallway that in more normal times led to
|
|||
|
|
the latrine, the laundry room, and the cistern. When Green and his
|
|||
|
|
bodyguards entered the basement to rescue Green’s employees, Green was
|
|||
|
|
carrying the Deck. Omta portaled this group to the laundry room, then
|
|||
|
|
sealed them in by conjuring a big steel barrier in this hallway. Of
|
|||
|
|
course, Omta isn’t really trying to trap these people: he really only
|
|||
|
|
cares about protecting the deck. The people are collateral damage. Of
|
|||
|
|
course, the group tried to escape, but Omta thwarted them.
|
|||
|
|
|
|||
|
|
When the PCs first arrive in the lounge, they see the steel barrier in
|
|||
|
|
this hallway. Later, this barrier will turn into a steel door. See the
|
|||
|
|
upcoming section, “The Steel Barrier becomes a Steel Door.”
|
|||
|
|
|
|||
|
|
### The Latrine, Cistern, and Laundry
|
|||
|
|
|
|||
|
|
This area of the castle is inaccessible, because of the steel barrier.
|
|||
|
|
We include it for completeness.\
|
|||
|
|
\
|
|||
|
|
The cistern is a big tank where rainwater from the roof is collected. It
|
|||
|
|
is the castle’s supply of fresh water.\
|
|||
|
|
\
|
|||
|
|
The latrine is basically a room with some watertight boxes that you can
|
|||
|
|
use to relieve yourself. When the castle was functioning normally, Zim
|
|||
|
|
(the janitor) would take those boxes outside and dump them in the woods.
|
|||
|
|
Now that the area is sealed, the boxes haven’t been emptied in some
|
|||
|
|
time, and the odor is seeping into the surrounding areas.
|
|||
|
|
|
|||
|
|
The laundry room is an area containing some big steel tubs which are
|
|||
|
|
used for both laundry and bathing. There is a large hearth with a pot
|
|||
|
|
that can be used to heat water. There is a rack full of towels, and a
|
|||
|
|
few tables for folding laundry. This is where Green and his bodyguards
|
|||
|
|
are staying now that they are trapped.
|
|||
|
|
|
|||
|
|
## Communicating with Omta
|
|||
|
|
|
|||
|
|
When the PCs first enter the castle, they sense anxiety and dread (via
|
|||
|
|
their telepathic link with Omta). Later, a PC will say something out
|
|||
|
|
loud, and Omta will hear what the PC said and will have an emotional
|
|||
|
|
reaction. For example, if the PC says, “let’s go find the deck,” the PCs
|
|||
|
|
will sense a sudden uptick in the fear and anxiety coming from the
|
|||
|
|
presence in the labyrinth. If the PC says something like, “we’re not
|
|||
|
|
here to hurt you,” the emotion might change from anxiety to cautious
|
|||
|
|
relief.
|
|||
|
|
|
|||
|
|
Initially, that’s the extent of the communication: the PCs say things,
|
|||
|
|
the presence in the labyrinth (Omta) reacts with emotions. The fact that
|
|||
|
|
the emotions make sense - the fact that they’re logical reactions to the
|
|||
|
|
things that the PCs say - that tells the players that the presence in
|
|||
|
|
the labyrinth actually is listening and paying attention.
|
|||
|
|
|
|||
|
|
The players will eventually realize that they can talk directly to Omta,
|
|||
|
|
asking for things out loud. As long as those things aren’t a threat to
|
|||
|
|
Omta, Omta will cooperate. For example, if they say, “we need to find
|
|||
|
|
the cook,” Omta will rearrange the portals so that the PCs soon wander
|
|||
|
|
into the kitchen.
|
|||
|
|
|
|||
|
|
This low-level communication should persist for quite a while. Let the
|
|||
|
|
PCs explore the castle until they’ve accomplished quite a few things.
|
|||
|
|
Make sure they’ve met at least two of the employees, and make sure
|
|||
|
|
they’ve had a few interactions with ants. Ideally, they should have had
|
|||
|
|
an interaction with Borghan and an interaction with Alyssa Varn as well.
|
|||
|
|
|
|||
|
|
After the PCs have been in the castle a while, Omta decides to
|
|||
|
|
communicate with them in a more detailed way. Omta reaches out to the
|
|||
|
|
PCs telepathically, and tries to send them an actual message.
|
|||
|
|
|
|||
|
|
### Failed Telepathic Messages
|
|||
|
|
|
|||
|
|
The PCs experience a strange phenomenon. Say to your players, “you feel
|
|||
|
|
the presence in the labyrinth trying to send a message to you. You
|
|||
|
|
receive the following: surprise, then shock, then fear, then
|
|||
|
|
determination, then more surprise, then a feeling of being trapped.”
|
|||
|
|
Then, a minute later, tell them: “You sense frustration.”
|
|||
|
|
|
|||
|
|
What’s happening here is that Omta is trying to send a message through
|
|||
|
|
the telepathic link, but it’s not working. Omta’s way of reasoning is so
|
|||
|
|
alien that it’s just not coming through: all the PCs are receiving are
|
|||
|
|
the *emotions* associated with the story that Omta is trying to tell,
|
|||
|
|
but they’re not receiving any of the *concrete details*. Omta can tell
|
|||
|
|
that the PCs aren’t getting it, so he’s frustrated that his attempts at
|
|||
|
|
communication aren’t getting through.
|
|||
|
|
|
|||
|
|
Omta will sporadically repeat these attempts, always to no avail. If the
|
|||
|
|
players don’t figure it out, let them roll an insight roll to figure
|
|||
|
|
out: the “presence in the labyrinth” is trying to communicate with you,
|
|||
|
|
but it’s not really working.
|
|||
|
|
|
|||
|
|
Tell them that although they can’t figure out what the presence is
|
|||
|
|
trying to say, they do sense two very clear patterns:
|
|||
|
|
|
|||
|
|
- The emotions they’re receiving contain an awful lot of fear,
|
|||
|
|
> anxiety, and dread. Of course, this is because Omta is terrified
|
|||
|
|
> of Tymora.
|
|||
|
|
|
|||
|
|
- The sequences of emotions always end in frustration. Of course, this
|
|||
|
|
> is because Omta is aggravated about his inability to communicate
|
|||
|
|
> with the PCs.
|
|||
|
|
|
|||
|
|
Make sure that Omta repeats this at least three times.
|
|||
|
|
|
|||
|
|
### Omta Decides to try Writing
|
|||
|
|
|
|||
|
|
After several failed attempts at telepathic communication, Omta comes up
|
|||
|
|
with a new idea: maybe I can talk to them in writing!
|
|||
|
|
|
|||
|
|
This is what the PCs experience: they once again receive a sequence of
|
|||
|
|
emotions, followed once again by frustration… and more frustration… and
|
|||
|
|
then suddenly, inspiration! Insight! Moments later, a piece of parchment
|
|||
|
|
materializes in thin air in front of one of the PCs. The scroll contains
|
|||
|
|
images of cards from the deck.
|
|||
|
|
|
|||
|
|
The fact that the scroll is made up of symbols from the Deck is a dead
|
|||
|
|
giveaway that the PCs are talking to the deck itself. Let’s take a
|
|||
|
|
moment to explain why Omta is communicating using images from the deck.
|
|||
|
|
|
|||
|
|
Tens of thousands of years ago, Omta fled to a far corner of the
|
|||
|
|
multiverse and has been hiding there ever since. He went into hiding
|
|||
|
|
*before* mortals existed, and before mortals invented language. Because
|
|||
|
|
of this, Omta has no idea what a “sentence” is. Back in those days, the
|
|||
|
|
gods communicated with symbols, but those symbols were not arranged into
|
|||
|
|
sentences. Instead, symbols were displayed in groups, associated with
|
|||
|
|
each other but without any subject, verb, object relationship. This is
|
|||
|
|
the only way Omta knows how to talk. He never learned how to speak a
|
|||
|
|
language.
