2994 lines
149 KiB
Markdown
2994 lines
149 KiB
Markdown
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# The Museum of Orethys
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### About the Museum
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The PCs drew the card *Donjon,* which imprisons the victim in an
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apparently inescapable prison. For reasons known only to the deck
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itself, the deck has chosen a strange prison called the *Museum of
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Orethys*.
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About a hundred years ago, a powerful Wizard named Orethys took in
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interest in collecting *people*. He gathered interesting and strange
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folk from around the multiverse, and brought them to his hometown, and
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paid them to be exhibits in the original *Museum of Orethys*. However,
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the bigger his collection got, the harder it was to keep his exhibits
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from quitting, rebelling, or unionizing. Eventually, he got tired of the
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hassle, and he decided to start over.
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By this time, he was a much more powerful wizard, so instead of building
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the museum in his hometown, he created a demiplane to house his
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collection. He carefully designed the demiplane to make it perfect for
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storing people. His exhibits would “live” in the demiplane, but they
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would be frozen in a living stasis that would make it impossible to
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rebel or quit. They would always be the same strange, interesting people
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that they were when they were placed into the museum.
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When Orethys found a person worthy to be an exhibit in the Museum, he
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would take not only the person, but the building they were in, and the
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patch of land the building was standing on. That way, he wouldn’t just
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have an interesting person. He’d have a whole diorama, a person in their
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natural environment.
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About sixty years ago, Orethys died: he tried to make an exhibit out of
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somebody who was tough enough to fight back. Although Orethys is dead,
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the Museum of Orethys still survives. After his death, the Museum
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received no new exhibits, and no further guests showed up in the museum:
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apparently, only Orethys knew how to get there. The exhibits remain in
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stasis, sixty years later, more or less exactly as they have been the
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whole time.
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The demiplane appears as several hundred islands hovering in an immense
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cavernous space. Most islands consist of a patch of land, and one
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building. The patch of land is just big enough to hold the building and
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its yard. Some islands hold something larger, like a university, or a
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monastery, or a farm. A few islands have no building, only a geographic
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feature. Each building contains, on average, 1 or 2 people.
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The people in the exhibits are not frozen, motionless. They are allowed
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to move around and talk in order to make the exhibits more life-like.
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They go about their daily business as they did in their original lives.
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Yet, the people are in both a physical and a mental stasis. They are
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fundamentally incapable of doing or thinking new things, or changing in
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any meaningful way. They are trapped living the same day over and over.
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They cannot remember anything that has happened since they were
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captured. They still believe themselves to be at home. They have no
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ability to learn that they are no longer at home - or to learn anything.
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The physical stasis means their bodies can’t change, either. If they
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were injured at the moment when they were captured, then they’re still
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injured today. If you heal them, they’ll be injured again an hour or two
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later. If you kill one of them, they’ll reappear on their island back in
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the same state they were in when they were captured. They won’t remember
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that you attacked them, because they don’t remember anything that
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happened after their capture. They are utterly incapable of change as
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long as they’re in the museum.
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The buildings and the islands are also in stasis, incapable of change.
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If you break a door down, then a few hours later, the door will be back
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where it was. Even if you burn a whole building down, then if you stop
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paying attention for a while, the building will be back. If you try to
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build something on an island, it will remain for a few hours, and then
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vanish.
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If you approach the people, they will react as people do. Many are
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willing to answer questions. Some are friendly, offering food and water
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and assistance. A few are scared, and some are hostile. In other words,
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they’re people, with all the personality variation that implies.
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However: If you talk to them and leave, and then come back, they will
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not remember you. They will react exactly the same way as the first time
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you met them, right down to saying the same phrases.
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That doesn’t mean they’re not intelligent: they’re just as smart and
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creative as they were in life. They tend to be pretty interesting
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people. These individuals are here because Orethys thought that they
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were distinctive, and that they ought to be saved. You can talk to them
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and learn a lot: in fact, that’s what guests of the Museum used to do,
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back when there were guests.
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Exhibits come from everywhere: prime worlds, outer planes, inner planes,
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you name it. The people are of every imaginable race. Most are either
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low-level or zero-level: Orethys didn’t attempt to capture powerful
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people who could fight back.
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The people here only interact with other people in the same diorama.
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They don’t notice other islands, even if those other islands would
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normally be considered “attention grabbing.” For example, there could be
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a raging fire on one island, and the people on the next island over from
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that will be completely uninterested. If you deliberately draw their
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attention to some other island, they will be surprised that other
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islands even exist. But then, a mental block will take over, and they
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will direct their attention back to their own island, quickly forgetting
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that other islands exist.
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The people here can produce material goods, but those goods are
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transient. For example, if an island contains a baker, he may bake a
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loaf of bread. But remember, the island is in stasis, and that loaf
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wasn’t on the island when the island was captured, so it has to vanish.
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The loaf will cease to exist an hour or two after it is put down.
