567 lines
29 KiB
Markdown
567 lines
29 KiB
Markdown
|
|
# The Museum of Orethys
|
|||
|
|
|
|||
|
|
|
|||
|
|
### About the Museum
|
|||
|
|
|
|||
|
|
The PCs drew the card *Donjon,* which imprisons the victim in an
|
|||
|
|
apparently inescapable prison. For reasons known only to the deck
|
|||
|
|
itself, the deck has chosen a strange prison called the *Museum of
|
|||
|
|
Orethys*.
|
|||
|
|
|
|||
|
|
About a hundred years ago, a powerful Wizard named Orethys took in
|
|||
|
|
interest in collecting *people*. He gathered interesting and strange
|
|||
|
|
folk from around the multiverse, and brought them to his hometown, and
|
|||
|
|
paid them to be exhibits in the original *Museum of Orethys*. However,
|
|||
|
|
the bigger his collection got, the harder it was to keep his exhibits
|
|||
|
|
from quitting, rebelling, or unionizing. Eventually, he got tired of the
|
|||
|
|
hassle, and he decided to start over.
|
|||
|
|
|
|||
|
|
By this time, he was a much more powerful wizard, so instead of building
|
|||
|
|
the museum in his hometown, he created a demiplane to house his
|
|||
|
|
collection. He carefully designed the demiplane to make it perfect for
|
|||
|
|
storing people. His exhibits would “live” in the demiplane, but they
|
|||
|
|
would be frozen in a living stasis that would make it impossible to
|
|||
|
|
rebel or quit. They would always be the same strange, interesting people
|
|||
|
|
that they were when they were placed into the museum.
|
|||
|
|
|
|||
|
|
When Orethys found a person worthy to be an exhibit in the Museum, he
|
|||
|
|
would take not only the person, but the building they were in, and the
|
|||
|
|
patch of land the building was standing on. That way, he wouldn’t just
|
|||
|
|
have an interesting person. He’d have a whole diorama, a person in their
|
|||
|
|
natural environment.
|
|||
|
|
|
|||
|
|
About sixty years ago, Orethys died: he tried to make an exhibit out of
|
|||
|
|
somebody who was tough enough to fight back. Although Orethys is dead,
|
|||
|
|
the Museum of Orethys still survives. After his death, the Museum
|
|||
|
|
received no new exhibits, and no further guests showed up in the museum:
|
|||
|
|
apparently, only Orethys knew how to get there. The exhibits remain in
|
|||
|
|
stasis, sixty years later, more or less exactly as they have been the
|
|||
|
|
whole time.
|
|||
|
|
|
|||
|
|
The demiplane appears as several hundred islands hovering in an immense
|
|||
|
|
cavernous space. Most islands consist of a patch of land, and one
|
|||
|
|
building. The patch of land is just big enough to hold the building and
|
|||
|
|
its yard. Some islands hold something larger, like a university, or a
|
|||
|
|
monastery, or a farm. A few islands have no building, only a geographic
|
|||
|
|
feature. Each building contains, on average, 1 or 2 people.
|
|||
|
|
|
|||
|
|
The people in the exhibits are not frozen, motionless. They are allowed
|
|||
|
|
to move around and talk in order to make the exhibits more life-like.
|
|||
|
|
They go about their daily business as they did in their original lives.
|
|||
|
|
|
|||
|
|
Yet, the people are in both a physical and a mental stasis. They are
|
|||
|
|
fundamentally incapable of doing or thinking new things, or changing in
|
|||
|
|
any meaningful way. They are trapped living the same day over and over.
|
|||
|
|
They cannot remember anything that has happened since they were
|
|||
|
|
captured. They still believe themselves to be at home. They have no
|
|||
|
|
ability to learn that they are no longer at home - or to learn anything.
|
|||
|
|
|
|||
|
|
The physical stasis means their bodies can’t change, either. If they
|
|||
|
|
were injured at the moment when they were captured, then they’re still
|
|||
|
|
injured today. If you heal them, they’ll be injured again an hour or two
|
|||
|
|
later. If you kill one of them, they’ll reappear on their island back in
|
|||
|
|
the same state they were in when they were captured. They won’t remember
|
|||
|
|
that you attacked them, because they don’t remember anything that
|
|||
|
|
happened after their capture. They are utterly incapable of change as
|
|||
|
|
long as they’re in the museum.
|
|||
|
|
|
|||
|
|
The buildings and the islands are also in stasis, incapable of change.
|
|||
|
|
If you break a door down, then a few hours later, the door will be back
|
|||
|
|
where it was. Even if you burn a whole building down, then if you stop
|
|||
|
|
paying attention for a while, the building will be back. If you try to
|
|||
|
|
build something on an island, it will remain for a few hours, and then
|
|||
|
|
vanish.
