891 lines
44 KiB
Markdown
891 lines
44 KiB
Markdown
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## Escaping the Museum
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After exploring the bottom floors of the museum, the PCs will be ready
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to escape the Museum. The escape process is fairly linear. There’s a lot
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to do before the PCs can actually leave!
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### Meeting Diometron
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Diometron is a rogue modron. Orethys’ interest in him is purely because
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rogue modrons are rare. Here is what the guidebook has to say about
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Diometron:
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\<WRITE BLURB ABOUT DIOMETRON\>
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Diometron became a rogue modron when his traveling party encountered a
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group of slaads. One slaad infected Diometron with slaad reproductive
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essence. Fortunately for Diometron, modrons are very resistant to
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elemental chaos. The slaad essence has not been able to take him over.
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But it’s still in there, trying.
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When Diometron was infected, he asked his superiors what to do. They
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decided that he was too badly damaged to repair, so they instructed him
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to report for incineration. Diometron did not comply, instead, he fled
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and went into hiding. He was hiding in a garden shed when Orethys
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captured him. He now sleeps in the garden shed, but he explores the
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museum when he is awake.
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When Diometron first went rogue, he was a duodrone. Contrary to popular
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belief, duodrones are not stupid: they just lack independence. If it
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were not for the slaad essence inside him driving him toward
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independence and free-thinking, he would have submitted to incineration.
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It is well known that most rogue modrons become quadrones. You might
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wonder how this is possible. It is because modrons come from the factory
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with the hardware necessary to change their own configuration. When a
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modron is given a promotion, the modron automatically transforms into
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the correct shape for their new rank. Most people don’t realize it, but
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modrons are actually shape-changers: people don’t realize it because
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modrons only change their shape in response to promotion.
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When a modron shape-changes, they always do so with an approved
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blueprint. Modrons come from the factory with four blueprints
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preinstalled: monodrone, duodrone, tridrone, and quadrone. To upgrade
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beyond that point, they must obtain a higher-level blueprint from their
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superior.
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When a modron goes rogue, they already have everything they need to
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self-promote to quadrone. They cannot promote beyond that point, because
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they don’t have a blueprint for anything beyond quadrone.
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A healthy modron would never, ever consider making up their own
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blueprint. The results would be utterly unpredictable, and modrons
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loathe unpredictability. But Diometron is modron corrupted by slaad
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essence. When he realized he was trapped on a floating island, he
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started wishing that his quadrone wings were not vestigial. The more he
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thought about it, the more it occurred to him that it would be a fairly
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simple modification to the blueprint to make the wings functional. He
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agonized over whether or not it would be lawful to invent one’s own
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blueprint. But in the end, he succumbed to temptation. Diometron can now
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fly around the exhibits.
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Diometron is resistant to the stasis effect: unlike all the other museum
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denizens, he does not forget everything he sees. He explains this as
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follows: “My memory systems have multiple layers of redundancy to
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prevent data loss. The museum keeps trying to reset my memory, but my
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systems keep restoring my memory from backup. This has been going on for
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seventy years. I am confident that I will not experience data loss.” It
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is a side effect of the “axiomatic mind” power that all modrons possess.
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Diometron knows that he is corrupted by chaos, and it terrifies him. He
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believes that he is not a force for good in the universe - he believes
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that he is likely to spread chaos, and that’s the worst thing a being
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can do. For this reason, he is very glad that he lives in the Museum of
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Orethys. He knows that everything the museum is in stasis, and
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therefore, it is not really possible to harm anyone in the museum.
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Diometron is afraid to interact with anyone who is not in stasis,
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because he is afraid that he will spread chaos and corruption to them.
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Periodically, Diometron will say that he “should have reported for
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incineration.” He has a severely damaged sense of self-esteem.
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Diometron’s name is a name that he gave himself. It is a combination of
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the following words:
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- Di, meaning two.
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- Metric, meaning measurement systems.
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- Tron, meaning a mechanism.
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So he views himself as a mechanism with two different, incompatible
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value systems: one, his original modron value system, and two, the value
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system of the slaad inside him. He does not think these are separable:
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like it or not, he is part slaad now. So he must constantly struggle to
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balance his modron values with his slaad values. In reality, he is far,
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far more modron than slaad. Probably 90% modron, 10% slaad. He is not
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overtly chaotic at all. But the slaad influence does enable him to act
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with some independence from the modron collective.
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Diometron is an intensely curious person. He has studied everything
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there is to study in the museum. He has read every book in Dame Kenere’s
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library multiple times, and he is proud of what he has learned. He will
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point out, whenever given the opportunity, that he is an “excellent
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swordsman,” an “excellent wizard,” an “excellent musician,” an
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“excellent bartender,” an “excellent weaver,” and everything else under
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the sun. He proclaims his skill in a matter-of-fact way, but he is quite
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proud. In reality, he’s good at several of those things, and he
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overestimates his ability at some of them.
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The fact that Diometron brags a little is essential to the plot:
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Diometron must tell the players, “*I am an excellent Wizard*.” That way,
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it will occur to them that maybe he can cast *sending*.
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Diometron is lonely. He talks to everyone in the museum, but of course,
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nobody can remember him, and that makes him feel disconnected. He does
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sometimes talk to the caretakers, but there’s a problem: the caretakers
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are obligated, by geas, to try to keep him in his exhibit. Whenever
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Diometron talks about what he has been doing, the caretakers are forced
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to respond, “you shouldn’t be doing that, you should be in your
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exhibit.” They never give him any encouragement, because they *can’t*.
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So it’s not much fun for diometron to talk to the caretakers, and the
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caretakers don’t enjoy stomping on Diometron’s spirit either. So they
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don’t talk that often.
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Diometron has a strange verbal tic: he doesn’t use contractions. He
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always says “do not” instead of “don’t,” he always says “I will not”
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instead of “I won’t.” When he talks, he repeatedly tilts his head from
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side to side. He says, “I am an excellent speaker of your common
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tongue.”
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Even when Diometron is saying something sad, like “I am corrupted by
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chaos, I should have been incinerated,” he speaks in a bright, cheery
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voice. His emotions are not expressed through tone of voice.
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If the PCs look for Diometron, the guidebook will guide the PCs to the
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shed. Diometron may or may not be there (flip a coin.) If not, the PCs
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can wait around and Diometron will eventually show up. If the PCs ask
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the caretakers about Diometron, the caretakers will tell the PCs that
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this is the right way to find him - just wait at his shed.