|
|||
|
|
|
|||
|
|
Omta likes to use cards from the deck as his preferred symbols. He
|
|||
|
|
thinks the cards represent all the most important ideas, so in his mind,
|
|||
|
|
they make the perfect communication symbols. Each card has multiple
|
|||
|
|
meanings. For example, the gem card can mean “gems.” But it can also
|
|||
|
|
mean “money”, or “wealth”, or even “precious.” It can also mean
|
|||
|
|
“beautiful”, or even “sparkly.” Earlier in this book, the chapter *Cards
|
|||
|
|
of the Deck* lists the symbolic meanings of the cards.
|
|||
|
|
|
|||
|
|
Any PC who drew a card from the deck knows, instinctively, the symbolic
|
|||
|
|
meanings of that particular card. For example, if one of the PCs drew
|
|||
|
|
the gem card, then that PC will know that the gem card has all the
|
|||
|
|
meanings listed above. Of course, every PC drew three cards, so by
|
|||
|
|
working together and sharing information, the PCs will be able to
|
|||
|
|
decipher many of the symbols used by Omta.
|
|||
|
|
|
|||
|
|
But what about cards that the PCs didn’t draw? Nobody in the party drew
|
|||
|
|
the *Sun* card, for instance. If the PCs want to know what the symbolic
|
|||
|
|
meanings of the *Sun* card are, they will have to ask somebody who drew
|
|||
|
|
the sun card.
|
|||
|
|
|
|||
|
|
### Omta Says: “Ask Me Questions, Mortals.”
|
|||
|
|
|
|||
|
|
The first piece of parchment that Omta gives to the PCs looks like this:
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.2416666666666667in"}
|
|||
|
|
|
|||
|
|
It means: “I want the four of you to ask me questions.”\
|
|||
|
|
\
|
|||
|
|
The cluster on the left represents the PCs: four people who drew the
|
|||
|
|
Donjon card. The cluster on the right represents Omta: it contains his
|
|||
|
|
holy symbol, a pair of dice with a sunburst. The PCs recognize the
|
|||
|
|
symbol of the dice with the sunburst as the symbol that was on the box
|
|||
|
|
of the Deck. The middle symbol is the Vizier card. If the PCs ask Lada
|
|||
|
|
about the Vizier card, she says, “in the past, it used to grant mortals
|
|||
|
|
the ability to ask questions of the gods.” As it turns out, that’s still
|
|||
|
|
what it does.
|
|||
|
|
|
|||
|
|
Omta wants the PCs to ask him questions. He thinks that if the PCs start
|
|||
|
|
by asking the right questions, then communicating with them will be
|
|||
|
|
easier.
|
|||
|
|
|
|||
|
|
When the PCs try to interpret the scroll, they will probably say all
|
|||
|
|
kinds of things that are incorrect. When the PCs say something
|
|||
|
|
incorrect, they sense mild confusion from Omta via the telepathic link.
|
|||
|
|
This is their clue that they’re on the wrong track.
|
|||
|
|
|
|||
|
|
When they say something correct, part of the scroll becomes brighter,
|
|||
|
|
bolder, more colorful. For example, if somebody says, “I think this
|
|||
|
|
cluster on the left represents the four of us,” then the PCs sense
|
|||
|
|
excitement from Omta, and the cluster on the left becomes bolder,
|
|||
|
|
brighter, clearer. This is the PCs clue that they’re on the right track.
|
|||
|
|
But the fact that only the cluster on the left became bolder tells them
|
|||
|
|
that they haven’t deciphered the whole scroll, only the part on the
|
|||
|
|
left.
|
|||
|
|
|
|||
|
|
If the PCs get stuck, which is likely, they may get frustrated. In that
|
|||
|
|
case, Lada says, “I think part of the problem is that we don’t know what
|
|||
|
|
this vizier symbol really means. Do we know anybody who drew the vizier
|
|||
|
|
card? Maybe they would know.” That’s the key to understanding *all* of
|
|||
|
|
Omta’s messages: go find the people who drew the cards.
|
|||
|
|
|
|||
|
|
If you go find the people who drew the cards, in general, those people
|
|||
|
|
will know what the cards mean. However, some of those people are very
|
|||
|
|
difficult to talk to. For example, Borghan is in the form of a bear,
|
|||
|
|
which makes it extremely difficult to get any kind of useful information
|
|||
|
|
out of him.
|
|||
|
|
|
|||
|
|
Fortunately, there is a woman who drew the Vizier card: Brunna the
|
|||
|
|
Antiquarian. She is not hard to talk to, and she is very helpful in
|
|||
|
|
interpreting the messages.
|
|||
|
|
|
|||
|
|
Now that Omta has given the PCs this message, he refuses to help with
|
|||
|
|
navigation any more until the PCs figure out what his message means. He
|
|||
|
|
takes the PCs to the basement landing, and won’t bring them anywhere
|
|||
|
|
else. If the PCs reenter the labyrinth, Omta will just bring them back
|
|||
|
|
to the basement landing.
|
|||
|
|
|
|||
|
|
Of course, if the PCs do figure out that they’re supposed to ask
|
|||
|
|
questions, they’ll probably try asking all sorts of questions. But only
|
|||
|
|
three questions will elicit a response:
|
|||
|
|
|
|||
|
|
- Why are you afraid?
|
|||
|
|
|
|||
|
|
- What is your goal?
|
|||
|
|
|
|||
|
|
- Who are you?
|
|||
|
|
|
|||
|
|
These questions don’t have to be phrased exactly like that. For example,
|
|||
|
|
instead of asking “What is your goal,” the PCs could equivalently ask,
|
|||
|
|
“What are you trying to accomplish,” “Why is the deck here,” or anything
|
|||
|
|
along those lines.
|
|||
|
|
|
|||
|
|
Asking any question other than the three questions above will result in
|
|||
|
|
no reaction. Omta won’t answer arbitrary questions, he has specific
|
|||
|
|
things he wants to convey.
|
|||
|
|
|
|||
|
|
Sometimes, the PCs get focused on their *own* goals, and they start
|
|||
|
|
asking questions like, “how can we get to where the deck is.” Omta
|
|||
|
|
reacts to these questions with annoyance. If the PCs get stuck asking
|
|||
|
|
questions about their own goals, Lada eventually gives them a hint: “We
|
|||
|
|
should ask him about his agenda, not about how he can help us with
|
|||
|
|
ours.”
|
|||
|
|
|
|||
|
|
If one the PCs ask one of the three key questions, Omta conjures another
|
|||
|
|
scroll: the answer to the question. As soon as the PCs ask one of the
|
|||
|
|
three questions, Omta will permit the PCs to traverse the basement
|
|||
|
|
again.
|
|||
|
|
|
|||
|
|
### Asking: “Why are you Afraid?”
|
|||
|
|
|
|||
|
|
Omta conjures this scroll if the PCs ask the question, “Why are you
|
|||
|
|
afraid:”
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.225in"}
|
|||
|
|
|
|||
|
|
The meaning of this scroll is: “I’m afraid because Tymora intends to
|
|||
|
|
kill me!”\
|
|||
|
|
\
|
|||
|
|
The cluster on the left represents Omta. It contains Omta’s holy symbol,
|
|||
|
|
the Sun card, and Euryale. In this context, the Sun card means “god,”
|
|||
|
|
Omta is just letting the PCs know that he’s a god. The Euryale card
|
|||
|
|
means “fear,” it represents the fact that Omta is afraid.