|
|||
|
|
|
|||
|
|
If you approach the people, they will react as people do. Many are
|
|||
|
|
willing to answer questions. Some are friendly, offering food and water
|
|||
|
|
and assistance. A few are scared, and some are hostile. In other words,
|
|||
|
|
they’re people, with all the personality variation that implies.
|
|||
|
|
However: If you talk to them and leave, and then come back, they will
|
|||
|
|
not remember you. They will react exactly the same way as the first time
|
|||
|
|
you met them, right down to saying the same phrases.
|
|||
|
|
|
|||
|
|
That doesn’t mean they’re not intelligent: they’re just as smart and
|
|||
|
|
creative as they were in life. They tend to be pretty interesting
|
|||
|
|
people. These individuals are here because Orethys thought that they
|
|||
|
|
were distinctive, and that they ought to be saved. You can talk to them
|
|||
|
|
and learn a lot: in fact, that’s what guests of the Museum used to do,
|
|||
|
|
back when there were guests.
|
|||
|
|
|
|||
|
|
Exhibits come from everywhere: prime worlds, outer planes, inner planes,
|
|||
|
|
you name it. The people are of every imaginable race. Most are either
|
|||
|
|
low-level or zero-level: Orethys didn’t attempt to capture powerful
|
|||
|
|
people who could fight back.
|
|||
|
|
|
|||
|
|
The people here only interact with other people in the same diorama.
|
|||
|
|
They don’t notice other islands, even if those other islands would
|
|||
|
|
normally be considered “attention grabbing.” For example, there could be
|
|||
|
|
a raging fire on one island, and the people on the next island over from
|
|||
|
|
that will be completely uninterested. If you deliberately draw their
|
|||
|
|
attention to some other island, they will be surprised that other
|
|||
|
|
islands even exist. But then, a mental block will take over, and they
|
|||
|
|
will direct their attention back to their own island, quickly forgetting
|
|||
|
|
that other islands exist.
|
|||
|
|
|
|||
|
|
The people here can produce material goods, but those goods are
|
|||
|
|
transient. For example, if an island contains a baker, he may bake a
|
|||
|
|
loaf of bread. But remember, the island is in stasis, and that loaf
|
|||
|
|
wasn’t on the island when the island was captured, so it has to vanish.
|
|||
|
|
The loaf will cease to exist an hour or two after it is put down.
|
|||
|
|
|
|||
|
|
Despite the absence of any real production, there is no shortage of
|
|||
|
|
supplies here. If somebody’s house is put in stasis at a time when its
|
|||
|
|
pantry is full, then that pantry will always be full. If you remove the
|
|||
|
|
food, then the pantry will return to its full state as soon as you stop
|
|||
|
|
paying attention to the pantry. The food you took won’t disappear from
|
|||
|
|
your inventory. You can eat it without difficulties. But if you put the
|
|||
|
|
food down and then look away, it will only remain on the ground an hour
|
|||
|
|
or two, and then vanish.
|
|||
|
|
|
|||
|
|
The people here may talk about the future, but the future never comes.
|
|||
|
|
For example, a farmer who is busy tilling the fields in spring may talk
|
|||
|
|
about what he’s going to do at harvest-time, in the fall. But on his
|
|||
|
|
island, it will be spring forever, and he will be tilling every day,
|
|||
|
|
forever.
|
|||
|
|
|
|||
|
|
The floating islands are hovering in a big cavern, whose “walls” are
|
|||
|
|
made of mist. The edges of the outermost islands just barely poke into
|
|||
|
|
the mist. Nothing will stop you from entering the mist. The mist does
|
|||
|
|
not smell of anything, and it doesn’t feel like anything either. If you
|
|||
|
|
enter the mist, you find yourself in what seems to be an endless expanse
|
|||
|
|
of mist. In the mist, there’s no gravity or wind, and you lose track of
|
|||
|
|
time. You also lose track of anyone around you. After being in the mist
|
|||
|
|
about 10 minutes, the mist around you will dissipate, and you’ll find
|
|||
|
|
yourself back on the island where you first appeared in the demiplane.
|
|||
|
|
From anywhere in the cavern, reaching the mist only takes a few minutes
|
|||
|
|
(assuming you have a way to cross from island to island). The cavern
|
|||
|
|
isn’t that large.
|
|||
|
|
|
|||
|
|
Each island has its own weather. If you’re on an island with clear,
|
|||
|
|
sunny weather, then the entire cavern will appear clear and sunny to
|
|||
|
|
you. If you’re on an island with a blizzard, then the whole cavern will
|
|||
|
|
appear to be in a blizzard to you. The weather on a given island never
|
|||
|
|
changes. Each island has the terrain that it had before it was ripped
|
|||
|
|
from the multiverse. Some are grassy, some are rocky, some are sandy.