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The shed itself is utterly uninteresting: a completely mundane gardening
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shed. Diometron sleeps while standing in a corner. He sleeps in his own
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exhibit as a concession to the caretakers: they wanted him to stay in
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his exhibit, he wanted to explore the museum, so he compromised and
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agreed to sleep in his exhibit - at least that way, he’s there some of
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the time. The caretakers acknowledged that they had no power to force
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him, so they eventually just shrugged and accepted the deal.
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When Diometron first sees the PCs, he is terrified (because he is afraid
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he’ll spread chaos), but he is also fascinated - these are the first new
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people he’s seen in decades. Then he notices something that is very
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important to him: He says, “I have sensors that can detect the presence
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of elemental chaos. The level of chaos in your bodies is elevated. You
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are corrupted by chaos. I am also corrupted by chaos.” Suddenly, he
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feels a strange kinship for the PCs. He is also less afraid of
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corrupting them, because they are already corrupted.
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Of course, the chaos that Diometron detects is a side effect of using
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the Deck of Many Things. The deck is one of the most powerful chaos
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artifacts in the multiverse, and it leaches elemental chaos into
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everything it touches.
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Diometron loves to talk. He is happy to explain anything that the PCs
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care to ask him.
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If the PCs suggest that Diometron could escape the museum with them,
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Diometron will balk. Diometron is terrified of the idea of spreading his
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chaos outside the museum. If the PCs are persuasive enough, they may be
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able to move Diometron to warm up to the idea.
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Diometron is relevant to the PCs for two reasons:
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- He is a 6th level wizard who can cast *sending*.
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- Other than the caretakers, he is the only NPC in the museum who can
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> remember the PCs.
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But aside from that, Diometron is designed to be a likeable NPC. He is
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friendly, he is cheerful, and he is enthusiastically helpful.
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Furthermore, he has some qualities that should tug at their heartstrings
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a little bit. It is intended that the PCs should relatively quickly
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develop a friendship for Diometron. This is important to the plot: later
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in the campaign, the PCs will be given the opportunity to dismantle the
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entire museum. If the PCs care about the NPCs in the museum, if they
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have emotional investment in their well-being, then freeing the NPCs
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from the museum will be a goal that feels important to them.
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### Sending a Distress Call
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The PCs will want to contact a friend outside the museum, to ask for
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help escaping the museum. The most likely way to do that is to ask
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Diometron to cast *sending*.
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If the PCs ask Diometron to cast *sending*, he points out there’s a
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catch: “In order to cast *sending*, I have to be familiar with the
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recipient. All my colleagues used to be modrons, but I cannot safely
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contact them, because they want to incinerate me. There is nobody
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outside the museum that I can contact, because I lack familiarity with
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everyone outside the museum.”
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The PCs can work around this in several different ways:
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- The PCs could try to tell Diometron about a friend outside the
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> museum. For it to work, the PCs must do at least two or three of
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> the following:
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- Use *Disguise Self* to make themselves look like the friend.
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- Make a good performance roll to act like the friend.
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- Use the *Encode Thoughts* cantrip to give Diometron a thought of
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> the friend.
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- Ask Diometron to cast *Detect Thoughts*, then visualize the
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> friend.
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- Use telepathy to communicate an impression of the friend.
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- Give a detailed, compelling verbal description of the friend.
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- There may be other ways.
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- The PCs could ask Diometron to contact Dame Kenere. Diometron has
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> read all her books, and has seen her portrait many times. That is
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> familiar enough.
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- The PCs could ask Johann, the Dreaming Ghost, instead of asking
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> Diometron. Johann can enter the dreams of people all over the
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> multiverse, and Johann, being inside the PCs’ dream, can easily
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> see who the PC is thinking of. The only catch is that Johann can
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> only talk to people in their dreams. If the friend is somebody who
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> pays attention to dreams (priests usually do, and so do mystics),
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> great. If not, there is a chance they might ignore their dream.
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Once the PCs figure all this out, they send the message. The actual
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content of the message isn’t that important. “We’re trapped in a big
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weird cavern, we can’t get out” is sufficient. It also isn’t especially
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important who they send the message to: we can just assume that whomever
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they contact will eventually pass the message on to the right person.
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One person the PCs could try to contact is Green. If they try, Green
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says, “We’ve been trying to find somebody who can plane shift to where
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you are, with no luck. Now that you’re in verbal contact, maybe there’s
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new options. I’m going to talk to my diviner, just hold tight.” Green
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and his diviner end up passing the message on to the right person, and
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the rescue is underway.
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One challenge here is that the players did very little roleplaying
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outside the museum, so they may not be able to think of anybody to send
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the distress call to. So during character creation, when you ask your
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players to create background stories, make sure they include at least
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one living friend in their background story. That way, they’ll have
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somebody to send to.
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Regardless of the details of how they do it, the players will eventually
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get a message out.
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When the players send their distress call, the message gets passed from
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person to person. As a DM, it will be on you to invent a chain by which
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the message ends up in Tymora’s ear. Maybe the PC sent a distress call
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to his wife, and the wife talked to her priest, and that priest talked
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to another priest, who happened to be a priest of Tymora. It doesn’t
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matter what the exact sequence of communication was, it’s only important
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that somehow, the PC’s distress call reaches Tymora.
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Shortly after sending the distress call, the PCs get a *sending* from
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somebody they don’t know:
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> “Hi! I’m Joycie, I can probably get you out. I need you to try to find
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> a teleportation circle. If you find one, use *sending* to send me the
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> sigil sequence - that’s the series of arcane runes that surround the
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> circle. As soon as I get that sigil sequence, I’ll be there. Also,
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> give thanks to Tymora!”
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The message is from Joycie, a powerful priestess of Tymora who can cast
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*plane shift*. She will be the one to eventually get the players out of
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the museum. So next, a brief digression, about why Tymora is getting
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involved.
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### What Tymora Wants
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Tymora is very upset about the Deck. She feels like the god who created
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the deck is trying to steal the portfolios of Good Luck and Bad Luck.