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Despite the absence of any real production, there is no shortage of
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supplies here. If somebody’s house is put in stasis at a time when its
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pantry is full, then that pantry will always be full. If you remove the
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food, then the pantry will return to its full state as soon as you stop
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paying attention to the pantry. The food you took won’t disappear from
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your inventory. You can eat it without difficulties. But if you put the
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food down and then look away, it will only remain on the ground an hour
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or two, and then vanish.
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The people here may talk about the future, but the future never comes.
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For example, a farmer who is busy tilling the fields in spring may talk
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about what he’s going to do at harvest-time, in the fall. But on his
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island, it will be spring forever, and he will be tilling every day,
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forever.
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The floating islands are hovering in a big cavern, whose “walls” are
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made of mist. The edges of the outermost islands just barely poke into
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the mist. Nothing will stop you from entering the mist. The mist does
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not smell of anything, and it doesn’t feel like anything either. If you
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enter the mist, you find yourself in what seems to be an endless expanse
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of mist. In the mist, there’s no gravity or wind, and you lose track of
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time. You also lose track of anyone around you. After being in the mist
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about 10 minutes, the mist around you will dissipate, and you’ll find
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yourself back on the island where you first appeared in the demiplane.
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From anywhere in the cavern, reaching the mist only takes a few minutes
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(assuming you have a way to cross from island to island). The cavern
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isn’t that large.
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Each island has its own weather. If you’re on an island with clear,
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sunny weather, then the entire cavern will appear clear and sunny to
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you. If you’re on an island with a blizzard, then the whole cavern will
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appear to be in a blizzard to you. The weather on a given island never
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changes. Each island has the terrain that it had before it was ripped
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from the multiverse. Some are grassy, some are rocky, some are sandy.
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Some might be permafrost, or desert, or you name it. It all depends on
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where they came from.
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The passage of time in the Museum feels normal. But the passage of time
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is not strictly tethered to the passage of time in most other parts of
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the multiverse. Time here sometimes passes faster than in the
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multiverse, sometimes slower. The reason for this is that the Museum
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doesn’t care about the passage of time. Nothing ever happens here, no
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matter how much time elapses. Nothing ever changes. When time has no
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meaning in a place, then that place gradually starts untethering itself
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from time.
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Arcane and divine magic work normally here. Gravity and falling damage
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are normal here. Most of the physical properties of the world here are
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normal, as they would be on a prime world.
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The Museum of Orethys has caretakers. These are aarakocras, they can fly
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around the cavern easily. Their job, sixty years ago, was mainly to
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attend to the guests. Orethys used a ‘geas’ spell to force them to keep
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doing their job forever. As long as they do their jobs, they can
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otherwise do as they wish. They eat at tavern and restaurant exhibits
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and they sleep wherever they like. They gain the benefit of the plane’s
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physical stasis: they can’t age, they can’t stay injured long, and they
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can’t die. But they can remember what happens from day to day. Now that
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there are no guests, they really don’t have much work to do. But the
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geas forces them to patrol the museum.
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### The Party is United
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The PCs have all been imprisoned in the *Museum of Orethys*. But even
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though they’re all in the Museum, they haven’t met each other yet. The
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DM should choose a PC, and run them solo. At this point, it will only be
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a few minutes until the party is united.
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The PC knows that they are standing on a strange floating island. They
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also know they drew the card *Donjon*, so they can infer that this must
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be some kind of prison. But aside from that, they don’t know much about
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the place. They certainly have no idea it’s a museum, or that they’re
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supposed to be an exhibit.
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The PC should start exploring the museum. As soon as they round a
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corner, or enter a building, have them spot one of the other PCs.
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When the two PCs see each other, they both experience a new special
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ability: *Deck Awareness*. When they look at each other, they see cards
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hovering over each other’s heads: each one knows exactly what cards the
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other one drew from the deck. They will experience this effect
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consistently every time they meet somebody who has drawn from the Deck.
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Let the PCs know they all have *Deck Awareness*. Do not tell them about
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the other deck side effects, let them learn about them over time.
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A few minutes after the first two player characters get together, they
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notice another group on another nearby island, staring at them. This is
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the rest of the PCs. Everyone can start roleplaying together now. The
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two groups are physically separated by being on two separate islands,
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but the two islands are only about ten feet apart. They can easily talk
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to each other. They have to find a way to cross from one island to
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another. This is not particularly hard: ladders, ropes, and the like
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work fine. These items can be found nearby. The Jump spell is also
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useful. One way or another, the party is united.
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It’s odd that the players all arrived at the museum at the same time, in
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roughly the same place. There is nothing on the card *Donjon* that says
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that these people should end up in the same prison, yet they did.
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Although they don’t know this, they did not draw cards on the same day,
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yet with the help of the Museum’s loose connection to time, they were
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able to appear in the museum on the same day. The deck isn’t just giving
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these people cards, it’s tying them to each other, bringing their lives
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together.