|
|||
|
|
Some might be permafrost, or desert, or you name it. It all depends on
|
|||
|
|
where they came from.
|
|||
|
|
|
|||
|
|
The passage of time in the Museum feels normal. But the passage of time
|
|||
|
|
is not strictly tethered to the passage of time in most other parts of
|
|||
|
|
the multiverse. Time here sometimes passes faster than in the
|
|||
|
|
multiverse, sometimes slower. The reason for this is that the Museum
|
|||
|
|
doesn’t care about the passage of time. Nothing ever happens here, no
|
|||
|
|
matter how much time elapses. Nothing ever changes. When time has no
|
|||
|
|
meaning in a place, then that place gradually starts untethering itself
|
|||
|
|
from time.
|
|||
|
|
|
|||
|
|
Arcane and divine magic work normally here. Gravity and falling damage
|
|||
|
|
are normal here. Most of the physical properties of the world here are
|
|||
|
|
normal, as they would be on a prime world.
|
|||
|
|
|
|||
|
|
The Museum of Orethys has caretakers. These are aarakocras, they can fly
|
|||
|
|
around the cavern easily. Their job, sixty years ago, was mainly to
|
|||
|
|
attend to the guests. Orethys used a ‘geas’ spell to force them to keep
|
|||
|
|
doing their job forever. As long as they do their jobs, they can
|
|||
|
|
otherwise do as they wish. They eat at tavern and restaurant exhibits
|
|||
|
|
and they sleep wherever they like. They gain the benefit of the plane’s
|
|||
|
|
physical stasis: they can’t age, they can’t stay injured long, and they
|
|||
|
|
can’t die. But they can remember what happens from day to day. Now that
|
|||
|
|
there are no guests, they really don’t have much work to do. But the
|
|||
|
|
geas forces them to patrol the museum.
|
|||
|
|
|
|||
|
|
### The Party is United
|
|||
|
|
|
|||
|
|
The PCs have all been imprisoned in the *Museum of Orethys*. But even
|
|||
|
|
though they’re all in the Museum, they haven’t met each other yet. The
|
|||
|
|
DM should choose a PC, and run them solo. At this point, it will only be
|
|||
|
|
a few minutes until the party is united.
|
|||
|
|
|
|||
|
|
The PC knows that they are standing on a strange floating island. They
|
|||
|
|
also know they drew the card *Donjon*, so they can infer that this must
|
|||
|
|
be some kind of prison. But aside from that, they don’t know much about
|
|||
|
|
the place. They certainly have no idea it’s a museum, or that they’re
|
|||
|
|
supposed to be an exhibit.
|
|||
|
|
|
|||
|
|
The PC should start exploring the museum. As soon as they round a
|
|||
|
|
corner, or enter a building, have them spot one of the other PCs.
|
|||
|
|
|
|||
|
|
When the two PCs see each other, they both experience a new special
|
|||
|
|
ability: *Deck Awareness*. When they look at each other, they see cards
|
|||
|
|
hovering over each other’s heads: each one knows exactly what cards the
|
|||
|
|
other one drew from the deck. They will experience this effect
|
|||
|
|
consistently every time they meet somebody who has drawn from the Deck.
|
|||
|
|
Let the PCs know they all have *Deck Awareness*. Do not tell them about
|
|||
|
|
the other deck side effects, let them learn about them over time.
|
|||
|
|
|
|||
|
|
A few minutes after the first two player characters get together, they
|
|||
|
|
notice another group on another nearby island, staring at them. This is
|
|||
|
|
the rest of the PCs. Everyone can start roleplaying together now. The
|
|||
|
|
two groups are physically separated by being on two separate islands,
|
|||
|
|
but the two islands are only about ten feet apart. They can easily talk
|
|||
|
|
to each other. They have to find a way to cross from one island to
|
|||
|
|
another. This is not particularly hard: ladders, ropes, and the like
|
|||
|
|
work fine. These items can be found nearby. The Jump spell is also
|
|||
|
|
useful. One way or another, the party is united.
|
|||
|
|
|
|||
|
|
It’s odd that the players all arrived at the museum at the same time, in
|
|||
|
|
roughly the same place. There is nothing on the card *Donjon* that says
|
|||
|
|
that these people should end up in the same prison, yet they did.