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The PCs will soon meet some priestesses of Tymora, and the priestesses
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will be direct about Tymora’s problem. Here is how they will explain it:
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> Let me ask you something: Who do you think created the Deck? Most
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> people would assume that it was Tymora and Beshaba. After all, the
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> most powerful luck-dispensing magic item in the universe would surely
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> have been created by the gods of luck, wouldn’t it? But as it turns
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> out, Tymora and Beshaba didn’t create the deck. So who did?
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>
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> We know it wasn’t created by a mortal, because it’s just way too
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> powerful. Think about it: it’s been conjuring dozens of magic items,
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> it’s granted tons of wishes. No magic item created by a mortal could
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> do that. So it has to have been created by a god, and a powerful one
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> at that. But which one? We don’t know.
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>
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> But people are starting to say that there’s a “new” god of luck in
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> town. People are saying, “If you want good luck, go to Tymora. But if
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> you *really* need good luck desperately, go to the Deck of Many
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> Things.” People are saying that whoever created the deck is a more
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> powerful luck god than Tymora. She’s losing a lot of respect in the
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> eyes of the population.
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>
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> Funny thing is, Tymora’s a young goddess, only a few thousand years
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> old, we think the deck is much older. Ancient records mention it a
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> long, long time ago. Yet despite that, this hasn’t ever been a problem
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> before.
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|||
|
|
>
|
|||
|
|
> In the past, the deck used to appear once every hundred years or so.
|
|||
|
|
> It would turn somebody’s life upside down, and then it would vanish,
|
|||
|
|
> not to be heard from again for another hundred years. It never stuck
|
|||
|
|
> around longer than two or three days. People tried to put it into
|
|||
|
|
> vaults, they tried to guard it, but nonetheless always disappeared
|
|||
|
|
> after just a few days. By the time the news got out to the public that
|
|||
|
|
> the deck had made an appearance, it was already gone. So the public
|
|||
|
|
> never had a chance to actually see the deck, and there was always a
|
|||
|
|
> lot of skepticism about whether it even existed at all or whether it
|
|||
|
|
> was just a bedtime story. People used to hear about it, and then
|
|||
|
|
> realize it was already gone, and they would forget about it just as
|
|||
|
|
> quickly.
|
|||
|
|
>
|
|||
|
|
> But this time, the Deck has been sticking around. Green’s been running
|
|||
|
|
> his little draw-cards business for several months now. We have no idea
|
|||
|
|
> why the deck isn’t vanishing this time, but it’s not. So this time,
|
|||
|
|
> it’s really entered into the public imagination in a way that it never
|
|||
|
|
> has before, and that’s what’s threatening to Tymora - public
|
|||
|
|
> perceptions are essential to a goddess keeping her worshippers, and
|
|||
|
|
> being perceived as “the second-best goddess of luck” would be deadly
|
|||
|
|
> to her.
|
|||
|
|
>
|
|||
|
|
> Now, as for me, as a priestess of Tymora, I actually don’t care who’s
|
|||
|
|
> more powerful. I trust Tymora. She isn’t just a goddess of luck, she’s
|
|||
|
|
> also a kind and caring goddess and I just think it’s best for the
|
|||
|
|
> universe if she’s the goddess of luck, as opposed to some cold and
|
|||
|
|
> amoral god who just likes randomness. So that’s why I’m sticking with
|
|||
|
|
> Tymora to the end. But other people might not see it that way.
|
|||
|
|
>
|
|||
|
|
> So now Tymora finds herself in the position where she has to defend
|
|||
|
|
> her turf. She’s not an aggressive goddess at all, she doesn’t want to
|
|||
|
|
> start a war. But she can’t let another god position himself as the
|
|||
|
|
> most powerful god of luck. If you’re a god, protecting your portfolio
|
|||
|
|
> is mandatory - if you don’t, you’ll fade out of existence.
|
|||
|
|
>
|
|||
|
|
> So now Tymora wants to try to negotiate with this other god. That’s
|
|||
|
|
> where you guys come in. Tymora can see lines of telepathic connection
|
|||
|
|
> radiating out from you - she can see that you’re connected to some of
|
|||
|
|
> the other people who drew cards from the deck. She also thinks you
|
|||
|
|
> might be connected to the god who created the deck. She hopes she can
|
|||
|
|
> trace those lines of force to find the other god. But to do that, she
|
|||
|
|
> needs you to strengthen your telepathic connection to the god who made
|
|||
|
|
> the Deck.
|
|||
|
|
>
|
|||
|
|
> We also want to buy the Deck from Green. Tymora doesn’t want to take
|
|||
|
|
> it by force, that wouldn’t be right. So she isn’t going to appear in
|
|||
|
|
> her full glory in front of Green, that would be a show of force, and
|
|||
|
|
> Green might interpret it as a threat. She doesn’t want to do that. So
|
|||
|
|
> she wants to send a low-level ambassador instead. She thinks you guys
|
|||
|
|
> would make great ambassadors, because you already know Green. We also
|
|||
|
|
> think you can escort one of our priestesses to Green.
|
|||
|
|
|
|||
|
|
Of course, you won’t be able to remember this whole monologue. Just
|
|||
|
|
remember these bullet points:
|
|||
|
|
|
|||
|
|
- About the Conflict between Tymora and the God who made the Deck:
|
|||
|
|
|
|||
|
|
- Tymora didn’t create the deck.
|
|||
|
|
|
|||
|
|
- People are saying the deck’s creator is the “new” god of luck.
|
|||
|
|
|
|||
|
|
- Tymora isn’t going to allow some other god to take over her job!
|
|||
|
|
|
|||
|
|
- About Tymora and the Deck:
|
|||
|
|
|
|||
|
|
- Tymora is a young goddess. The deck is much, much older.
|
|||
|
|
|
|||
|
|
- In the past, Tymora never had a conflict with the deck, because
|
|||
|
|
> it never stuck around.
|
|||
|
|
|
|||
|
|
- This time, the deck has been doing its thing for months and not
|
|||
|
|
> disappearing.
|
|||
|
|
|
|||
|
|
- About Tymora and the Telepathic Channels:
|
|||
|
|
|
|||
|
|
- Tymora can sense a “channel” connecting the PCs to the god who
|
|||
|
|
> created the deck.
|
|||
|
|
|
|||
|
|
- Tymora wants to track the channel to find that god, but the
|
|||
|
|
> connection is too weak.
|
|||
|
|
|
|||
|
|
- Tymora wants the PCs to strengthen that connection by
|
|||
|
|
> interacting with the deck some more.