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Now that the party is united, the players will want to know where they
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are and what the heck is going on. To find out, they will need to
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explore the museum.
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### Ropes and Ladders
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For simplicity, we can describe the museum as consisting of “floors.” A
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“floor” is a bunch of islands that are all hovering at more or less the
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same elevation.
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Islands on the same floor are separated by gaps about 8 feet wide on
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average. Some acrobatic characters may be able to jump it without
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assistance. It is also possible to use the spell *jump*. Otherwise, a
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makeshift bridge may be needed. Never leave your PCs stranded. There is
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always something in the exhibit that will enable one to cross a gap. A
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rope could be tied to a tree near the edge of an exhibit. There might be
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a wooden fence that could be repurposed. There’s always something.
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To climb from a floor to the floor below, the most obvious method is to
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use a rope. This will require a rope of about 30 feet, which will have
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to be tied to a tree or a lamppost and then dangled down over the edge
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of the exhibit. It is also possible to use the spell *feather fall*.
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The islands are not perfect circles, they are irregular. There are good
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spots to climb down, and bad spots to climb down. Good spots have
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something to tie a rope to, and they have a bit of island sticking out
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below that the players can descend onto. To find a good spot, the
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players will have to go around the periphery of the island.
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You must not let your PCs climb upward yet. We have provided several
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obstacles to stop them:
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- When the players created their characters, they were not permitted
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> to create flying characters.
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- Most people don’t have the physical strength to throw a rope 30 feet
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> upward.
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- When throwing upward, you need the rope to catch on something on the
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> island above. But of course, you can’t *see* what’s on the island
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> above you. You’re throwing blind.
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- The floor above the PCs consists of one exhibit: *The Harpy Eyrie*.
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> The harpies will deliberately cut ropes, and anyone clinging to a
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> rope is a sitting duck for harpy attacks.
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Since the PCs start on the 5th floor, and since they can’t climb upward,
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they are currently limited to the 5th floor and below. We have provided
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a map called *The Bottom Floors of the Museum*, including everything
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from the 5th floor on down. As you can see from the map, the cavern
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narrows substantially at the bottom, so there are fewer and fewer
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islands at each level as you go down. Do not show the map to your
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players. It is for the DM only. The map includes exhibit names. You can
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find the corresponding exhibit descriptions in the upcoming chapter,
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also titled *The Bottom Floors of the Museum*.
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At first, let your players explore randomly. They don’t really have a
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goal or a destination yet, and they don’t have a map yet, so they really
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can’t do any better than random exploration. There are lots of strange
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and interesting things to find in the museum, so they should be
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entertained by this for a while. As the PCs travel from exhibit to
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exhibit, refer to the *The Bottom Floors of the Museum* for instructions
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on running individual exhibits.
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As the players climb downward, they may leave ropes dangling down, to
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make it possible to get back up. But if they leave a rope somewhere,
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then the rope only stays for about an hour after you stop paying
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attention to it. Then, it vanishes. This is because of the stasis
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effect: the rope is resetting back to its original location. If the rope
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belongs to a PC, then the rope returns back to the PC’s starting
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location. If it’s a rope that they obtained from an exhibit, then the
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rope returns to that exhibit.
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If ropes are disappearing, you should have the players make perception
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checks to notice that one of their ropes is gone. They might freak out,
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and wonder how they’re ever going to get back up. Let them worry: it’s
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an interesting part of the puzzle that is the museum.
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If the players fall while climbing, then falling damage in the cavern is
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normal. The average distance between floors about 30 feet. You can
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easily hurt yourself badly by falling, especially if you fall more than
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one level. Fortunately, travel in the demiplane is inherently safe: the
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stasis effect makes it impossible to die permanently.
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### No Death in the Museum
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Everything in the museum is in stasis, and that includes the health of
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your PCs. If they get injured or die, then the injury or death is
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impermanent. Their bodies will eventually reset back to the conditions
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they were in when they first entered the demiplane. If a PC dies, that
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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.
|
|||
|
|
|
|||
|
|
## The Bottom Floors of the Museum
|
|||
|
|
|
|||
|
|
This section lists all the exhibits on the 6th floor and below. That
|
|||
|
|
includes guest services, which is on the bottom floor. This section
|
|||
|
|
contains all the information you need to run the PCs through the bottom
|
|||
|
|
floor exhibits.
|
|||
|
|
|
|||
|
|
If the PCs decide to bypass one of these exhibits, that is fine, with
|
|||
|
|
one exception: the Dreaming Ghost. The PCs will need his help to solve
|
|||
|
|
problems in later chapters. Make sure the PCs meet the dreaming ghost.
|
|||
|
|
If necessary, rearrange and reposition the exhibits so that the PCs
|
|||
|
|
stumble upon him.