|
|||
|
|
|
|||
|
|
The cluster on the right represents Tymora. Again the Sun card means
|
|||
|
|
“god,” because Tymora is a god. The gem card is there because Tymora’s
|
|||
|
|
holy symbol is a coin, Gem is the closest thing in the deck to “coin.”
|
|||
|
|
The skull card conjures an “avatar of death” that immediately tries to
|
|||
|
|
kill you. In this context, it means “a dangerous killer.”
|
|||
|
|
|
|||
|
|
In reality, Omta is overly fearful. This is because in Omta’s past, his
|
|||
|
|
formative experiences involved another god who was much more aggressive
|
|||
|
|
and dangerous than Tymora. Now he expects all gods to be dangerous and
|
|||
|
|
aggressive. Fear and anxiety are not always rational: Omta is scared.
|
|||
|
|
|
|||
|
|
In fairness, to Omta, Tymora is no murderer, but she is very angry, and
|
|||
|
|
she won’t rule out the possibility of a fight. So Omta really is in some
|
|||
|
|
danger.
|
|||
|
|
|
|||
|
|
### Asking: “What is Your Goal?”
|
|||
|
|
|
|||
|
|
Omta conjures this scroll if the PCs ask the question, “what do you
|
|||
|
|
want,” or equivalently, “why are you here,” or “why is the deck sticking
|
|||
|
|
around:”
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.2333333333333334in"}
|
|||
|
|
|
|||
|
|
The meaning of this scroll is: “I have to save the universe from
|
|||
|
|
Rennick, before he ruins everything!”\
|
|||
|
|
\
|
|||
|
|
In this scroll, the upper-left cluster represents Omta. It contains his
|
|||
|
|
holy symbol, and also the knight card, which means “defender,” in this
|
|||
|
|
case, the defender of the universe.
|
|||
|
|
|
|||
|
|
The cluster on the right represents Rennick. It contains the Vizier
|
|||
|
|
card, meaning (in this case) a seer or a scholar: Rennick is a
|
|||
|
|
researcher. It also contains the Idiot card - Omta thinks that Rennick,
|
|||
|
|
for all his knowledge, is a careless idiot. Finally, it contains the
|
|||
|
|
“ruin” card, meaning that Rennick is going to destroy everything.\
|
|||
|
|
\
|
|||
|
|
The bottom cluster represents the entire universe. Omta frequently uses
|
|||
|
|
the combination “Star-Gem” to represent the universe. Star means
|
|||
|
|
“wondrous thing,” and gem means “beautiful thing.” Omta thinks the
|
|||
|
|
universe is a wonderful, beautiful thing. But identifying that star-gem
|
|||
|
|
is a reference to the universe is quite difficult. However, many of the
|
|||
|
|
scrolls contain the star-gem combo. Other scrolls provide clues that
|
|||
|
|
star-gem might be the universe.
|
|||
|
|
|
|||
|
|
Of course, the ruin card in the bottom cluster means that Omta is afraid
|
|||
|
|
that the universe is going to be ruined.
|
|||
|
|
|
|||
|
|
### Asking: “Who Are You?”
|
|||
|
|
|
|||
|
|
Asking somebody who they are is a very open-ended question. When Omta
|
|||
|
|
gets this question, he decides to tell his whole life story, in the form
|
|||
|
|
of four scrolls. To make this clear to the players, Lada should say this
|
|||
|
|
explicitly: “Four scrolls? Is this his entire life story?”
|
|||
|
|
|
|||
|
|
When you look at the four scrolls, you’ll notice that the scrolls have
|
|||
|
|
page numbers: the comet cards. But the page numbering is backward from
|
|||
|
|
what you might expect. The comet symbol represents time, usually the
|
|||
|
|
past. So one comet means “a long time ago,” but four comets means “a
|
|||
|
|
long, long, long, long time ago.”
|
|||
|
|
|
|||
|
|
Here are the four scrolls, in chronological order:
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.234880796150481in"}
|
|||
|
|
|
|||
|
|
Omta is trying to tell the following story:\
|
|||
|
|
\
|
|||
|
|
“A god created the universe. He was the original bricklayer, he was the
|
|||
|
|
king of the gods. But he was a beast, and he was possessive and
|
|||
|
|
controlling. The universe he created was a wondrous item, it was
|
|||
|
|
beautiful, but it was flawed. It was too predictable, too boring. I was
|
|||
|
|
wise, and I knew how to fix the universe. But I knew the creator was
|
|||
|
|
possessive and wouldn’t want me to touch his creation. So I snuck into
|
|||
|
|
the universe, making sure the creator didn’t see me, and I taught the
|
|||
|
|
universe how to use *randomness*.”
|
|||
|
|
|
|||
|
|
That’s a lot to interpret from just a few symbols! Let me walk you
|
|||
|
|
though how the symbols on the scroll tell that story.\
|
|||
|
|
\
|
|||
|
|
The cluster on the right represents the creator god. It contains the Sun
|
|||
|
|
card, meaning “god.” It contains the bricklayer card, which of course
|
|||
|
|
means creator or builder, but it also implies possessive and
|
|||
|
|
controlling. The throne card means “king,” but it also implies that he
|
|||
|
|
rules by sheer might. The creator is the king of the gods because he is
|
|||
|
|
the most powerful god.
|
|||
|
|
|
|||
|
|
The cluster on the right is the best starting point. Since it contains
|
|||
|
|
the king of the gods, the bricklayer, it strongly suggests that this
|
|||
|
|
story is a creation myth. And if this is a myth about the creation of
|
|||
|
|
the universe, well then it follows that the universe must be here on the
|
|||
|
|
scroll somewhere.
|
|||
|
|
|
|||
|
|
Getting your players to realize this is a creation myth can be tricky,
|
|||
|
|
so be attentive for when somebody says something about creation of the
|
|||
|
|
universe. As soon as they do, give them positive feedback in the form of
|
|||
|
|
the entire scroll getting a little bolder. Letting them know this is a
|
|||
|
|
creation myth is essential to them deciphering this.
|
|||
|
|
|
|||
|
|
The cluster in the center represents the universe. It uses the star-gem
|
|||
|
|
combo, which the Deck frequently uses to indicate the universe. Star
|
|||
|
|
means “wondrous item,” gem means “beautiful item.” This is the best Omta
|
|||
|
|
can do to summarize the universe.
|
|||
|
|
|
|||
|
|
The cluster also contains the cripple card, meaning sick or unhealthy.
|
|||
|
|
But it’s not immediately obvious how the universe was sick or unhealthy
|
|||
|
|
until you think about it logically: this is the Deck we’re talking to.
|
|||
|
|
Its whole agenda is *randomness*. If the deck doesn’t like the universe,
|
|||
|
|
it must be because the universe lacks randomness.
|
|||
|
|
|
|||
|
|
The cluster on the left means Omta. It contains his holy symbol, and the
|
|||
|
|
owl card, meaning “wise.” Omta thinks he’s wise, because he thinks he
|
|||
|
|
knows how to cure the universe. The key card means “teaching a skill.”
|
|||
|
|
Omta is teaching the universe how to be random. The rogue card means,
|
|||
|
|
“being sneaky.” In this case, it represents the fact that Omta knew the
|
|||
|
|
creator wouldn’t want anyone messing with his stuff, so Omta knew he had
|
|||
|
|
to sneak into the universe and not get caught.
|
|||
|
|
|
|||
|
|
You will have to give your players *many* hints. The most valuable hint
|
|||
|
|
they can receive is feedback: if they say something that’s on the wrong
|
|||
|
|
track, they receive annoyance from Omta. If they say something that’s on
|
|||
|
|
the right track, parts of the scroll light up to show what they got
|
|||
|
|
right.