|
|||
|
|
Although they don’t know this, they did not draw cards on the same day,
|
|||
|
|
yet with the help of the Museum’s loose connection to time, they were
|
|||
|
|
able to appear in the museum on the same day. The deck isn’t just giving
|
|||
|
|
these people cards, it’s tying them to each other, bringing their lives
|
|||
|
|
together.
|
|||
|
|
|
|||
|
|
Now that the party is united, the players will want to know where they
|
|||
|
|
are and what the heck is going on. To find out, they will need to
|
|||
|
|
explore the museum.
|
|||
|
|
|
|||
|
|
### Ropes and Ladders
|
|||
|
|
|
|||
|
|
For simplicity, we can describe the museum as consisting of “floors.” A
|
|||
|
|
“floor” is a bunch of islands that are all hovering at more or less the
|
|||
|
|
same elevation.
|
|||
|
|
|
|||
|
|
Islands on the same floor are separated by gaps about 8 feet wide on
|
|||
|
|
average. Some acrobatic characters may be able to jump it without
|
|||
|
|
assistance. It is also possible to use the spell *jump*. Otherwise, a
|
|||
|
|
makeshift bridge may be needed. Never leave your PCs stranded. There is
|
|||
|
|
always something in the exhibit that will enable one to cross a gap. A
|
|||
|
|
rope could be tied to a tree near the edge of an exhibit. There might be
|
|||
|
|
a wooden fence that could be repurposed. There’s always something.
|
|||
|
|
|
|||
|
|
To climb from a floor to the floor below, the most obvious method is to
|
|||
|
|
use a rope. This will require a rope of about 30 feet, which will have
|
|||
|
|
to be tied to a tree or a lamppost and then dangled down over the edge
|
|||
|
|
of the exhibit. It is also possible to use the spell *feather fall*.
|
|||
|
|
|
|||
|
|
The islands are not perfect circles, they are irregular. There are good
|
|||
|
|
spots to climb down, and bad spots to climb down. Good spots have
|
|||
|
|
something to tie a rope to, and they have a bit of island sticking out
|
|||
|
|
below that the players can descend onto. To find a good spot, the
|
|||
|
|
players will have to go around the periphery of the island.
|
|||
|
|
|
|||
|
|
You must not let your PCs climb upward yet. We have provided several
|
|||
|
|
obstacles to stop them:
|
|||
|
|
|
|||
|
|
- When the players created their characters, they were not permitted
|
|||
|
|
> to create flying characters.
|
|||
|
|
|
|||
|
|
- Most people don’t have the physical strength to throw a rope 30 feet
|
|||
|
|
> upward.
|
|||
|
|
|
|||
|
|
- When throwing upward, you need the rope to catch on something on the
|
|||
|
|
> island above. But of course, you can’t *see* what’s on the island
|
|||
|
|
> above you. You’re throwing blind.
|
|||
|
|
|
|||
|
|
- The floor above the PCs consists of one exhibit: *The Harpy Eyrie*.
|
|||
|
|
> The harpies will deliberately cut ropes, and anyone clinging to a
|
|||
|
|
> rope is a sitting duck for harpy attacks.
|
|||
|
|
|
|||
|
|
Since the PCs start on the 5th floor, and since they can’t climb upward,
|
|||
|
|
they are currently limited to the 5th floor and below. We have provided
|
|||
|
|
a map called *The Bottom Floors of the Museum*, including everything
|
|||
|
|
from the 5th floor on down. As you can see from the map, the cavern
|
|||
|
|
narrows substantially at the bottom, so there are fewer and fewer
|
|||
|
|
islands at each level as you go down. Do not show the map to your
|
|||
|
|
players. It is for the DM only. The map includes exhibit names. You can
|
|||
|
|
find the corresponding exhibit descriptions in the upcoming chapter,
|
|||
|
|
also titled *The Bottom Floors of the Museum*.
|
|||
|
|
|
|||
|
|
At first, let your players explore randomly. They don’t really have a
|
|||
|
|
goal or a destination yet, and they don’t have a map yet, so they really
|
|||
|
|
can’t do any better than random exploration. There are lots of strange
|
|||
|
|
and interesting things to find in the museum, so they should be
|
|||
|
|
entertained by this for a while. As the PCs travel from exhibit to
|
|||
|
|
exhibit, refer to the *The Bottom Floors of the Museum* for instructions
|
|||
|
|
on running individual exhibits.
|
|||
|
|
|
|||
|
|
As the players climb downward, they may leave ropes dangling down, to
|
|||
|
|
make it possible to get back up. But if they leave a rope somewhere,
|
|||
|
|
then the rope only stays for about an hour after you stop paying
|
|||
|
|
attention to it. Then, it vanishes. This is because of the stasis
|
|||
|
|
effect: the rope is resetting back to its original location. If the rope
|
|||
|
|
belongs to a PC, then the rope returns back to the PC’s starting
|
|||
|
|
location. If it’s a rope that they obtained from an exhibit, then the
|
|||
|
|
rope returns to that exhibit.