|
|||
|
|
|
|||
|
|
### 6th Floor: Harpy Eyrie
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
The singing voice of the Harpy is magically beautiful, apparently a gift
|
|||
|
|
from a perverse elven god. It is quite difficult to listen to the song
|
|||
|
|
and enjoy it. If one isn’t getting one’s eyes scratched out by harpy
|
|||
|
|
talons, one is getting charmed off the edge of a cliff. It makes for a
|
|||
|
|
poor concert-going experience.
|
|||
|
|
|
|||
|
|
Fortunately, the harpies in our exhibit lived not far from a school of
|
|||
|
|
martial arts. They rapidly learned that fighting the monks was a
|
|||
|
|
mistake, so instead, the harpies would keep their distance and use their
|
|||
|
|
song.
|
|||
|
|
|
|||
|
|
This presents an opportunity for you. By donning one of the monk robes
|
|||
|
|
in the chest in guest services, you can trick the harpies into singing
|
|||
|
|
for you without physically attacking you. That only leaves the risk of
|
|||
|
|
getting charmed. That chest also contains a potion to help boost your
|
|||
|
|
will-power a little. With these aids, hopefully, you can enjoy the music
|
|||
|
|
the way the elven gods intended.
|
|||
|
|
|
|||
|
|
When Orethys captured some harpies to be in his museum, he also captured
|
|||
|
|
the cliffs that they live on. This makes for a rather large exhibit. The
|
|||
|
|
Harpy island spans the entire width of the cavern. The harpy exhibit is
|
|||
|
|
the entirety of the 6th floor of the museum. When the PCs first arrive
|
|||
|
|
in the museum, they are on the 5th floor, directly *below* the harpy
|
|||
|
|
exhibit.
|
|||
|
|
|
|||
|
|
When the PCs look upward, they see the harpy island hovering over their
|
|||
|
|
heads. They can see some flying creatures swooping out over the edges of
|
|||
|
|
the island, but it’s hard to get a good look. They probably won’t know
|
|||
|
|
that these are harpies until later.
|
|||
|
|
|
|||
|
|
The harpies serve an important purpose: they prevent upward travel until
|
|||
|
|
after the PCs are “ready for it.” To ascend to where the harpies are,
|
|||
|
|
the PCs will need some means of levitating or flying. To be able to
|
|||
|
|
defeat the harpies in combat, the PCs will need the monk robe and potion
|
|||
|
|
described in the blurb. Trying to get past the harpy exhibit without
|
|||
|
|
these items is extremely dangerous, as anyone on a rope is a sitting
|
|||
|
|
duck. But if you’re wearing the monk’s robe, the harpies won’t come near
|
|||
|
|
you - not even if you’re hanging from a rope.
|
|||
|
|
|
|||
|
|
Note: do not read any of the guidebook blurbs to the PCs until the PCs
|
|||
|
|
have a guidebook.
|
|||
|
|
|
|||
|
|
### 5th Floor: Tavern of the South Gate
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
If you enjoy a good drinking contest, this is the tavern for you!
|
|||
|
|
|
|||
|
|
Be aware: Liver damage is a real possibility.
|
|||
|
|
|
|||
|
|
When the PCs materialize in the museum, they appear next to the Tavern
|
|||
|
|
of the South Gate. Therefore, the tavern is the exhibit that they’re
|
|||
|
|
most likely to interact with first. Because of that, it is important to
|
|||
|
|
roleplay the tavern very carefully.
|
|||
|
|
|
|||
|
|
Bart Wyntell spends his days in the Tavern of the South Gate. He makes
|
|||
|
|
his living by betting on drinking contests. He will challenge the PCs to
|
|||
|
|
a contest, but he won’t play unless they make a bet of at least 5gp. The
|
|||
|
|
“trick” is that he can drink an unlimited amount of liquor. Literally
|
|||
|
|
unlimited. We have no idea why this is the case, and he doesn’t know
|
|||
|
|
either. Doesn’t matter. He always wins drinking contests.
|
|||
|
|
|
|||
|
|
According to the Guidebook, Bart is the “point of interest” here. But
|
|||
|
|
for the PCs, the bartender Kellia Meeks is actually far more helpful.
|
|||
|
|
Kellia has been a bartender in the Tavern of the South Gate for quite a
|
|||
|
|
long time, and she gets a lot of planar travelers in her tavern. She
|
|||
|
|
likes to eavesdrop on stories about planar travel, and she knows all
|
|||
|
|
about the spells *plane shift* and *sending*. She can’t cast them, but
|
|||
|
|
she can advise the players that those are the spells they need if they
|
|||
|
|
want to escape from a demiplane.
|
|||
|
|
|
|||
|
|
When the PCs go in the front door, give Kellia’s opening speech: “You
|
|||
|
|
walk in, and you see a fairly typical bar. The bartender says: Heh, you
|
|||
|
|
guys don’t look like you’re from around here. Sit wherever you want,
|
|||
|
|
I’ll be with you in a moment.”