|
|||
|
|
|
|||
|
|
- About Tymora and Green:
|
|||
|
|
|
|||
|
|
- Tymora wants to buy the deck from Green.
|
|||
|
|
|
|||
|
|
- She thinks the PCs will make good negotiators, because they know
|
|||
|
|
> Green.
|
|||
|
|
|
|||
|
|
Tymora’s desire to help the PCs is, to a degree, self-serving - she’s
|
|||
|
|
helping because she needs something in return. But Tymora is still a
|
|||
|
|
good goddess, and she isn’t going to do anything to hurt the PCs. She
|
|||
|
|
really is going to rescue them from being imprisoned in the Museum, and
|
|||
|
|
she’s not being unreasonable in asking for help with her problem.
|
|||
|
|
|
|||
|
|
### The Teleportation Circle and the Medusa
|
|||
|
|
|
|||
|
|
Joycie needs the PCs to find a teleportation circle. There is only one
|
|||
|
|
teleportation circle in the museum, in the medusa exhibit. From the
|
|||
|
|
Guidebook:
|
|||
|
|
|
|||
|
|
The face of a Medusa is amazingly beautiful, in a strange and
|
|||
|
|
otherworldly way. Some people say it is a blessing from the gods, other
|
|||
|
|
say it was her beauty that led to her being cursed. Sadly, few ever get
|
|||
|
|
to see her face and tell the tale.
|
|||
|
|
|
|||
|
|
Fortunately, you can look at a Medusa in a mirror without getting
|
|||
|
|
petrified. The traditional approach is to shine your shield to a
|
|||
|
|
mirror-like finish, then walk up to her backward while looking at her in
|
|||
|
|
your shield. If the arrows in your back make you question the wisdom of
|
|||
|
|
the traditional approach, do not worry: your friend Orethys is here!
|
|||
|
|
|
|||
|
|
I built a hall of mirrors, and I teleported a Medusa into the back of
|
|||
|
|
it. You can enter the front. I have timed it: it takes her 16 minutes to
|
|||
|
|
get to the front of the mirror-labyrinth. That gives you about 14
|
|||
|
|
minutes to enjoy her beauty and 2 minutes to flee the exhibit. Of
|
|||
|
|
course, I could have just given you a potion of protection against
|
|||
|
|
petrification, but where would be the fun in that? This is so much more
|
|||
|
|
entertaining.
|
|||
|
|
|
|||
|
|
By the way, some people say that if a Medusa sees her own reflection,
|
|||
|
|
she will be petrified. I can assure you that is not the case. The
|
|||
|
|
reflection of a Medusa is safe, for you and for her as well.
|
|||
|
|
|
|||
|
|
The sigil sequence for the teleportation circle is, in rune-script,
|
|||
|
|
“*put medusa here*.” Most PCs probably can’t read rune-script, but
|
|||
|
|
Diometron can: he learned it from a book in Dame Kenere’s library.
|
|||
|
|
|
|||
|
|
Creating this exhibit was a multi-step process. Here is how Orethys did
|
|||
|
|
it:
|
|||
|
|
|
|||
|
|
- Step 1. Build a hall of mirrors.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- Step 2. Put a teleportation circle in the back of the hall.
|
|||
|
|
|
|||
|
|
- Step 3. Give the sigil sequence to a friend.
|
|||
|
|
|
|||
|
|
- Step 4. The friend teleports a medusa into the circle.
|
|||
|
|
|
|||
|
|
- Step 5. The instant the medusa arrives, Orethys captures the hall
|
|||
|
|
> into the museum.
|
|||
|
|
|
|||
|
|
The outside of the exhibit is a rectangular stone building - a sturdy
|
|||
|
|
bunker designed to keep the medusa contained. The inside of the building
|
|||
|
|
is a mirror maze. The building has about a dozen steel doors around the
|
|||
|
|
outside of it. Each steel door has a sturdy deadbolt that can only be
|
|||
|
|
operated from outside the maze. The medusa cannot get out unless the PCs
|
|||
|
|
open a door. One of the doors is marked, “use this door,” and another is
|
|||
|
|
marked, “do not use this door!”
|
|||
|
|
|
|||
|
|
The PCs might wonder why there are so many doors. Here’s why: Orethys
|
|||
|
|
didn’t know which path the medusa would take inside the maze. Rather
|
|||
|
|
than try to guess, he accounted for every possibility: he built entry
|
|||
|
|
doors all over the maze. Then, he waited until the medusa was in the
|
|||
|
|
museum, and he observed her. She always follows the exact same path,
|
|||
|
|
because she is in stasis. Because she always follows the exact same
|
|||
|
|
path, there is a door that she reaches first, a door she reaches second,
|
|||
|
|
and so forth, until the one door she reaches last. Orethys made a note
|
|||
|
|
of which door she reaches last, and marked it “use this door.”
|
|||
|
|
|
|||
|
|
There is also a door right by the teleportation circle where the medusa
|
|||
|
|
is initially standing. That door is marked, “do not use this door!”
|
|||
|
|
|
|||
|
|
There are several ways that the PCs can find out that the medusa exhibit
|
|||
|
|
contains a teleportation circle. One is to enter the medusa exhibit. As
|
|||
|
|
soon as you’re in the exhibit, the circle is quite visible, reflected in
|
|||
|
|
the mirrors.
|
|||
|
|
|
|||
|
|
Another way to find out is to look carefully at the pictures of the
|
|||
|
|
medusa exhibit on the wall in guest services. When the PCs are in guest
|
|||
|
|
services, if they do the museum in the usual order, then they aren’t
|
|||
|
|
specifically looking for a teleportation circle at that time. So of
|
|||
|
|
course they won’t consciously notice it.
|
|||
|
|
|
|||
|
|
Later, when the PCs learn they need a teleportation circle, let them
|
|||
|
|
make an easy insight roll. When they inevitably succeed, tell them
|
|||
|
|
“you’re sure you’ve seen some kind of magic circle in the museum… you’re
|
|||
|
|
just not 100% sure where.” Let them enjoy a little hunt. If they go back
|
|||
|
|
to guest services and check the pictures, they automatically spot it.