|
|||
|
|
|
|||
|
|
If ropes are disappearing, you should have the players make perception
|
|||
|
|
checks to notice that one of their ropes is gone. They might freak out,
|
|||
|
|
and wonder how they’re ever going to get back up. Let them worry: it’s
|
|||
|
|
an interesting part of the puzzle that is the museum.
|
|||
|
|
|
|||
|
|
If the players fall while climbing, then falling damage in the cavern is
|
|||
|
|
normal. The average distance between floors about 30 feet. You can
|
|||
|
|
easily hurt yourself badly by falling, especially if you fall more than
|
|||
|
|
one level. Fortunately, travel in the demiplane is inherently safe: the
|
|||
|
|
stasis effect makes it impossible to die permanently.
|
|||
|
|
|
|||
|
|
### No Death in the Museum
|
|||
|
|
|
|||
|
|
Everything in the museum is in stasis, and that includes the health of
|
|||
|
|
your PCs. If they get injured or die, then the injury or death is
|
|||
|
|
impermanent. Their bodies will eventually reset back to the conditions
|
|||
|
|
they were in when they first entered the demiplane. If a PC dies, that
|
|||
|
|
PC fades out of existence, and reappears at the exact spot where he
|
|||
|
|
first entered the demiplane, back by the tavern of the south gate.
|
|||
|
|
|
|||
|
|
That makes the Museum a perfect place for inexperienced D&D players who
|
|||
|
|
are still learning the ropes. The stakes are reduced, so new players can
|
|||
|
|
learn without fear.
|
|||
|
|
|
|||
|
|
### Learning about the Stasis Effect
|
|||
|
|
|
|||
|
|
After exploring three exhibits, the PCs should be well on their way to
|
|||
|
|
figuring out that everything and everyone is in stasis. Physical objects
|
|||
|
|
revert to their original positions. Enemies killed pop back to life.
|
|||
|
|
People say the same things each time you return. There are tons of
|
|||
|
|
clues. You should look for many opportunities to show the stasis effects
|
|||
|
|
to them.
|
|||
|
|
|
|||
|
|
### The Mist at the Edge of the Cavern
|
|||
|
|
|
|||
|
|
At some point, the PCs may try going to the edge of the cavern. Let them
|
|||
|
|
try escaping via the mist. Each time they enter the mist, they drift for
|
|||
|
|
a few minutes, then the mist clears around them and they find themselves
|
|||
|
|
right back at the exact spot where they originally arrived in the
|
|||
|
|
demiplane. If they are attentive, they will realize that this is useful:
|
|||
|
|
the mist is a shortcut to the 5th floor.
|
|||
|
|
|
|||
|
|
However, the mist is not a way to leave the demiplane. If they want to
|
|||
|
|
escape the demiplane, the key to success is this: they need to start
|
|||
|
|
asking the inhabitants about ways to escape. They need to ask for help.
|
|||
|
|
|
|||
|
|
If the players fall into the mist, then they take no damage at all, and
|
|||
|
|
they reappear at the exact spot where they entered the demiplane. This
|
|||
|
|
effect is actually quite useful: it makes it so that it is always
|
|||
|
|
possible to get back to the starting location. You can’t ever really be
|
|||
|
|
stuck in the museum.
|
|||
|
|
|
|||
|
|
### Figuring out How to Escape
|
|||
|
|
|
|||
|
|
At some point, the PCs should start thinking about how they’ll get out
|
|||
|
|
of this prison. Realistically, to escape, the PCs need to ask the NPCs
|
|||
|
|
for help. If the players don’t think of asking for help, wait until one
|
|||
|
|
of them asks you something about escaping. Then, just answer
|
|||
|
|
in-character: instead of speaking as the DM, speak as the bartender the
|
|||
|
|
PCs are standing next to. Let him say something semi-useful. That should
|
|||
|
|
nudge the PCs to start asking around.
|
|||
|
|
|
|||
|
|
If the players tell the residents that they’re trapped in a demiplane,
|
|||
|
|
the residents will be skeptical at first, but it’s very easy to convince
|
|||
|
|
them: just point out the window at the floating islands. They will be
|
|||
|
|
shocked, then agitated, and then a mental block will kick in that forces
|
|||
|
|
them to turn away from the sight and reenter the safety of their own
|
|||
|
|
exhibit. As soon as they do this, the inhabitant will lose their train
|
|||
|
|
of thought, and then they will forget that anything is out of the
|
|||
|
|
ordinary.