|
|||
|
|
|
|||
|
|
Here is the second part of the story:
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.216266404199475in"}
|
|||
|
|
|
|||
|
|
This part of the story is simple:
|
|||
|
|
|
|||
|
|
“I fled the scene of the crime. I hid in the farthest reaches of the
|
|||
|
|
void! I was terrified.”\
|
|||
|
|
\
|
|||
|
|
Omta knew that the creator god was controlling and possessive, and that
|
|||
|
|
he wouldn’t want anybody messing with his creation. So after altering
|
|||
|
|
the universe, Omta fled the scene of the crime and hid. He was terrified
|
|||
|
|
that the creator would find out what he did, and kill him.
|
|||
|
|
|
|||
|
|
In this scroll, there is one cluster, containing Omta’s holy symbol.
|
|||
|
|
Omta is all alone. The dungeon card here means imprisonment or
|
|||
|
|
isolation, in this case, self-imposed. The void card means literally,
|
|||
|
|
“in the farthest reaches of the void.” The rogue card means, “still
|
|||
|
|
being sneaky.” And the Euryale card means, “terrified.”
|
|||
|
|
|
|||
|
|
Then, this happened:
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.234880796150481in"}
|
|||
|
|
|
|||
|
|
This is the story Omta is trying to tell:\
|
|||
|
|
\
|
|||
|
|
“I was trying to be sneaky, but Selune found me out. She saw what I did,
|
|||
|
|
then she found me in the void. I’m such an idiot! I should have been
|
|||
|
|
more careful! Fortunately, Selune was wise. She agreed to keep silent:
|
|||
|
|
she would not tell anyone what I did, or where I was hiding, or even
|
|||
|
|
that I exist.”\
|
|||
|
|
\
|
|||
|
|
Let’s go over that one symbol at a time. The cluster on the right is
|
|||
|
|
Omta. Rogue means he’s still trying to be sneaky. Euryale means he’s
|
|||
|
|
still terrified of getting caught. But Idiot means he’s failed: he’s
|
|||
|
|
been caught.
|
|||
|
|
|
|||
|
|
The cluster on the left is Selune. Sun-Moon means “goddess of the moon,”
|
|||
|
|
ie, Selune. Owl means “wise.” Void, in this case, means “silent.”\
|
|||
|
|
\
|
|||
|
|
Notice that Omta is calling Selune “wise.” That strongly suggests that
|
|||
|
|
Selune “did the right thing” in the eyes of Omta. And obviously, “doing
|
|||
|
|
the right thing” would be *not* revealing Omta to the creator, not
|
|||
|
|
getting him killed. And obviously, Omta is not dead, so obviously, she
|
|||
|
|
*didn’t* turn him in.
|
|||
|
|
|
|||
|
|
Understanding the void card in Selune’s cluster is difficult. When
|
|||
|
|
somebody lists off the meanings of the void card, one of them is
|
|||
|
|
“Silence.” Try to give them the feedback that silence is the right
|
|||
|
|
interpretation here. But what does that mean, Silence?
|
|||
|
|
|
|||
|
|
To really understand, Lada needs to remind the players of the vision
|
|||
|
|
with Selune. In that vision, Selune said: “A long, long time ago, I
|
|||
|
|
promised to keep a secret.” Selune was specifically referring to the
|
|||
|
|
incident in this scroll! She promised Omta that she would not reveal his
|
|||
|
|
existence to the creator. That’s why, when the PCs talked to Selune in
|
|||
|
|
that vision, she couldn’t say any more - if she revealed Omta’s
|
|||
|
|
existence, that would be breaking the promise. So the void card, in this
|
|||
|
|
context, means “keeping silent - keeping a secret.”
|
|||
|
|
|
|||
|
|
Again, you will need to provide *lots* of hints and feedback.
|
|||
|
|
|
|||
|
|
Here is the final page of the story:
|
|||
|
|
|
|||
|
|
{width="5.0in" height="3.234880796150481in"}
|
|||
|
|
|
|||
|
|
### Learning the Meanings of the Cards
|
|||
|
|
|
|||
|
|
In order to decipher Omta’s scrolls, the PCs will need to know the
|
|||
|
|
symbolic meanings of all the cards. Many of the cards have some obvious
|
|||
|
|
meanings, and some non-obvious meanings. For example, the Key card can
|
|||
|
|
literally mean, “A Key.” That’s completely obvious. It can also mean,
|
|||
|
|
“To Lock,” or “To Unlock.” That’s not as obvious, but it’s still pretty
|
|||
|
|
easy to guess. But because the Key card can grant a skill, the Key card
|
|||
|
|
can also mean “A Skill.” That’s non-obvious, and to learn that, you may
|
|||
|
|
have to talk to somebody who drew the Key card. They will know all the
|
|||
|
|
meanings.
|
|||
|
|
|
|||
|
|
Anyone who draws a card from the deck gains a magical awareness of what
|
|||
|
|
that particular card means. Since each PC drew three cards, each PC
|
|||
|
|
knows the exact meanings of three of the cards. By pooling their
|
|||
|
|
knowledge, the PCs can figure out the meanings of quite a few of the
|
|||
|
|
cards. However, there are still quite a few cards that the PCs will not
|
|||
|
|
have drawn. To find out those meanings, the PCs will have to seek out
|
|||
|
|
NPCs who drew those particular cards.
|
|||
|
|
|
|||
|
|
Another thing the PCs can do to learn the meanings of the cards is to
|
|||
|
|
ask Lada. Lada is a researcher into Luck, and the Deck is one of her
|
|||
|
|
most favorite research topics. However, all of her knowledge comes from
|
|||
|
|
historical records. That’s a problem, because Omta constantly changes up
|
|||
|
|
the cards and their meanings. Lada’s knowledge is just plain
|
|||
|
|
out-of-date. If the PCs ask Lada the meaning of a card, you should read
|
|||
|
|
the description of the card from the DM’s guide! If the card isn’t in
|
|||
|
|
the DM’s guide, then Lada says she’s never heard of the card before.
|
|||
|
|
|
|||
|
|
Lada is crystal clear about the fact that her knowledge is not
|
|||
|
|
trustworthy. She explains that her knowledge might be out-of-date, and
|
|||
|
|
she explains that some of the historical records she’s using might be
|
|||
|
|
entirely made up by liars. She says that her information is potentially
|
|||
|
|
useful, but that it should be taken with a big grain of salt. In fact,
|
|||
|
|
the descriptions in the DM’s guide *do* match the ones in this module
|
|||
|
|
for some of the cards, but most cards have at least some differences.
|
|||
|
|
|
|||
|
|
### Help your Players Decipher the Scrolls
|
|||
|
|
|
|||
|
|
You will have to help the PCs decipher the scrolls. You will need to
|
|||
|
|
give them *lots* of hints.
|
|||
|
|
|
|||
|
|
The scrolls contain symbols which have many meanings. Because of this,
|
|||
|
|
interpreting a scroll is an incredibly open-ended puzzle. That’s fun,
|
|||
|
|
but there’s a downside: it means that it’s very easy for the PCs to go
|
|||
|
|
off on a tangents with wild misinterpretations.
|
|||
|
|
|
|||
|
|
The first step to keeping your players on track is to repeatedly remind
|
|||
|
|
them: *talk to the NPCs who drew the cards*. You need to impress this on
|
|||
|
|
your players: it’s fun to try to guess what the cards represent, but
|
|||
|
|
until you talk to the people who drew the cards, you’re just guessing.