|
|||
|
|
|
|||
|
|
To get the sigil sequence of the teleportation circle, you will have to
|
|||
|
|
get the medusa out of the way. One way to get her out of the way is to
|
|||
|
|
kill her. That’s pretty hard for low-level characters. But it’s not
|
|||
|
|
actually necessary. Instead, you can have one party member enter the
|
|||
|
|
maze through the “safe” door. Then, the party member waits until the
|
|||
|
|
medusa is about halfway between the back and the front. The party member
|
|||
|
|
signals a friend, who enters the “unsafe” door, and memorizes the sigil
|
|||
|
|
sequence of the teleportation circle. Then both people get the heck out.
|
|||
|
|
They can then relay the sigil sequence to the rescue party, warning the
|
|||
|
|
rescue party that they will have to tangle with a medusa. The rescue
|
|||
|
|
party is high-level, they are not worried about a medusa.
|
|||
|
|
|
|||
|
|
If the PCs ask whether they can figure out the layout of the exhibit
|
|||
|
|
from the pictures in guest services, just say, “yes, easily,” and hand
|
|||
|
|
them the map of the medusa exhibit.
|
|||
|
|
|
|||
|
|
The PCs can safely study the door mechanism. It takes the medusa at
|
|||
|
|
least two minutes to reach any door other than the one she starts at. So
|
|||
|
|
the PCs have time to open a door, examine the mechanism, and close and
|
|||
|
|
lock the door before anything bad happens. There is not much to see:
|
|||
|
|
ordinary hinges, and an ordinary deadbolt, very sturdy. The door frame
|
|||
|
|
has a metal flange to make it impossible for the medusa to poke a
|
|||
|
|
thieves tool between the door jamb and the door. It is designed to be
|
|||
|
|
only openable from the outside.
|
|||
|
|
|
|||
|
|
When the PCs are inside the maze, they can easily see the medusa moving
|
|||
|
|
around in the mirrors. It’s impossible to tell where she is - the
|
|||
|
|
reflections of reflections are just too disorienting - but it’s easy to
|
|||
|
|
tell how close she is, because the largest reflection in the mirror will
|
|||
|
|
keep getting larger as she gets closer.
|
|||
|
|
|
|||
|
|
It is possible that a character might have some means of sensing the
|
|||
|
|
medusa other than sight. If so, that’s a nice victory for that
|
|||
|
|
character.
|
|||
|
|
|
|||
|
|
Some players may try to reason with the medusa. Bear in mind that the
|
|||
|
|
medusa was attacked by a wizard who teleported her into a mirror maze.
|
|||
|
|
Because she is in stasis, she thinks this just happened five minutes
|
|||
|
|
ago. She is and always will be both panicked and angry. But if you’re
|
|||
|
|
persuasive enough, it is possible.
|
|||
|
|
|
|||
|
|
### The Priestesses Arrive
|
|||
|
|
|
|||
|
|
When the players get the sigil sequence from the teleportation circle,
|
|||
|
|
and send it to Joycie, Joycie immediate uses *plane shift* to come to
|
|||
|
|
the teleportation circle, and she brings her friend and coworker, Lada.
|
|||
|
|
If the medusa is in there, Joycie is more than tough enough to handle
|
|||
|
|
the medusa.
|
|||
|
|
|
|||
|
|
Joycie is a powerful lv 14 Cleric of Tymora, she works at Tymora’s
|
|||
|
|
primary temple in Brightwater. Her life is very busy: when a lower-level
|
|||
|
|
priest needs help with something particularly difficult, they often go
|
|||
|
|
to Joycie. This month, Joycie is on *plane shift* duty - she’s pretty
|
|||
|
|
much spending the whole month ferrying people around the multiverse. She
|
|||
|
|
will get the PCs out of the demiplane, but that’s as much help as she
|
|||
|
|
can offer. She’s an essential worker at the temple in Brightwater, and
|
|||
|
|
she can’t be spared for long.
|
|||
|
|
|
|||
|
|
Lada is only a lv 3 cleric, but she’s Tymora’s best theoretical
|
|||
|
|
fortunologist. She has a huge passion for research into how magical luck
|
|||
|
|
spells work. Another favorite topic of hers is the Deck of Many Things,
|
|||
|
|
though she’s never been able to research one except through dusty tomes.
|
|||
|
|
Tymora specifically asked Lada to spend time with the players: Tymora
|
|||
|
|
knows that Lada will investigate the Deck with great enthusiasm.
|
|||
|
|
|
|||
|
|
Both Joycie and Lada are genuinely good allies for the players to know.
|
|||
|
|
They are trustworthy and smart and will do their best to help in any
|
|||
|
|
situation. This is not just because Tymora assigned them this task, it’s
|
|||
|
|
also because they’re just plain good people.
|
|||
|
|
|
|||
|
|
Joycie is bubbly and friendly, she has a happy-go-lucky attitude. She
|
|||
|
|
assumes things are going to go great, and she’s usually right - after
|
|||
|
|
all, serving Lady Luck has its benefits. She likes to flirt with cute
|
|||
|
|
guys, but she’s not actually looking for a date, she’s just playing.
|
|||
|
|
She’s also quite busy, she can’t stick around long. Joycie appears
|
|||
|
|
human, but quite tall: 7 feet tall, and her forehead is prominent. She’s
|
|||
|
|
one-eighth hill giant.
|
|||
|
|
|
|||
|
|
Lada is very shy and awkward, but once she finally feels comfortable
|
|||
|
|
around you, she becomes quite warm. She is very passionate about her
|
|||
|
|
research. She thinks that magical luck is much more strange and powerful
|
|||
|
|
than it appears to be. She has devised dozens of experiments to test
|
|||
|
|
what magical luck spells are capable of doing. She knows exactly how
|
|||
|
|
they impact probability and statistics. Lada is a youngish halfling,
|
|||
|
|
with a mop of wild curly hair.
|
|||
|
|
|
|||
|
|
Joycie won’t stick around long, but Lada will. Lada’s serves several
|
|||
|
|
purposes: first, it’s important for the players to have friendly NPCs
|
|||
|
|
that they care about, so that they feel invested in the world and so
|
|||
|
|
that they feel like the world is worth protecting and saving. Second,
|
|||
|
|
Lada raises weird questions that the players can think about and even
|
|||
|
|
research during the course of the campaign. This will make the world
|
|||
|
|
more mysterious and interesting for them. Finally, Lada can be a channel
|
|||
|
|
through which the DM occasionally gives hints to the players.