|
|||
|
|
|
|||
|
|
If the players sit down, say this, *exactly*: “The bartender walks over
|
|||
|
|
and says: I’m having a promotion where first-timers get a free drink.
|
|||
|
|
Just one drink, just this once. What can I get you?”
|
|||
|
|
|
|||
|
|
It is important to get these two lines just right, for reasons we’ll
|
|||
|
|
explain shortly.
|
|||
|
|
|
|||
|
|
If the PCs are in the tavern and there’s a lull in the conversation,
|
|||
|
|
Bart comes up to the PCs and says, “You guys want to try a little
|
|||
|
|
drinking challenge? I can out-drink anyone. You interested in a bet?” If
|
|||
|
|
the PCs play along, have a drinking contest. Partway through the
|
|||
|
|
challenge, Bart fumbles an entire flagon of beer on himself. He is
|
|||
|
|
soaking wet: that is important. Let the contest play out - by the end of
|
|||
|
|
the contest Bart is slurring and staggering, but he never goes down no
|
|||
|
|
matter how much alcohol he drinks. For details of the contest, you will
|
|||
|
|
have to improvise.
|
|||
|
|
|
|||
|
|
The above are the basics of what happens in the bar. But where it gets
|
|||
|
|
interesting is when the PCs leave and come back. If they do, Kellia says
|
|||
|
|
her opening speech, in *exactly* the same words, in *exactly* the same
|
|||
|
|
tone of voice: “Heh, you guys don’t look like you’re from around here.
|
|||
|
|
Sit wherever you want, I’ll be with you in a moment.” She continues:
|
|||
|
|
“I’m having a promotion where first-timers get a free drink. Just one
|
|||
|
|
drink, just this once. What can I get you?”\
|
|||
|
|
\
|
|||
|
|
This behavior should seem extremely odd. The players will be wondering:
|
|||
|
|
“does this bartender have a memory problem?” Which of course, she does:
|
|||
|
|
she’s in stasis, and her mind has been reset back to the state it was in
|
|||
|
|
when the PCs first arrived.
|
|||
|
|
|
|||
|
|
If the PCs had a drinking contest with Bart, have them make a perception
|
|||
|
|
roll, DC 8 (that’s so easy that at least one of the PCs should succeed -
|
|||
|
|
but making it a roll makes players think it’s important). When they
|
|||
|
|
succeed, point out to them: “Bart is no longer soaking wet.” If they
|
|||
|
|
talk to him, he is no longer slurring and staggering. His physical
|
|||
|
|
condition has been reset to the state it was in when the PCs first
|
|||
|
|
arrived.
|
|||
|
|
|
|||
|
|
What we’re trying to do here is expose the PCs to the strangeness of the
|
|||
|
|
stasis effect. We should really rub their faces in the fact that these
|
|||
|
|
two characters keep getting “reset” every time you leave and return. You
|
|||
|
|
should also look for opportunities to reset the bar itself. If the PCs
|
|||
|
|
break a chair, they return and the chair is fixed. If they empty a
|
|||
|
|
whiskey bottle, they return and the bottle is full. Look for
|
|||
|
|
opportunities to point such things out to the PCs.
|
|||
|
|
|
|||
|
|
If the PCs try to discuss this stuff with Kellia or Bart, they are met
|
|||
|
|
with disbelief. For example, if they say to Kellia “we were just here a
|
|||
|
|
minute ago,” she will say, “Don’t mess with me, I’ve never seen you
|
|||
|
|
before. I assure you, I’d notice a bunch of strange characters like
|
|||
|
|
you.”
|
|||
|
|
|
|||
|
|
If the PCs ask the bartender where they are - which seems likely, the
|
|||
|
|
PCs have just arrived in a demiplane they don’t recognize - then Kellia
|
|||
|
|
Meeks says, “You lost? Just go out the front door, turn right, follow
|
|||
|
|
gate street for about two blocks, and you’ll be at the south entrance to
|
|||
|
|
the city.” This answer is weird. The tavern is on a floating island.
|
|||
|
|
There’s a little chunk of cobblestone road out front, but it just leads
|
|||
|
|
off the edge of the floating island. Yet the bartender seems to think
|
|||
|
|
her tavern is still in a city. She seems to not be aware that anything
|
|||
|
|
is out of the ordinary.
|
|||
|
|
|
|||
|
|
If the PCs lead Kellia outside, and show her the floating islands, she
|
|||
|
|
says, “That’s weird, that definitely wasn’t like that before. There used
|
|||
|
|
to be a city here. I shouldn’t leave Bart alone with the liquor, he’ll
|
|||
|
|
drink it all - I need to go back inside.” Then she dashes back inside.
|
|||
|
|
She is very uncomfortable looking at anything that’s not on her island -
|
|||
|
|
the compulsion to ignore it is strong. She’s just looking for any excuse
|
|||
|
|
to look away from the floating islands.