|
|||
|
|
|
|||
|
|
This makes it difficult to ask the inhabitants about escaping. For
|
|||
|
|
example, saying, “we are stuck in a demiplane, how can we get out” will
|
|||
|
|
inevitably lead to a freak-out, and they will lose their train of
|
|||
|
|
thought again. But if you say, “hypothetically, if somebody were stuck
|
|||
|
|
in a demiplane, how would they get out,” you can avoid the freak-out and
|
|||
|
|
have a productive conversation.
|
|||
|
|
|
|||
|
|
Many of the residents are quite smart. If you ask them (in general
|
|||
|
|
terms) about planar travel, one will eventually make three
|
|||
|
|
straightforward suggestions:
|
|||
|
|
|
|||
|
|
1. They might suggest the *plane shift* spell, as a way to travel out
|
|||
|
|
> of a demiplane.
|
|||
|
|
|
|||
|
|
2. They might suggest the *sending* spell, as a way to call for help.
|
|||
|
|
|
|||
|
|
3. If you can’t cast these spells yourself, maybe there’s somebody else
|
|||
|
|
> who can.
|
|||
|
|
|
|||
|
|
These three suggestions are sufficiently straightforward that pretty
|
|||
|
|
much *any* knowledgeable person could make them. A bartender might know
|
|||
|
|
about these spells because in his life, he had planar travelers come
|
|||
|
|
through his tavern. A butler might know about these spells because his
|
|||
|
|
boss used to be a planar traveler. Let the players ask around, and make
|
|||
|
|
sure that it takes them no more than 2 or 3 tries to find somebody who
|
|||
|
|
can make these three suggestions. It’s important to emphasize *both*
|
|||
|
|
spells, because in fact, both spells are part of the solution.
|
|||
|
|
|
|||
|
|
Spoiler: the actual process for escaping is as follows: the PCs will
|
|||
|
|
call a friend for help, using the *sending* spell. It doesn’t matter
|
|||
|
|
*which* friend they contact. It could be a relative, a business partner,
|
|||
|
|
a spouse - anything that makes sense given the PC’s background story.
|
|||
|
|
The friend is not able to *plane shift*, but the friend will talk to
|
|||
|
|
somebody, who will talk to somebody else, and eventually, they will find
|
|||
|
|
somebody powerful who is able to cast *plane shift* and who is willing
|
|||
|
|
to help. Do not tell the PCs that this is the way out. Figuring it out
|
|||
|
|
is a substantial part of the puzzle that is the Museum.
|
|||
|
|
|
|||
|
|
However, the PCs do know that *sending* and *plane shift* are useful. As
|
|||
|
|
they explore the museum, the PCs should constantly be on the lookout for
|
|||
|
|
people who can cast *sending* or *plane shift*.
|
|||
|
|
|
|||
|
|
### Caretakers and their Guidebooks
|
|||
|
|
|
|||
|
|
At times, the PCs may see man-sized flying creatures. These are the
|
|||
|
|
museum caretakers, who are all aarakocras. Do not let the PCs interact
|
|||
|
|
with the caretakers until “the time is right.” The time is right when
|
|||
|
|
the PCs are getting tired of exploring randomly, and they’re starting to
|
|||
|
|
feel the urge for a little more direction. Alternately, if the PCs never
|
|||
|
|
get tired of exploring randomly, then the time is right when the PCs
|
|||
|
|
reach the 3rd floor or below.
|
|||
|
|
|
|||
|
|
At the appropriate time, have two caretakers land in front of the PCs:
|
|||
|
|
Keira, and Qurak. They are among the dozen or so caretakers of the
|
|||
|
|
Museum. Keira does almost all the talking.
|
|||
|
|
|
|||
|
|
Keira asks: “Who are you? Are you museum guests, or are you part of an
|
|||
|
|
exhibit?” The players will give some answer, but of course, they don’t
|
|||
|
|
really know anything, and this will become obvious to Keira and Qurak
|
|||
|
|
fairly quickly. Of course, the PCs may have all sorts of questions.
|
|||
|
|
Keira is happy to answer questions, but first she wants to know who the
|
|||
|
|
PCs are. When Keira realizes that the PCs don’t know if they are guests
|
|||
|
|
or exhibits, Keira will sigh, she’ll point at one PC, and say, “What’s
|
|||
|
|
your full name?”
|
|||
|
|
|
|||
|
|
If the player refuses to give their name, Keira gets frustrated, but
|
|||
|
|
Qurak says, “give them time.” Qurak seems to have the ability to calm
|
|||
|
|
Keira down. Keira says, “I’m not trying to hurt you. Please, could
|
|||
|
|
somebody just give a name?”