|
|||
|
|
|
|||
|
|
In combat, let the players take turns controlling Lada. She strongly
|
|||
|
|
prefers to spend her combat actions healing, blessing, and buffing. She
|
|||
|
|
rarely deals damage directly. If the PCs try to push her around and tell
|
|||
|
|
her to get on the front lines, she refuses. If the PCs mistreat her in
|
|||
|
|
any significant way, she will leave the party, with Tymora’s blessing:
|
|||
|
|
Tymora won’t subject her priestesses to abuse, Tymora will find another
|
|||
|
|
way to research the deck. Lada is always one level lower than the rest
|
|||
|
|
of the PCs, and she is only ever in a support role.
|
|||
|
|
|
|||
|
|
When the two priestesses appear in the teleportation circle, they
|
|||
|
|
introduce themselves. Lada is quiet and withdrawn because of her
|
|||
|
|
shyness, but she’s secretly in awe of the PCs because they have had
|
|||
|
|
contact with the Deck. Joycie is her outgoing bubbly self.
|
|||
|
|
|
|||
|
|
Joycie presents the players with Tymora’s request: “I need to be honest.
|
|||
|
|
We are here to rescue you, but we’re not just here to rescue you - we
|
|||
|
|
were hoping for your help with something.” She gives the explanation in
|
|||
|
|
the previous chapter, *What Tymora Wants*.
|
|||
|
|
|
|||
|
|
The plot of the entire campaign revolves around the PCs joining into the
|
|||
|
|
service of Tymora. They must accept the job. If the PCs refuse, do
|
|||
|
|
whatever you have to do to convince them. The best way to do this is to
|
|||
|
|
make an impassioned but reasoned argument. For example, Joycie could
|
|||
|
|
say, “Tymora is a genuinely good goddess, and she needs help. If Tymora
|
|||
|
|
were to lose her position as the goddess of Luck, I can’t imagine what
|
|||
|
|
terrible echoes that would have for the universe. And don’t forget, she
|
|||
|
|
went out of her way to help you when you were in trouble. If you do
|
|||
|
|
agree, you’ll have the gratitude of our priesthood for the rest of your
|
|||
|
|
lives. Please, we really do need your help.”
|
|||
|
|
|
|||
|
|
### A Failed Departure
|
|||
|
|
|
|||
|
|
When the PCs are ready to leave the Museum, Joycie instructs everyone to
|
|||
|
|
form a circle. She takes out a tuning fork for the Outlands, and casts
|
|||
|
|
*plane shift*. Joycie and Lada vanish, but the PCs are still in the
|
|||
|
|
museum. A few minutes later, the PCs get a *sending* from Joycie: “What
|
|||
|
|
happened? Are you still in the museum? I’m going to take a long rest,
|
|||
|
|
we’ll come try again in the morning.”
|
|||
|
|
|
|||
|
|
Here’s what went wrong: as explained in the *Golden Goats* blurb, it is
|
|||
|
|
physically impossible to remove a piece of an exhibit from the
|
|||
|
|
demiplane, even using *plane shift*. The PCs are part of an exhibit.
|
|||
|
|
They will have to buy their freedom in order to leave.
|
|||
|
|
|
|||
|
|
### Two Divine Visitations
|
|||
|
|
|
|||
|
|
While waiting for the two priestesses to return, the PCs will receive
|
|||
|
|
visitations from two goddesses.
|
|||
|
|
|
|||
|
|
#### Selune
|
|||
|
|
|
|||
|
|
The PCs are sitting around doing not much, waiting for Joycie to return.
|
|||
|
|
Suddenly, the scene shifts: they are in a grassy field, surrounded by
|
|||
|
|
hills, at night. The moon is absolutely enormous in the sky, and
|
|||
|
|
everything is bathed in silvery moonlight. A female figure descends from
|
|||
|
|
the sky, wearing a long flowing dress. She settles on the grass in front
|
|||
|
|
of the PCs. It is Selune. She says:
|
|||
|
|
|
|||
|
|
> 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 can then talk to Selune. They will probably ask “What *kind* of
|
|||
|
|
mistake is she making? What do you know about this situation? Give us
|
|||
|
|
details.” Selune responds:
|
|||
|
|
|
|||
|
|
> A long, long time ago, I made a promise to keep a secret. I am bound
|
|||
|
|
> by that promise: I could not break it if I wanted to. Because of that
|
|||
|
|
> promise, I cannot give you any more details than I already have. I am
|
|||
|
|
> relying on you to figure out what it is that I cannot say. I have seen
|
|||
|
|
> you in the museum: you are clever, and you are good at figuring things
|
|||
|
|
> out. I trust that you will discover what you need to before it is too
|
|||
|
|
> late.
|
|||
|
|
|
|||
|
|
So here’s the backstory that you can’t tell to your players: when the
|
|||
|
|
universe was young, Omta planted the seeds of randomness, knowing full
|
|||
|
|
well that the creator of the universe would *not* be happy about what
|
|||
|
|
Omta had done. After planting that seed, Omta fled and hid, hoping that
|
|||
|
|
nobody saw what he did. However, somebody *did* see: Selune. Selune
|
|||
|
|
tracked Omta back to his hiding place, and asked: “what did you do, and
|
|||
|
|
why?” After hearing Omta’s explanation, Selune decided it was for the
|
|||
|
|
best: the universe really *would* be better with some randomness. She
|
|||
|
|
promised to Omta that she would not reveal what he had done. She
|
|||
|
|
promised that she would let his existence and his hiding place remain a
|
|||
|
|
secret. Selune has kept his secret for millenia.
|
|||
|
|
|
|||
|
|
So now, Omta is still in hiding, and now Tymora is trying to track down
|
|||
|
|
Omta to his hiding place, in order to challenge him for the portfolio of
|
|||
|
|
Luck. Selune thinks this is a mistake: she thinks there is no real
|
|||
|
|
conflict between Omta and Tymora, and she thinks a war between them
|
|||
|
|
would be a disaster. She approached Tymora and advised Tymora to leave
|
|||
|
|
the Deck alone. However, because of her promise to Omta, she couldn’t
|
|||
|
|
give any further explanation to Tymora. Tymora trusts Selune, but she’s
|
|||
|
|
not willing to simply do what Selune tells her to do with no
|
|||
|
|
explanation. Tymora, exasperated at Selune’s unwillingness to explain
|
|||
|
|
her reasoning, told Selune that she will persist until somebody gives
|
|||
|
|
her a clear, logical reason why she shouldn’t.