|
|||
|
|
|
|||
|
|
If the PCs follow her back inside, she gives her opening speech again:
|
|||
|
|
“Heh, you guys don’t look like you’re from around here. Have a seat
|
|||
|
|
anywhere, I’ll be with you in a moment.” That should really drive the
|
|||
|
|
players nuts.
|
|||
|
|
|
|||
|
|
This bar is a good environment for the PCs to experiment with the stasis
|
|||
|
|
effect. Give them every opportunity.
|
|||
|
|
|
|||
|
|
Aside from just being a good place to learn about the stasis effect, the
|
|||
|
|
bar is also a good place to learn about the spells *sending* and *plane
|
|||
|
|
shift*.
|
|||
|
|
|
|||
|
|
If the PCs talk about the outlands, or being in a demiplane, or any
|
|||
|
|
other plane for that matter, Kellia overhears them talking about it, she
|
|||
|
|
comes over and asks “Are you guys planar travelers? I get a lot of you
|
|||
|
|
guys in here. Are you outsiders?” She is curious about planar travel.
|
|||
|
|
She injects herself into the conversation. She is happy to talk about
|
|||
|
|
such things. Look for excuses for Kellia to mention *plane shift* or
|
|||
|
|
*sending*. For example, she might say “How long have you guys been away
|
|||
|
|
from home? Doesn’t it get lonely? Do you use magic to talk to your
|
|||
|
|
families back home?” That could lead to a point where Kellia suggests
|
|||
|
|
casting *sending*.
|
|||
|
|
|
|||
|
|
It is difficult to discuss escape plans with Kellia. The problem is that
|
|||
|
|
she has a mental block against knowing she’s not at home any more. If
|
|||
|
|
you show her the floating islands, she gets agitated, runs back inside,
|
|||
|
|
and tends to reset. At some point, though, the PCs will get the
|
|||
|
|
*stabilization iron*, which can make it much easier to talk to Kellia
|
|||
|
|
(or any NPC). If they stabilize Kellia, she will lose the mental block
|
|||
|
|
and will be able to stand outside her tavern, talk about being stuck in
|
|||
|
|
a demiplane, and make plans to get home. If the PCs don’t think of
|
|||
|
|
stabilizing Kellia, they’ll just have to converse with Kellia without
|
|||
|
|
showing her that she’s trapped in a demiplane. It is perfectly possible
|
|||
|
|
to do that: just speak to her in generalities, she will be happy to
|
|||
|
|
discuss hypotheticals.
|
|||
|
|
|
|||
|
|
The tavern can also be a useful source of mundane supplies. There is a
|
|||
|
|
storeroom with plenty of food (the tavern serves dinner at night), and
|
|||
|
|
it also contains a bunch of odds and ends that can be used for repairing
|
|||
|
|
things around the bar. That includes about 50 feet of rope, which might
|
|||
|
|
turn out to be useful. Getting Kellia to part with these items might
|
|||
|
|
take some creative deception (or money).
|
|||
|
|
|
|||
|
|
Speaking of money: any coins the PCs spend in the museum will eventually
|
|||
|
|
“reset” back to where the PCs first appeared in the museum. If the PCs
|
|||
|
|
travel the museum and spend money in some exhibits, and then they return
|
|||
|
|
to the tavern of the south gate, they will find their coins scattered on
|
|||
|
|
the ground just outside the tavern. In planescape, gold coins are minted
|
|||
|
|
by organizations all over the multiverse. Every gold coin has somebody’s
|
|||
|
|
face on it, or the holy symbol of a temple, or something to indicate
|
|||
|
|
where the coin was minted. When the PCs find their coins on the ground,
|
|||
|
|
point out that the coins were minted in the PC’s hometown. These aren’t
|
|||
|
|
somebody else’s gold coins: these are the coins that the PCs brought
|
|||
|
|
into the museum, and they can be identified as such by the faces on the
|
|||
|
|
coins.
|
|||
|
|
|
|||
|
|
Kellia can be a useful source of information and supplies. But even more
|
|||
|
|
important than that, she can be an NPC that the players care about. But
|
|||
|
|
you should play her in such a way as to make the players like her. When
|
|||
|
|
players care about NPCs, it makes them feel invested in the world and
|
|||
|
|
what happens to it.
|
|||
|
|
|
|||
|
|
### 5th Floor: Golden Goats
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
These goats come from the slopes of Mount Olympus, at an elevation where
|
|||
|
|
the cold forces them to grow thick, lustrous coats. But most remarkable
|
|||
|
|
is the fact that the divine nature of Mount Olympus has caused these
|
|||
|
|
goats to evolve hair made from real Gold. The sight of a tribe of these
|
|||
|
|
goats is breathtaking.
|
|||
|
|
|
|||
|
|
Some of our more enterprising guests have attempted to shear the goats.