|
|||
|
|
|
|||
|
|
If the players persist in refusing to give their names, Keira will say,
|
|||
|
|
“Fine, just wander for all I care. When you get tired of that, flag us
|
|||
|
|
down.” The two caretakers leave. The players can bring them back by
|
|||
|
|
doing something attention-grabbing. Force the PCs to be as inventive as
|
|||
|
|
they can in this regard.
|
|||
|
|
|
|||
|
|
If a player gives a full name, the Keira will pull a *guidebook* from
|
|||
|
|
her belt. The guidebook is a magical book that lists all the people in
|
|||
|
|
the exhibits, and tells about what’s in the exhibits. It also tells the
|
|||
|
|
spatial position of each exhibit.
|
|||
|
|
|
|||
|
|
Keira looks up the PC’s name in the guidebook: “Let’s see… here’s your
|
|||
|
|
name in the index. Your exhibit is called *The Deck of Many Things*. Let
|
|||
|
|
me find it in here… Flip, flip, flip… oh… crap.” Qurak says, “What?”
|
|||
|
|
Keira says “look.” Then they both peer at the book. Then Keira shows the
|
|||
|
|
book to the PCs. The guidebook says:
|
|||
|
|
|
|||
|
|
> **The Deck of Many Things**
|
|||
|
|
>
|
|||
|
|
> Exhibit will be located inside Castle Green. The arrival of Castle
|
|||
|
|
> Green has been delayed.
|
|||
|
|
|
|||
|
|
Keira says: “You’re supposed to be in your own diorama, but your diorama
|
|||
|
|
isn’t even here yet. That explains why you’re wandering around.”
|
|||
|
|
|
|||
|
|
At this point, the players can ask questions. Keira will answer general
|
|||
|
|
questions about the museum truthfully. She’ll answer about the nature of
|
|||
|
|
the museum, about who created the museum, about why there are no guests,
|
|||
|
|
and so forth. If asked, she’ll say there are no portals out. If asked if
|
|||
|
|
anyone can cast *plane shift* or *sending*, she says she doesn’t know.
|
|||
|
|
|
|||
|
|
If asked why she works for the museum, Keira tells the PCs about the
|
|||
|
|
*geas*. When Orethys needed caretakers, he used a *geas* spell to force
|
|||
|
|
people to serve. The caretakers *must* do their best to care for the
|
|||
|
|
museum, or they will be tortured and eventually killed by the *geas*.
|
|||
|
|
|
|||
|
|
The geas does not prevent Keira from express her contempt for Orethys
|
|||
|
|
himself. The caretakers hate Orethys, they all consider themselves
|
|||
|
|
prisoners for eternity in a pointless museum where nothing ever happens
|
|||
|
|
and no patrons ever arrive. They have been bored for decades now.
|
|||
|
|
|
|||
|
|
The PCs can ask lots of questions, but what Keira won’t do is describe
|
|||
|
|
the contents of specific exhibits. If you ask her about a specific
|
|||
|
|
exhibit, she’ll say, “There’s just too many exhibits for me to stand
|
|||
|
|
here all day telling you what’s in them. Get a guidebook.” If the
|
|||
|
|
players ask what a guidebook is, Keira will flash the guidebook she’s
|
|||
|
|
been using. She says the players can get a guidebook from guest
|
|||
|
|
services, on the bottom floor.
|
|||
|
|
|
|||
|
|
At some point, Qurak says: “These guys remind me of Diometron. Same
|
|||
|
|
deal.” If the PCs follow up on this, Keira says, “he’s another exhibit
|
|||
|
|
who won’t stay in his diorama. Spends most days exploring the museum. We
|
|||
|
|
can’t get him to stay on his island.” If the PCs are smart, they might
|
|||
|
|
realize that Diometron is a potential resource: he is very familiar with
|
|||
|
|
the museum.
|
|||
|
|
|
|||
|
|
Now the players have three reasons to want a guidebook: so that they can
|
|||
|
|
look up Diometron, to see where Castle Green is, and to find people who
|
|||
|
|
might know the spells *plane shift* or *sending*.
|
|||
|
|
|
|||
|
|
If the players ask Keira for her guidebook, she says “No, sorry, I need
|
|||
|
|
it to do my job.” If they ask her to go down to guest services and get a
|
|||
|
|
copy for them, she says, “You guys are trapped here for all eternity
|
|||
|
|
with nothing but free time. In a few years, you’ll wish you had
|
|||
|
|
something to occupy your time. Believe me, I’m doing you a favor by
|
|||
|
|
giving you something to do.”