|
|||
|
|
|
|||
|
|
When the PCs speak to Selune, let her be soft-spoken and very warm. She
|
|||
|
|
doesn’t stick around long. She gives her warning, answers a question or
|
|||
|
|
two, then says goodbye. The scene shifts back to the museum.
|
|||
|
|
|
|||
|
|
#### Beshaba
|
|||
|
|
|
|||
|
|
Beshaba’s visitation comes immediately after Selune’s, and it
|
|||
|
|
deliberately mocks Selune’s visitation. Once again, the scene shifts,
|
|||
|
|
and the players are in “the same” field, surrounded by “the same”
|
|||
|
|
rolling hills. But this time, the ground they’re sitting on is sharp
|
|||
|
|
obsidian shards, and the sky is filled with roiling black clouds, with
|
|||
|
|
shafts of red light breaking through. This is what Beshaba’s home plane
|
|||
|
|
in the Abyss looks like. Again, a female figure descends from the sky,
|
|||
|
|
wearing the same long flowing dress. Beshaba sits on the ground in the
|
|||
|
|
same pose as Selune. She says,
|
|||
|
|
|
|||
|
|
> “Am I not more beautiful than Selune?”
|
|||
|
|
|
|||
|
|
Let the PCs hem and haw awkwardly for a minute, then have Beshaba give
|
|||
|
|
her speech:
|
|||
|
|
|
|||
|
|
> Tymora is my sister, and as arrogant as a goddess can be. I am here to
|
|||
|
|
> tell you that she is making a mistake. She is trying to find the god
|
|||
|
|
> who made the deck, so that she can challenge him for the portfolio of
|
|||
|
|
> luck. This will inevitably lead to war between gods.
|
|||
|
|
>
|
|||
|
|
> When two gods war, usually, both gods survive. But that’s not true for
|
|||
|
|
> the mortals involved. Very likely, thousands of priests and innocents
|
|||
|
|
> will die in a war between gods. And if one of the gods does die, that
|
|||
|
|
> will cause untold upheavals in the multiverse, with thousands more
|
|||
|
|
> innocents dying.
|
|||
|
|
>
|
|||
|
|
> Of course, I’m not really being altruistic here. I just don’t want to
|
|||
|
|
> get dragged into a war between gods. I figure if this other god
|
|||
|
|
> attacks Tymora, he’s going to attack me too. I don’t know how powerful
|
|||
|
|
> this other god is, or what he can do to me. That’s not a risk I want
|
|||
|
|
> to take. I prefer to let sleeping dogs lie.
|
|||
|
|
>
|
|||
|
|
> So here’s what I want from you: pretend to work for Tymora. But when
|
|||
|
|
> the time comes for her to actually obtain the deck, I want you to
|
|||
|
|
> undermine her. For example, if she asks you to negotiate for the deck,
|
|||
|
|
> negotiate badly. If she looks like she’s going to take the deck by
|
|||
|
|
> force, talk her out of it. Do what you have to do to stop her.
|
|||
|
|
|
|||
|
|
This is 100% lies.
|
|||
|
|
|
|||
|
|
Beshaba’s rationale, “preventing war,” is obviously out-of-character.
|
|||
|
|
Beshaba would *love it* if some other god were to fight Tymora. She
|
|||
|
|
would *love it* if thousands of innocents were to die in a war between
|
|||
|
|
gods. She would *relish* all that. She’s also not really afraid of being
|
|||
|
|
attacked by this other god.
|
|||
|
|
|
|||
|
|
The reason for the lying is that Beshaba has a plan. Gods are most
|
|||
|
|
powerful in their own realm. Beshaba intends to use the Deck to lure
|
|||
|
|
Tymora into her realm, where Beshaba is at her most powerful, and where
|
|||
|
|
Tymora is at her least powerful, so that Beshaba can kill Tymora. To do
|
|||
|
|
that, she needs to make sure that Tymora doesn’t get the deck first.
|
|||
|
|
That’s Beshaba’s goal: get the Deck before Tymora does, so she can use
|
|||
|
|
it as bait. All those reasonable-sounding explanations are just lies
|
|||
|
|
designed to sell the PCs on the whole endeavor.
|
|||
|
|
|
|||
|
|
The PCs may ask, “If you want to stop us from getting the Deck, why not
|
|||
|
|
just give us tons of bad luck?” Beshaba responds matter-of-factly:
|
|||
|
|
|
|||
|
|
> Certainly, I could throw annoying obstacles in your way. I could also
|
|||
|
|
> just kill you. But that wouldn’t stop Tymora. She would just find
|
|||
|
|
> other people to carry out her mission. You’re much more valuable to me
|
|||
|
|
> alive: you have Tymora’s ear, and you can convince her of things.
|
|||
|
|
|
|||
|
|
Again, Beshaba only answers questions for a minute, and then she ends
|
|||
|
|
the visitation.
|
|||
|
|
|
|||
|
|
### The Arrival of Castle Green
|
|||
|
|
|
|||
|
|
After the two visitations, the PCs have to wait the night. In the middle
|
|||
|
|
of the night, they’re awakened by the caretakers Keira and Qurak, who
|
|||
|
|
say, “Castle Green is arriving. Want to come see it?” If the PCs ask
|
|||
|
|
“How do you know it’s coming,” they say, “the guidebook alerted us!” The
|
|||
|
|
guidebook used to say:
|
|||
|
|
|
|||
|
|
Exhibit will be located inside Castle Green. The arrival of Castle Green
|
|||
|
|
has been delayed.
|
|||
|
|
|
|||
|
|
But now it says:
|
|||
|
|
|
|||
|
|
Exhibit will be located inside Castle Green. Castle Green will be
|
|||
|
|
arriving soon.
|
|||
|
|
|
|||
|
|
The PCs may be hesitant to visit their own exhibit, for fear of getting
|
|||
|
|
trapped in their exhibit. Obviously, the PCs do not want to spend
|
|||
|
|
eternity in a diorama. So Keira and Qurak might have to convince the
|
|||
|
|
PCs. They make the following arguments:
|
|||
|
|
|
|||
|
|
- We can’t actually imprison you in your diorama. We have no power to
|
|||
|
|
> do that. That’s why Diometron wanders the museum.