|
|||
|
|
|
|||
|
|
For example, some player might convince himself that he just *knows*
|
|||
|
|
that the Sun card must mean fire and flame and destruction. It
|
|||
|
|
absolutely doesn’t mean that at all. If the PCs spend hours trying to
|
|||
|
|
make sense of a scroll, starting with the assumption that “Sun” means
|
|||
|
|
fire and flame and destruction, they’re going to go down a rabbit hole.\
|
|||
|
|
\
|
|||
|
|
When the PCs do this, you can try to bring them back down to earth in
|
|||
|
|
two ways: one, you can have NPCs speak up. Lada might say, “I am not
|
|||
|
|
sure that’s what the Sun card means. That doesn’t seem consistent with
|
|||
|
|
the historic effects of the Sun card, it didn’t burn or destroy
|
|||
|
|
anything. Maybe we should go talk to somebody who drew the Sun card.”
|
|||
|
|
|
|||
|
|
You can also have Omta react, via the telepathic link. When the PC says,
|
|||
|
|
“this card means fire and flame,” have Omta react with mild annoyance.
|
|||
|
|
|
|||
|
|
Another thing you will have to do is provide positive feedback. When the
|
|||
|
|
PCs are talking about the scrolls, they will say lots of things that are
|
|||
|
|
wrong, and occasionally, something that is right. When they say
|
|||
|
|
something right, they should get positive reinforcement. Omta should
|
|||
|
|
react with enthusiasm via the telepathic link, and the relevant portion
|
|||
|
|
of the scroll should become brighter, bolder. Of course, there’s a risk
|
|||
|
|
of giving too much away this way, so use your judgement about how much
|
|||
|
|
you reveal, and how accurate the PCs need to be before they get positive
|
|||
|
|
feedback.
|
|||
|
|
|
|||
|
|
During the deciphering of the scrolls, the PCs are likely to do some
|
|||
|
|
twenty-questions style guessing. For example, when deciphering the
|
|||
|
|
scroll “what are you afraid of,” the PCs might just start listing
|
|||
|
|
everyone they can think of: “Are you afraid of Rennick? Of Green? Of
|
|||
|
|
Beshaba? Of Tymora?” That last one is right, but not because the PCs had
|
|||
|
|
any insight. That’s not really how we want this puzzle to be solved.
|
|||
|
|
It’s up to you how to react to this. If the players do this just a
|
|||
|
|
little, you might have the Tymora section of the scroll light up anyway.
|
|||
|
|
If the players do it too much, Omta gets annoyed and closes the
|
|||
|
|
telepathic connection for an hour or two. The PCs can sense that he’s
|
|||
|
|
not listening right now, and that guessing was just annoying him.
|
|||
|
|
|
|||
|
|
If the PCs do solve a portion of a scroll through a wild guess, have the
|
|||
|
|
relevant section of the scroll become bolder, but only barely. For
|
|||
|
|
example, if somebody makes a wild guess that the cluster on the right of
|
|||
|
|
the “what are you afraid of” scroll represents Tymora, have that cluster
|
|||
|
|
get a little bolder, but the three cards inside do not illuminate.
|
|||
|
|
Explain that to fully illuminate the cluster, the PCs will have to
|
|||
|
|
decipher the specific meanings of each piece of the cluster.
|
|||
|
|
|
|||
|
|
The last thing you can do to help the players is to have NPCs give
|
|||
|
|
hints. You should use your judgement about how many hints you want to
|
|||
|
|
give: enough to get the players to make progress, but not so many that
|
|||
|
|
it feels easy. You will definitely need to give some, though.
|
|||
|
|
|
|||
|
|
There are several NPCs who can provide hints, chief among them: Lada and
|
|||
|
|
Penny. Lada is insightful about the deck because she’s researched it her
|
|||
|
|
whole life. Penny is insightful because she just has a natural affinity
|
|||
|
|
for languages.
|
|||
|
|
|
|||
|
|
You, the DM, can use Penny to give the PCs exactly the amount of hinting
|
|||
|
|
that they need, and no more. When the PCs show the scrolls to Penny,
|
|||
|
|
Penny should stare at them and make some basic observations (like, “So
|
|||
|
|
you guys drew three of these cards, but two of them are unknowns.”)
|
|||
|
|
Then, after a few basic observations, have her say something seriously
|
|||
|
|
insightful.
|
|||
|
|
|
|||
|
|
From that point forward, dish out the insightful observations at a pace
|
|||
|
|
that works for your PCs. If they need more help, give them more
|
|||
|
|
observations. If they seem to be getting it on their own, give them
|
|||
|
|
fewer.
|
|||
|
|
|
|||
|
|
Penny really enjoys studying the scrolls: she really likes foreign
|
|||
|
|
languages! She’s always bright and perky, but when she’s working on the
|
|||
|
|
scrolls she’s especially happy. She says: “This is fun! If you get any
|
|||
|
|
more of these scrolls, please show them to me. Oh, and if you learn the
|
|||
|
|
meanings of any more cards, please let me know.”
|
|||
|
|
|
|||
|
|
Here is a list of things the two NPCs could say:
|
|||
|
|
|
|||
|
|
**Observation**:
|
|||
|
|
|
|||
|
|
How many cards are there in the deck? Roughly 20, we think? Think about
|
|||
|
|
it, if you’re writing in a language that has only 20 words, then every
|
|||
|
|
word is going to have to have lots of meanings.
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**Look, I know a lot about languages, but that doesn’t mean that I can
|
|||
|
|
tell you the meaning of a symbol without any context. Of course, some
|
|||
|
|
meanings are obvious. The gem card can obviously mean, “a gem.” But does
|
|||
|
|
it also mean wealth in general? Can it mean “money?” Probably, but I
|
|||
|
|
won’t know for sure until we talk to somebody who actually knows.
|
|||
|
|
|
|||
|
|
**Observation:**
|
|||
|
|
|
|||
|
|
I hear you guys trying to solve these scrolls, without first leaning the
|
|||
|
|
meaning of the cards. For example, this scroll has a Sun card on it, and
|
|||
|
|
you haven’t spoken to anyone who drew the Sun card. So I think it’s too
|
|||
|
|
early to try to solve the scroll. I wouldn’t try solving a scroll, until
|
|||
|
|
you know the meanings of all the cards on it. You could make yourselves
|
|||
|
|
crazy.
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**Penny: Imagine you’re expressing ideas with drawings. If you wanted to
|
|||
|
|
say “candle,” what would you draw?
|
|||
|
|
|
|||
|
|
PC: A candle.\
|
|||
|
|
Penny: Ok, now let’s say you wanted to say, “candlelight.” What would
|
|||
|
|
you draw?
|
|||
|
|
|
|||
|
|
PC: Uh, I guess a candle with rays of light coming from the flame?
|
|||
|
|
|
|||
|
|
Penny: OK, now let’s say you wanted to say, “wax.” What would you draw?
|
|||
|
|
|
|||
|
|
PC: Uh, I guess a candle with some wax pooling?
|
|||
|
|
|
|||
|
|
Penny: If you looked at somebody else’s drawing of a candle, would you
|
|||
|
|
be entirely sure which concept the artist was trying to communicate? I
|
|||
|
|
guess my point is, if you see a symbol, don’t be so sure that you have
|
|||
|
|
the right meaning. Every image, like candle, could have many possible
|
|||
|
|
meanings.
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**I see that this scroll has a cluster containing “star, gem, ruin.”
|
|||
|
|
That one contains a cluster containing “star, gem, cripple.” That one
|
|||
|
|
contains “star, gem, tiger.” I feel like these all represent the same
|
|||
|
|
thing - in this one, star-gem is sick, in this one, star-gem is healthy,
|
|||
|
|
and in that one, star-gem is in danger of being ruined. So whatever
|
|||
|
|
star-gem is, I bet it’s the same in all these scrolls.
|
|||
|
|
|
|||
|
|
**Observation:**
|
|||
|
|
|
|||
|
|
Using picture-based languages, it’s really hard to express abstract
|
|||
|
|
concepts. If I wanted to express the concept of “love,” I might draw a
|
|||
|
|
puppy, because I really love puppies. But that’s subjective. Somebody
|
|||
|
|
else might use a puppy to represent the idea of “delicious.” I think
|
|||
|
|
that to really fully decipher these scrolls, you’re going to have to get
|
|||
|
|
to know this being a little. You’re going to have to learn what concepts
|
|||
|
|
he associates to what images.