|
|||
|
|
|
|||
|
|
When the players seem like they’re running out of questions, Qurak says
|
|||
|
|
“OK, so what do we do with them?” Keira says, “I guess we just check on
|
|||
|
|
them again in a while.” Then she tells the players: “Have fun for now.”
|
|||
|
|
The two depart.
|
|||
|
|
|
|||
|
|
The most important result of this visit is that now, the players have a
|
|||
|
|
mission: get a guidebook. To get one, they need to descend to the bottom
|
|||
|
|
of the cavern, to the “bottom floor,” to guest services.
|
|||
|
|
|
|||
|
|
### Repetition in the Museum
|
|||
|
|
|
|||
|
|
Because the NPCs cannot remember the PCs from visit to visit, the PCs
|
|||
|
|
will have many repetitive conversations with the NPCs. They will have to
|
|||
|
|
introduce themselves every single time. This can get old fast. To make
|
|||
|
|
it less tedious, say to your players:
|
|||
|
|
|
|||
|
|
> DM: In the museum, it’s often necessary to introduce yourself a second
|
|||
|
|
> and third time. I’m not going to ask you to roleplay the same
|
|||
|
|
> conversation over and over. I’m going to take it for granted that when
|
|||
|
|
> you visit somebody for the second time, that you introduce yourselves
|
|||
|
|
> the same as you did the previous time. If you want to introduce
|
|||
|
|
> yourselves differently than the previous time, just tell me what
|
|||
|
|
> you’re doing different.
|
|||
|
|
|
|||
|
|
There’s another kind of repetition that happens in the museum. The PCs
|
|||
|
|
often have to climb from one floating island to another. This involves
|
|||
|
|
ropes and ladders. The first time they do this, have them roleplay how
|
|||
|
|
they improvise a ladder out of scrap wood and whatever they find lying
|
|||
|
|
around the exhibit. Have them make acrobatics checks to make sure they
|
|||
|
|
don’t fall, make it exciting. But the third time they need to improvise
|
|||
|
|
a ladder, tell them:
|
|||
|
|
|
|||
|
|
> DM: By now, you guys have gotten the hang of improvising ladders and
|
|||
|
|
> finding ropes to get from one exhibit to the next. You’ve crossed two
|
|||
|
|
> bridges, and you’ve figured out how to do it without falling. It would
|
|||
|
|
> get boring to keep roleplaying the construction of ladders. From now
|
|||
|
|
> on, just say to me, “we’re crossing to the next exhibit,” and I’ll
|
|||
|
|
> take it for granted that you’re finding an improvised ladder and doing
|
|||
|
|
> whatever it takes. I’ll take it for granted that you can accomplish
|
|||
|
|
> that without further difficulty.
|
|||
|
|
|
|||
|
|
After they’ve climbed around on islands for a bit, you might hear the
|
|||
|
|
PCs say, “we can’t go *all the way back* to that exhibit, it’s too far
|
|||
|
|
away!” Respond like this:
|
|||
|
|
|
|||
|
|
> DM: Moving around the museum is pretty time-consuming, what with all
|
|||
|
|
> the rope-climbing and ladders. But you guys have all the time in the
|
|||
|
|
> world: you’re trapped here for eternity. So if it takes several hours
|
|||
|
|
> to climb from one exhibit to another, it’s not really an issue. Just
|
|||
|
|
> accept that in the museum, moving around takes a few hours, and that’s
|
|||
|
|
> not a problem. If you want to climb from an exhibit to another
|
|||
|
|
> exhibit, just say you’re traveling there, and I’ll take it for granted
|
|||
|
|
> that you make the trek, no problem.
|
|||
|
|
|
|||
|
|
Another thing that can get repetitive is that in the Museum, you can
|
|||
|
|
obtain duplicates of objects by entering an exhibit and taking an
|
|||
|
|
object, then leaving the exhibit, letting the exhibit reset, then going
|
|||
|
|
back into the exhibit and taking the object again. Naturally, this would
|
|||
|
|
be a time-consuming process. Tell the PCs:
|
|||
|
|
|
|||
|
|
> DM: Yes, obtaining duplicates of items is time-consuming. But once
|
|||
|
|
> again, you have all the time in the world, you’re stuck here for
|
|||
|
|
> eternity. So I want you to roleplay the first time you take an item
|
|||
|
|
> from an exhibit. The second time, just say, “we’re doing the same
|
|||
|
|
> thing again to get a second one,” and I’ll take it for granted that
|
|||
|
|
> you can do the same steps again, no problem.
|
|||
|
|
|
|||
|
|
The point is this: the magic of the museum can make certain things
|
|||
|
|
time-consuming and repetitive. But that doesn’t mean that the roleplay
|
|||
|
|
has to be repetitive.
|
|||
|
|
|