Files
jdnd/sections/08-The Castle with the Steel Door - Chapter Summary.md

78 lines
4.2 KiB
Markdown
Raw Normal View History

2026-02-09 01:20:20 -05:00
## Chapter Summary
Omta is extremely conflicted about the PCs. On one hand, they are
deck-touched, which means they have a certain bond with Omta. On the
other hand, the PCs have agreed to work with Tymora, and Omta is
terrified of Tymora. So in this chapter, Omta erects barriers that
prevent the PCs from getting too close to the Deck, but he also makes
overtures to communicate with the PCs. He will lower the barriers when
he is confident that the PCs understand his point of view. This chapter
is all about building trust.
When the PCs arrive back at the remains of Castle Green, all that
remains is the basement. Omta has created two lines of defense: first,
he has turned the basement into a complicated labyrinth where movement
is only feasible with Omtas permission. Second, he has walled off the
Deck behind an impenetrable steel door.
When the PCs enter the labyrinth, they find it confusing and impossible
to get anywhere. But they also feel a presence in the back of their
minds, trying to communicate with them. This is Omtas first attempt at
communication, using the telepathic bond they share. At this stage, all
the PCs have to do is make an effort, trying to talk to Omta. It doesnt
matter *how* they try to communicate, or how successful they are, as
long as they make an effort. Once the PCs show that they care about
establishing contact, Omta will start helping the PCs to navigate the
labyrinth: he will take them where they want to go, if they just say
where they want to go.
Once the PCs can navigate the labyrinth, they will start finding Greens
employees scattered about the labyrinth. An important side quest is
helping Greens employees get out of the labyrinth, one by one. It can
be quite gratifying to get everybody out safe and sound - with the sole
exception of Green and his bodyguards, who are trapped behind the steel
door.
Eventually, the PCs will reach the steel door. By this time, Omta will
be dissatisfied with his efforts at communication so far. The telepathic
bond is allowing him to send vague impressions and emotions, but its
bad at sending detailed information. So Omta comes up with Plan B: if
telepathic communication isnt working, then we can try writing! He
conjures six parchment scrolls, and drops them at the PCs feet. Then, he
adds six pigeonholes to the door. After the PCs decipher a scroll, they
can put the deciphered scroll into a pigeonhole. When all six scrolls
are deciphered, the door will open.
The scrolls contain a strange form of writing: each scroll contains
several cards from the deck, arranged in little groups. The Deck is
using cards as a form of symbolism. Each card has a symbolic meaning.
The PCs have collectively drawn many cards. They automatically know the
symbolic meanings of any cards that they have drawn. But there are also
many cards on the scrolls that the PCs *didnt* draw, and they may have
no idea what *those* cards mean.
To learn the symbolic meanings of *those* cards, the PCs will have to
talk to NPCs who drew those particular cards. This becomes the main
quest of this chapter: tracking down NPCs who drew particular cards.
Unfortunately, talking to those NPCs is not always easy. For example,
one of these NPCs has been transformed into a rampaging beast. Another
has been put into a coma. Figuring out how to get useful information
from NPCs who have been drastically warped by the deck can be a
difficult challenge.
Talking to those NPCs, the PCs will discover that many of them are in
crisis. The Deck has turned their lives upside down, for good or for
bad. Many of them need help. The PCs have the opportunity here to build
relationships that will end up paying off in later chapters, when these
NPCs may become powerful allies with deck-granted powers.
When the PCs finally know the symbolic meanings of all the cards, they
will be able to decipher all the scrolls. This allows them to open the
door, which leads to Omtas hiding place. The PCs can then have a true
conversation with Omta for the first time. When the conversation is
over, the PCs are returned to Castle Green. There is no longer a steel
barrier preventing access to Green and the Deck. The PCs can go talk to
Green, and can negotiate to buy the Deck.