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**The common tongue is written left-to-right, in the order subject,
|
|||
|
|
verb, object. But remember that not all languages use that order. Some
|
|||
|
|
languages don’t have any order. My point is: just because something is
|
|||
|
|
on the left side of the scroll, don’t assume it’s the subject. It might
|
|||
|
|
not be consistent.
|
|||
|
|
|
|||
|
|
**Observation:**
|
|||
|
|
|
|||
|
|
It’s easy to get fixated on a meaning for a card. In this first scroll,
|
|||
|
|
the vizier card means “asking questions.” But I think if we’re not
|
|||
|
|
careful, we’ll assume it means the same thing in the next scroll too. It
|
|||
|
|
might not. Don’t accidentally get locked in to a single meaning just
|
|||
|
|
because it worked for you once.
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**I notice that on this scroll, the Ruin card appears twice. I bet one
|
|||
|
|
of them is for the person who’s doing the ruining, and the other is for
|
|||
|
|
the thing that’s being ruined.
|
|||
|
|
|
|||
|
|
**Observation:**
|
|||
|
|
|
|||
|
|
Never forget about the literal interpretation. In some places, the sun
|
|||
|
|
card might mean, literally, “the sun.” In some places, the vizier card
|
|||
|
|
might mean literally, “a vizier (a seer).” In some places, the gem card
|
|||
|
|
might mean literally, “gems.”
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**The ogre Pig drew the throne card. But if you go ask him what the
|
|||
|
|
throne card means, he probably doesn’t have the necessary intelligence
|
|||
|
|
to verbalize all the possible interpretations. My point is: if you’re
|
|||
|
|
asking somebody about a card, keep in mind who you’re talking to, and
|
|||
|
|
bear in mind that they may not want or be able to tell you everything
|
|||
|
|
there is to know.
|
|||
|
|
|
|||
|
|
**Observation:\
|
|||
|
|
**If I wanted to represent the concept of werewolf, I might choose
|
|||
|
|
“moon” and “beast.” But if you saw “moon” and “beast” together, would
|
|||
|
|
you think of a werewolf? Maybe, but you might think of an owl instead. I
|
|||
|
|
guess what I’m saying is, be open to the possibility that there might be
|
|||
|
|
another interpretation.
|
|||
|
|
|
|||
|
|
### The Steel Barrier Becomes a Steel Door
|
|||
|
|
|
|||
|
|
The lounge area contains the steel barrier that separates the lounge
|
|||
|
|
from the laundry area. Initially, the steel barrier is just a barrier.
|
|||
|
|
But once the PCs receive the scrolls, it physically changes: three
|
|||
|
|
hinges appear, transforming it from a barrier into a door. Six
|
|||
|
|
pigeonholes appear in the surface. A brass plaque appears, bearing the
|
|||
|
|
symbols: *Vizier, Key*.
|
|||
|
|
|
|||
|
|
The meaning of the inscription *Vizier, Key* is: “Knowledge is the Key
|
|||
|
|
to opening this door.” More specifically, Omta won’t let you through the
|
|||
|
|
door until you’ve read all six scrolls. He isn’t going to let the PCs
|
|||
|
|
approach the Deck until they have heard Omta’s side of the story.
|
|||
|
|
|
|||
|
|
It’s completely obvious that to unlock the door, you have to put
|
|||
|
|
something into the holes. The PCs may try jamming random objects into
|
|||
|
|
the holes. If they do, the objects just pop back out. If the PCs keep
|
|||
|
|
that up too long, they start to sense frustration from Omta. However,
|
|||
|
|
nothing bad happens.
|
|||
|
|
|
|||
|
|
If the PCs try inserting a scroll into a pigeonhole, they will notice
|
|||
|
|
that it fits *perfectly*. Unlike other random items inserted into the
|
|||
|
|
pigeonholes, the scrolls slide back out much more slowly, making it
|
|||
|
|
obvious that the players are getting closer. If none of the players
|
|||
|
|
figure it out, Lada will tell them what they have to do: “Maybe we’re
|
|||
|
|
supposed to read the scrolls before inserting them in the door.”
|
|||
|
|
|
|||
|
|
To unlock the door, the PCs must ask all three of the key questions in
|
|||
|
|
order to obtain all six scrolls. Then, they must decipher all six of the
|
|||
|
|
scrolls. Once a scroll is properly deciphered, it can be inserted into
|
|||
|
|
the door, triggering the sound of mechanical tumblers. The scroll will
|
|||
|
|
remain in the pigeonhole. When all six scrolls are deciphered and in
|
|||
|
|
their pigeonholes, the door opens, and the PCs can finally meet and talk
|
|||
|
|
to Omta directly.
|
|||
|
|
|
|||
|
|
## The Conclusion of the Chapter
|
|||
|
|
|
|||
|
|
### Meeting Omta
|
|||
|
|
|
|||
|
|
When the steel door opens, it reveals an extradimensional space, a black
|
|||
|
|
emptiness. Within the space, the PCs observe a very vague humanoid form
|
|||
|
|
- just a blurry outline. The form is resting on the vague outline of a
|
|||
|
|
bed. It is very obviously asleep. This is Omta.
|
|||
|
|
|
|||
|
|
The black emptiness is the part of the void where Omta hides. The PCs
|
|||
|
|
can walk out into this emptiness, and approach Omta. They’re not walking
|
|||
|
|
“on” anything, there’s nothing there. But they can move around
|
|||
|
|
nonetheless. Lada cannot cross the threshold - only the PCs.
|
|||
|
|
|
|||
|
|
As soon as the PCs cross the threshold of the door, they immediately
|
|||
|
|
sense that their telepathic connection with Omta has gotten a lot
|
|||
|
|
stronger. Tell them that they find it much easier to sense what Omta is
|
|||
|
|
feeling and thinking.
|
|||
|
|
|
|||
|
|
As soon as the PCs approach, Omta speaks. Cards cards appear over his
|
|||
|
|
body, in groups, just like on the scrolls. He is again communicating.
|
|||
|
|
However, this time, the PCs have no trouble understanding what he’s
|
|||
|
|
trying to say. They don’t need to “decipher” the cards - they just
|
|||
|
|
understand. This is because of the much stronger telepathic link. Tell
|
|||
|
|
your players that from this point forward, the PCs will never have
|
|||
|
|
difficulty making sense of card-language again.
|
|||
|
|
|
|||
|
|
In card-speak, Omta introduces himself:
|
|||
|
|
|
|||
|
|
> I am the roll of the dice, the turn of the cards. I am
|
|||
|
|
> unpredictability without chaos. I am the Deck, and the Deck is me - it
|
|||
|
|
> is my avatar. It wants what I want. What I want, is for the universe
|
|||
|
|
> to remain unpredictable and unknowable. I want to preserve the
|
|||
|
|
> surprise and wonder.
|
|||
|
|
>
|
|||
|
|
> The situation is dire, and I need help. You are the only ones who have
|
|||
|
|
> made any real effort to understand me. So I will ask you for your
|
|||
|
|
> help.”
|
|||
|
|
|
|||
|
|
Omta wants two things from the PCs:
|
|||
|
|
|
|||
|
|
1. Rennick cannot be allowed to destroy randomness itself. Help me stop
|
|||
|
|
> him.
|
|||
|
|
|
|||
|
|
2. Don’t give my avatar, the Deck, to Tymora. She will use it to kill
|
|||
|
|
> me.