|
|||
|
|
Be warned: goats can be ornery. Also remember: is is physically
|
|||
|
|
impossible to remove a piece of an exhibit from the demiplane. If you
|
|||
|
|
attempt to plane shift away with a pocket full of pure gold hair, then
|
|||
|
|
when you go home, you will find your pocket to be empty. Perhaps
|
|||
|
|
shearing the goats is an exercise best left to the imagination.
|
|||
|
|
|
|||
|
|
You can fight the goats to get some hair, but this is largely pointless.
|
|||
|
|
The total value of the hair is only about 100 gp. Like almost everything
|
|||
|
|
taken from an exhibit, it vanishes after an hour or two, or upon leaving
|
|||
|
|
the museum.
|
|||
|
|
|
|||
|
|
There is nothing particularly useful about the golden goat exhibit. But
|
|||
|
|
there’s some important information in the blurb: it is physically
|
|||
|
|
impossible to remove a piece of an exhibit from the demiplane, even
|
|||
|
|
using plane shift. This will be important later.
|
|||
|
|
|
|||
|
|
### 4th Floor: Library of Dame Kenere
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Dame Kenere once possessed one of the finest personal libraries in the
|
|||
|
|
multiverse. Now that library is part of the Museum!
|
|||
|
|
|
|||
|
|
Of particular interest are the books that she authored herself. Some
|
|||
|
|
people say that there’s nothing safe to eat in the Abyss. That’s
|
|||
|
|
*mostly* true. But where there’s a will, there’s a way. For decades,
|
|||
|
|
Dame Kenere has been writing survival books about how to find food in
|
|||
|
|
the most hostile environments.
|
|||
|
|
|
|||
|
|
Her manor also contains her butler, who can be a bit of a nuisance. If
|
|||
|
|
you tell him you work for Shiny Stone Publishing House, and are there to
|
|||
|
|
read her latest manuscript, he’ll leave you alone with her books. Or you
|
|||
|
|
can just chop his head off, but if you do, you’ll have to repeat the
|
|||
|
|
process every fifteen minutes.
|
|||
|
|
|
|||
|
|
This exhibit consists of Lord Kenere’s manor. The only thing of any real
|
|||
|
|
interest inside the manor is the library. The library does indeed
|
|||
|
|
contain a large collection of abyssal recipe books. Here’s an example
|
|||
|
|
entry:
|
|||
|
|
|
|||
|
|
> *The Plane of Thorns* - on this plane, it is possible to hunt meat,
|
|||
|
|
> which does provide nutrition. But eating local meat will almost
|
|||
|
|
> immediately cause a burning rash in the back of the throat, which can
|
|||
|
|
> only be eased by drinking water. Surprisingly, water found here is
|
|||
|
|
> safe to drink, and it does provide relief from the burning. But the
|
|||
|
|
> relief is short-lived, lasting only seconds. Consuming the water
|
|||
|
|
> continuously to neutralize the itch leads to constant urination, which
|
|||
|
|
> in turn leads to burning in the nether regions. The key to avoiding
|
|||
|
|
> this cycle is to learn how to properly neutralize the meat before
|
|||
|
|
> eating it. Doing so requires a mixture which can be concocted from
|
|||
|
|
> local flora.”
|
|||
|
|
|
|||
|
|
It is not likely that Dame Kenere’s recipes are of any immediate use to
|
|||
|
|
the PCs. The real utility of Dame Kenere’s library is that the PCs can
|
|||
|
|
research almost anything here. Of particular relevance is a book called
|
|||
|
|
“An Index of the Spells of the Multiverse.” The author of this book
|
|||
|
|
wrote down summary descriptions of every spell he could find. The book
|
|||
|
|
doesn’t teach you how to cast spells - it’s just a listing of spell
|
|||
|
|
names and spell descriptions. In particular, it is possible to look up
|
|||
|
|
*sending* and *plane shift*.
|
|||
|
|
|
|||
|
|
If they players do look up *sending* and *plane shift*, give them the
|
|||
|
|
spell descriptions from the players handbook. Tell them that they should
|
|||
|
|
read the descriptions very carefully. Tell them that to succeed at
|
|||
|
|
escaping the museum, they will need to truly understand the spells they
|
|||
|
|
are trying to use. This is actually only half-true. They will have many
|
|||
|
|
more opportunities to learn about the limitations of these spells, so it
|
|||
|
|
isn’t crucial that they learn now. But they will enjoy the campaign more
|
|||
|
|
if they feel like they have a handle on how things work and what’s going
|
|||
|
|
on.