|
|||
|
|
|
|||
|
|
- You don’t actually have to go inside. You can stand on the next
|
|||
|
|
> island over, and just look. You could send in Diometron to
|
|||
|
|
> investigate for you, if you want.
|
|||
|
|
|
|||
|
|
If the PCs aren’t interested even after Keira encourages them, don’t
|
|||
|
|
force them. It’s not essential.
|
|||
|
|
|
|||
|
|
If the PCs do travel to the appropriate location, they find a clearing
|
|||
|
|
in the cavern where the new floating island is going to be. The clearing
|
|||
|
|
is filled with thin white mist. Keira explains that’s what it looks like
|
|||
|
|
when an exhibit is arriving.
|
|||
|
|
|
|||
|
|
After staring at the appropriate spot for 15 minutes or so, the top half
|
|||
|
|
of Castle Green appears, including everything from about waist level on
|
|||
|
|
up. The top half of the castle has been sliced off of the bottom half,
|
|||
|
|
and the bottom half was left behind. The main tower is completely
|
|||
|
|
unattached to anything. The chunks of Castle Green sink a few feet, then
|
|||
|
|
start bobbing in space: this is now the first “floating island” without
|
|||
|
|
any island. The pieces of Castle Green are hovering in space, levitated
|
|||
|
|
by the same force that keeps the floating islands floating. There are no
|
|||
|
|
people in the debris.
|
|||
|
|
|
|||
|
|
When Keira sees this happen, she just sighs and says, “Great. Well,
|
|||
|
|
that’s a shitshow.” Qurak says, “Screw this, I’m getting lunch.”
|
|||
|
|
|
|||
|
|
If the players check, there’s very little in the wreckage. There is
|
|||
|
|
nobody in there. Everything of value has been taken. The big room where
|
|||
|
|
the PCs drew cards from the deck is there, hovering at a crooked angle,
|
|||
|
|
with the desk flopped over on its side, and the desk accessories
|
|||
|
|
scattered around the room. The Deck is not present.
|
|||
|
|
|
|||
|
|
This event is here purely to make the players wonder what the heck is
|
|||
|
|
going on at Castle Green.
|
|||
|
|
|
|||
|
|
If the players look at the guidebook under “The Deck of Many Things,”
|
|||
|
|
the text now says: “Exhibit is Out of Order.”
|
|||
|
|
|
|||
|
|
### The Final Departure
|
|||
|
|
|
|||
|
|
Joycie and Lada return to the museum, via the teleportation circle. They
|
|||
|
|
ask the PCs why the plane shift failed. Eventually, the group will ask
|
|||
|
|
Keira and Qurak about it. Keira explains: “You’re part of an exhibit.
|
|||
|
|
You’re the property of the museum. You can’t take any part of an exhibit
|
|||
|
|
out of the museum, even with *plane shift*. It’s just impossible.”
|
|||
|
|
|
|||
|
|
But then Qurak, who has been mostly silent for the entire time the PCs
|
|||
|
|
have been in the museum, steps forward. He says, “It’s not entirely
|
|||
|
|
impossible. We can grant permission.” He explains the following bullet
|
|||
|
|
points:
|
|||
|
|
|
|||
|
|
- Qurak has the power to set the PCs free, by saying some “magic
|
|||
|
|
> words.”
|
|||
|
|
|
|||
|
|
- However, Keira and Qurak are compelled, by geas, to do what’s in the
|
|||
|
|
> best interests of the museum. Orethys would not approve of giving
|
|||
|
|
> away an exhibit, no matter how bad the exhibit. Orethys *never*
|
|||
|
|
> gave anything away. So the geas prevents Qurak from releasing the
|
|||
|
|
> PCs.
|
|||
|
|
|
|||
|
|
- Qurak has an idea for a workaround: he could trade the PCs exhibit
|
|||
|
|
> for a better exhibit. That would be in the best interests of the
|
|||
|
|
> museum, and therefore, would be allowed under the geas.
|
|||
|
|
|
|||
|
|
- The actual procedure would be this: Qurak sets the PCs free, and the
|
|||
|
|
> PCs agree to capture a new, better exhibit within a month or so,
|
|||
|
|
> using the capture device.
|
|||
|
|
|
|||
|
|
- There’s a catch: if the PCs fail to follow through and capture an
|
|||
|
|
> exhibit, the geas punishes Qurak by torturing him. Actually, geas
|
|||
|
|
> will eventually kill him, but since he’s in the museum, he can’t
|
|||
|
|
> die, so it will just keep torturing him forever.
|
|||
|
|
|
|||
|
|
- Qurak is willing to accept this risk, in exchange for a promise: the
|
|||
|
|
> PCs will try to dismantle the museum, and set Qurak and Keira
|
|||
|
|
> free. Qurak will take this risk because he is desperate for
|
|||
|
|
> freedom.
|
|||
|
|
|
|||
|
|
If the PCs object on the grounds that they can’t morally put another
|
|||
|
|
person in the museum, Qurak makes these arguments:
|
|||
|
|
|
|||
|
|
- You could capture somebody who’s a danger to others, somebody who
|
|||
|
|
> genuinely deserves to be in a prison.
|
|||
|
|
|
|||
|
|
- It doesn’t necessarily have to be an exhibit with a person in it. It
|
|||
|
|
> could just be an interesting place or object.
|
|||
|
|
|
|||
|
|
- If you’re serious about dismantling the museum, putting somebody
|
|||
|
|
> into the museum is just a temporary situation.
|
|||
|
|
|
|||
|
|
If the players agree, and accept the capture device, Qurak gives them a
|
|||
|
|
tutorial on using the capture device. Then, he says the magic
|
|||
|
|
incantation: “By the will of Orethys, you are free to go.”\
|
|||
|
|
\
|
|||
|
|
Now the PCs can leave the museum, using *plane shift*. They cannot bring
|
|||
|
|
any exhibit NPCs (including Diometron) with them, because other NPCs
|
|||
|
|
have not been granted permission to leave the museum. When the PCs are
|
|||
|
|
ready, Joycie plane shifts, and the PCs materialize in the market square
|
|||
|
|
of St. Parnas, with Joycie and Lada.
|
|||
|
|
|