|
|||
|
|
|
|||
|
|
At this point, the PCs can ask anything they want to Omta. Before
|
|||
|
|
answering anything, Omta demands: “Promise you won’t betray me to
|
|||
|
|
Tymora. I don’t want to die.” Assuming the PCs agree, Omta will answer
|
|||
|
|
any questions the PCs have to the best of his ability.
|
|||
|
|
|
|||
|
|
If the PCs ask why Omta is trying to take away Tymora’s worshippers,
|
|||
|
|
Omta replies: “I have no interest in worshippers. I don’t need them. It
|
|||
|
|
is true that some of her former worshippers are directing worship
|
|||
|
|
towards me now. This is something they have done of their own
|
|||
|
|
initiative, and I find it odd and confusing.”
|
|||
|
|
|
|||
|
|
If the PCs ask what Omta means by “I am unpredictability without chaos,”
|
|||
|
|
Omta explains: “If you roll a die, it could come up 1, 2, 3, 4, 5, or 6.
|
|||
|
|
It is random. But the die will not turn into a mouse and walk away,
|
|||
|
|
because it is not made of Limbo’s pure chaos. Pure chaos reduces the
|
|||
|
|
universe to nonsense. I harnessed chaos, chained it, and turned it into
|
|||
|
|
randomness. Randomness adds unpredictability without destroying
|
|||
|
|
meaning.”
|
|||
|
|
|
|||
|
|
If the PCs explain that the Deck’s presence and the Deck’s power are
|
|||
|
|
what is attracting worshippers, Omta will say, “I sent the Deck to stop
|
|||
|
|
Rennick. By its own rules, the Deck cannot vanish until its goal is
|
|||
|
|
accomplished. If you want the Deck to go away, help me stop Rennick.”
|
|||
|
|
|
|||
|
|
If the PCs ask what Rennick has done, Omta explains that Rennick has
|
|||
|
|
devised a way to predict the outcome of random events, and that if
|
|||
|
|
random events can be predicted, then they’re not random at all. Omta
|
|||
|
|
wants this technology gone. If the PCs suggest killing Rennick, Omta is
|
|||
|
|
fine with that.
|
|||
|
|
|
|||
|
|
If the PCs ask why Omta hasn’t taken a more direct approach, like just
|
|||
|
|
killing Rennick, Omta seems puzzled. He says, “I did act directly, I
|
|||
|
|
sent the Deck, and the Deck is me. The Deck might kill Rennick, or
|
|||
|
|
imprison him, or stop him in any one of a number of other ways. That is
|
|||
|
|
as direct as I can be. Anything else would not be random.” Omta is tied
|
|||
|
|
up by his own ideology.
|
|||
|
|
|
|||
|
|
Assuming the PCs ask a lot of questions (which they should), the
|
|||
|
|
conversation with Omta should clear up just about everything about
|
|||
|
|
what’s really been going on. The only puzzle piece that’s still missing
|
|||
|
|
is Rennick’s perspective: the PCs still don’t know exactly what Rennick
|
|||
|
|
has done, or why.
|
|||
|
|
|
|||
|
|
At the end of the conversation, Omta again pleads that the PCs not to
|
|||
|
|
lead Tymora to his doorstep. He is clearly terrified of Tymora.
|
|||
|
|
|
|||
|
|
When the conversation with Omta is over, the PCs must exit the void
|
|||
|
|
through the steel door. As soon as they do, the steel door vanishes.
|
|||
|
|
|
|||
|
|
### Negotiating with Green
|
|||
|
|
|
|||
|
|
After the steel door vanishes, all that remains is the hallway to the
|
|||
|
|
laundry room. A moment later, the bodyguard Mikhail sticks his head
|
|||
|
|
around the corner and then shouts, “HEY! The Barrier is GONE!” Within
|
|||
|
|
moments, Green and his entire entourage is there in the hall.
|
|||
|
|
|
|||
|
|
Green asks, “Are my employees safe? Where is Penny? Where are Tommel and
|
|||
|
|
Zim?” He won’t talk about anything else until he is reassured that
|
|||
|
|
everyone who works for him has been delivered to safety. If there’s
|
|||
|
|
anybody who hasn’t been saved, then Green will immediately ignore the
|
|||
|
|
PCs and go searching for the missing employees.
|
|||
|
|
|
|||
|
|
When Green’s employees are safe, Green profusely thanks the PCs for
|
|||
|
|
helping. He gladly offers them a cash reward. Green will answer any
|
|||
|
|
question, but he doesn’t have any new information: he’s been trapped in
|
|||
|
|
the laundry room ever since the chaos storm, along with his entourage.
|
|||
|
|
They tried everything to get out, but the barrier was impenetrable.
|
|||
|
|
|
|||
|
|
At this point, Lada does the job she was sent to do. She makes Green the
|
|||
|
|
following offer:
|
|||
|
|
|
|||
|
|
> “Excuse me sir, I am here as a representative of Tymora. I have been
|
|||
|
|
> authorized to make you an offer for the Deck. If you sell it to
|
|||
|
|
> Tymora, Tymora will grant you five wishes. Bear in mind, that’s five
|
|||
|
|
> wishes from a trustworthy goddess who will do her best to make sure
|
|||
|
|
> you get exactly what you truly desire.”
|
|||
|
|
|
|||
|
|
Balanestra, Greens’ advisor, immediately weighs in:
|
|||
|
|
|
|||
|
|
> “Boss, I know we’ve been trying all this time to hold on to the Deck,
|
|||
|
|
> but that’s a damn good offer. The Deck has been getting more and more
|
|||
|
|
> chaotic, and if you try to extract five more wishes from the Deck, who
|
|||
|
|
> knows what could happen. This could be a much safer way to get wishes.
|
|||
|
|
> I think you should very seriously consider it.”
|
|||
|
|
|
|||
|
|
Green says:
|
|||
|
|
|
|||
|
|
> “Huh. I’m pretty surprised. I thought Tymora was going to try to take
|
|||
|
|
> the deck by force. Instead, she sends a representative to buy it fair
|
|||
|
|
> and square. I guess I misjudged her. Let me think about it for a
|
|||
|
|
> minute.”
|
|||
|
|
|
|||
|
|
Then, Green insists that people leave him alone for a bit, while he
|
|||
|
|
ponders. This creates a window where the PCs can talk to each other, and
|
|||
|
|
to Lada.
|
|||
|
|
|
|||
|
|
At this point, the PCs have a problem. It looks like Lada might soon be
|
|||
|
|
successful at buying the Deck for Tymora. Remember, Lada wasn’t there in
|
|||
|
|
Omta’s void-space, and she didn’t hear Omta say:
|
|||
|
|
|
|||
|
|
“Don’t give my avatar, the Deck, to Tymora. She will use it to kill me.”
|
|||
|
|
|
|||
|
|
Lada doesn’t know that the Deck is sentient, and that it doesn’t want to
|
|||
|
|
be given to Tymora. So it’s up to the PCs to deal with this situation.
|
|||
|
|
|
|||
|
|
At this point, the PCs have to negotiate with Lada. Let the PCs do their
|
|||
|
|
best to talk Lada out of buying the Deck. But, in the end, Lada has
|
|||
|
|
explicit instructions from Tymora, and Lada is a loyal priestess. She is
|
|||
|
|
not going to disrespect her patron. She says:
|
|||
|
|
|
|||
|
|
> “I cannot oppose my goddess, but we can talk to her. She has always
|
|||
|
|
> been reasonable. Maybe if we talk to her, we can come up with a plan
|
|||
|
|
> that works for everyone.”
|
|||
|
|
|
|||
|
|
This is such a reasonable request that the PCs are almost certain to
|
|||
|
|
agree. Lada says, “I am going to pray now.” She bows her head, and
|
|||
|
|
softly speaks: “My mistress, negotiation for the Deck has had a
|
|||
|
|
complication…” \<THUNDERCLAP\> Lada doesn’t get any farther with her
|
|||
|
|
prayer. Tymora appears, in person, in the room. Green shouts “oh shit,”
|
|||
|
|
and vanishes, along with the Deck, his bodyguards, and Balanestra.
|
|||
|
|
|
|||
|
|
If the players are on the ball, they may remember Balanestra’s deck
|
|||
|
|
dream:
|
|||
|
|
|
|||
|
|
> Green, at his desk: “I can’t fight a goddess. What do we do if she
|
|||
|
|
> attacks?”
|
|||
|
|
> Balanestra: “We teleport away, of course.”
|
|||
|
|
> Green: “Sure, but she’s a goddess. She can follow us anywhere.”
|
|||
|
|
> Balanestra: “She can follow us *almost* anywhere.”
|
|||
|
|
>
|
|||
|
|
> Green: “Where could I go that she can’t follow… oh, shit.
|
|||
|
|
> No, no no no no!”
|
|||
|
|
|
|||
|
|
When Green and his entourage teleport away, Tymora looks
|
|||
|
|
around, and says, “I see. They were afraid I would attack,
|
|||
|
|
and they prepared a contingency some time ago. They cast a
|
|||
|
|
spell so that if I got too close, they would all
|
|||
|
|
automatically teleport away to my sister’s realm.”
|
|||
|
|
|
|||
|
|
It is possible that the PCs may have befriended some of the
|
|||
|
|
deck-touched individuals, and one may have joined the party
|
|||
|
|
as an NPC. It could be messy if there are *too* many NPCs
|
|||
|
|
in the party. This group teleport is a good opportunity to
|
|||
|
|
temporarily get rid of one of them, if you like: the
|
|||
|
|
teleport grabs and pulls away not just Green and his
|
|||
|
|
entourage, but also one of the deck-touched NPCs, leaving
|
|||
|
|
Balanestra behind instead. Apparently, the wizard who cast
|
|||
|
|
the contingency screwed up, and wasn't too clear about
|
|||
|
|
*which* deck-touched individual should go with Green and his
|
|||
|
|
bodyguards. If you take away such an NPC, that NPC will
|
|||
|
|
reappear later in the campaign, ready to help the party
|
|||
|
|
again. Meanwhile, Balanestra is friendly to the party, but
|
|||
|
|
she has her own agenda: she wants to rejoin Green as fast
|
|||
|
|
as she can, so she's not willing to come with the PCs.
|
|||
|
|
|
|||
|
|
When Green and his bodyguards vanish, Tymora says, “No
|
|||
|
|
matter. I don’t need the Deck any more. I wanted the Deck
|
|||
|
|
because I thought it might help me to find the God who
|
|||
|
|
created it. But I had a backup plan. I asked you to
|
|||
|
|
strengthen your telepathic link to this God, so that I could
|
|||
|
|
trace the telepathic link. You did exactly that. Instead of
|
|||
|
|
using the Deck to find him, I can use your telepathic link,
|
|||
|
|
which I can see clear as day. I will now go and challenge
|
|||
|
|
him.”
|
|||
|
|
|
|||
|
|
This should be an “Oh Shit” moment for the PCs. They
|
|||
|
|
promised not to betray Omta to Tymora, and they already
|
|||
|
|
*have*, unintentionally. This moment is the moment that
|
|||
|
|
Selune warned the PCs about:
|
|||
|
|
|
|||
|
|
> “Tymora is one of my best friends, and she is as trustworthy and kind
|
|||
|
|
> as a goddess can be. But she is making a mistake. I encourage you to
|
|||
|
|
> work with her, but just be aware: there will come a point in time when
|
|||
|
|
> you have to tell her to stop what she’s doing.
|
|||
|
|
>
|
|||
|
|
> Here is what I ask of you: keep your eyes open. Use your brains. If
|
|||
|
|
> you see her do something that you think is going to cause harm, you
|
|||
|
|
> must speak up. Tell her, or tell her priestesses. Do not be overawed
|
|||
|
|
> by her divine presence. You speaking up at an appropriate moment may
|
|||
|
|
> be all that stands between her and disaster.”
|
|||
|
|
|
|||
|
|
The PCs must ask Tymora not to pursue Omta. They should be making these
|
|||
|
|
arguments:
|
|||
|
|
|
|||
|
|
- Omta means you no harm.
|
|||
|
|
|
|||
|
|
- He is not deliberately taking your worshippers.
|
|||
|
|
|
|||
|
|
- He will go away as soon as Rennick is dealt with.
|
|||
|
|
|
|||
|
|
- He is absolutely terrified of you.
|
|||
|
|
|
|||
|
|
- His purpose is legitimate: he is trying to protect the universe.
|
|||
|
|
|
|||
|
|
- Selune, your friend, specifically asked you not to do this.
|
|||
|
|
She couldn't explain why not, but now you understand.
|
|||
|
|
|
|||
|
|
If the PCs make compelling arguments, Tymora is somewhat
|
|||
|
|
relieved. She isn’t warlike, she didn’t really want a fight,
|
|||
|
|
and now she has an alternative path:
|
|||
|
|
|
|||
|
|
> “I will pause my pursuit of this God. If this God will go
|
|||
|
|
> away when Rennick is dealt with, then we need to deal with
|
|||
|
|
> this Rennick. I would like you to find him, question him,
|
|||
|
|
> and do what is necessary. He is in the city of Sigil.”
|
|||
|
|
|
|||
|
|
Assuming the PCs agree, Tymora offers a boon:
|
|||
|
|
|
|||
|
|
> “I wish to thank all of you, you have served me honorably.
|
|||
|
|
> I asked you to protect my young priestess, Lada, and to
|
|||
|
|
> bring her in front of Green so that she could negotiate
|
|||
|
|
> for the deck. You did exactly as I asked. I asked you
|
|||
|
|
> to strengthen your telepathic bond to this God, so that I
|
|||
|
|
> could see it. Again, you did exactly as I asked. In
|
|||
|
|
> addition to your faithful service, you also seek to
|
|||
|
|
> preserve peace. I believe this deserves a boon. As a
|
|||
|
|
> party, I would like to to make a collective request - one
|
|||
|
|
> boon for all.”
|
|||
|
|
|
|||
|
|
One boon that the PCs might ask for is a boon of luck - after all, this
|
|||
|
|
is a goddess of luck. If the PCs ask for this, they all get the “lucky”
|
|||
|
|
feat, which grants advantage 3x day on almost any die roll.
|
|||
|
|
|
|||
|
|
Another boon they may ask for is the destruction of the Museum of
|
|||
|
|
Orethys. If the PCs ask for it, Tymora says she does not have the power
|
|||
|
|
to destroy the Museum itself, but she says she *can* free everyone
|
|||
|
|
inside. She snaps her fingers, and then she says, “The prisoners have
|
|||
|
|
been sent to my domain. My priests will help them to find new homes.”
|
|||
|
|
|
|||
|
|
If the PCs ask why she can’t destroy the museum itself, Tymora explains:
|
|||
|
|
“The Museum represents an ideology: that ordinary people exist for the
|
|||
|
|
amusement of rich and powerful men. That ideology has many followers, it
|
|||
|
|
has power. So therefore, the Museum has power. It is empty now, but it
|
|||
|
|
will fill again.”
|
|||
|
|
|
|||
|
|
Selune also has a boon for the PCs: all members of the party can now
|
|||
|
|
cast the “Selune’s Light” cantrip. This differs from a regular light
|
|||
|
|
cantrip in that it lasts 8 hours, is a little brighter, and looks like
|
|||
|
|
moonlight.
|
|||
|
|
|