|
|||
|
|
|
|||
|
|
There is one problem with accessing Dame Kenere’s library: the butler,
|
|||
|
|
Nolan Levant. He opens the door, and asks the PCs what they want. For
|
|||
|
|
almost all possible answers, he replies: “I’m sorry gentlemen, Dame
|
|||
|
|
Kenere is not interested. Goodbye.” Then he slams the door. Because he
|
|||
|
|
is in stasis, he immediately forgets doing this. If the PCs knock again,
|
|||
|
|
he will open the door again in the exact same way, and ask the PCs what
|
|||
|
|
they want, in exactly the same way. Again, for almost all possible
|
|||
|
|
replies, he says “I’m sorry gentlemen, Dame Kenere is not interested.
|
|||
|
|
Goodbye.”
|
|||
|
|
|
|||
|
|
There is really only one thing that can get him to take interest: if the
|
|||
|
|
PCs claim to be from Shiny Stone Publishing, then Mr. Levant will
|
|||
|
|
hesitate for a moment. This is the course of action recommended by the
|
|||
|
|
guidebook. But there’s a catch: Mr Levant will take one look at the PCs,
|
|||
|
|
and say, “Gentlemen, you give the impression of being mercenaries, not
|
|||
|
|
publishers. My apologies if I am mistaken, but I cannot let you in.”
|
|||
|
|
Then he slams the door again.
|
|||
|
|
|
|||
|
|
To actually get in the front door, the PCs will have to do all of the
|
|||
|
|
following:
|
|||
|
|
|
|||
|
|
- They have to claim to be from Shiny Stone Publishing.
|
|||
|
|
|
|||
|
|
- They have to look like professional publishers, not mercenaries (ie,
|
|||
|
|
> not armed to the teeth).
|
|||
|
|
|
|||
|
|
- They must convince Mr Levant that they have an appointment.
|
|||
|
|
|
|||
|
|
The deception is quite difficult. The PCs may have to hide some of their
|
|||
|
|
group members (the ones who can’t look normal), and they may have to
|
|||
|
|
“borrow” some clothes from another exhibit. They will also have to
|
|||
|
|
choose their words carefully. Fortunately, the PCs can try over and
|
|||
|
|
over, because Mr Levant is in stasis and doesn’t remember anything. If
|
|||
|
|
the PCs fail to convince him, they can simply alter their approach and
|
|||
|
|
try again.
|
|||
|
|
|
|||
|
|
The other approach to dealing with Mr. Levant is to kill him or tie him
|
|||
|
|
up. He’s not good at combat - he’s a butler. He fights with a dagger. He
|
|||
|
|
doesn’t know how to use defensive stances: he attacks all-out, which
|
|||
|
|
means he usually hits, but he leaves himself wide open. If he hits, he
|
|||
|
|
does 3HP of damage. He rarely survives long enough for a second attack.
|
|||
|
|
|
|||
|
|
When he dies, which should happen quickly, he will respawn elsewhere in
|
|||
|
|
the mansion 15 minutes later. When he sees the PCs in his house, he
|
|||
|
|
attacks again. The downside of this approach is that the PCs will
|
|||
|
|
probably have to fight Nolan several times, and these repeated fights
|
|||
|
|
will slowly chip away 3HP here, and 3HP there. But this is a feasible
|
|||
|
|
approach, if it’s your style.
|
|||
|
|
|
|||
|
|
Much later in the campaign, the PCs will be visiting a plane of the
|
|||
|
|
abyss. Perhaps they will remember the recipes of Dame Kenere. Dame
|
|||
|
|
Kenere herself was not captured into the museum. She continued writing
|
|||
|
|
books, and those books can be found in libraries all over the
|
|||
|
|
multiverse.
|
|||
|
|
|
|||
|
|
Because Dame Kenere was never captured into the museum, she is still
|
|||
|
|
“out there” in the multiverse. That means that when the players finally
|
|||
|
|
gain the ability to cast *sending*, they have the option of trying to
|
|||
|
|
contact Dame Kenere. If they do, they will successfully reach her, and
|
|||
|
|
she will respond that her mansion disappeared sixty years ago. She is
|
|||
|
|
now very elderly, 101 years old. She is no longer able to help in
|
|||
|
|
person. However, she says she will contact some powerful friends and
|
|||
|
|
that a rescue attempt will be arranged. She says the PCs should sit
|
|||
|
|
tight and wait to be contacted again. The upshot is that just like
|
|||
|
|
contacting any other friend, contacting Dame Kenere will lead to a
|
|||
|
|
rescue party being sent.
|
|||
|
|
|
|||
|
|
### 4th Floor: Breakneck Chariot
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Here’s a fun money-making scheme: build the fastest chariot in
|
|||
|
|
existence, then charge people for rides. Now that the chariot is part of
|
|||
|
|
my museum, you get to experience the joy and terror of it!
|
|||
|
|
|
|||
|
|
Of course, it’s not *really* the fastest chariot in existence - that’s
|
|||
|
|
just marketing - but it is hellaciously fast. It *feels* even faster
|
|||
|
|
because you feel like you’re definitely going to die.
|
|||
|
|
|
|||
|
|
A ranger named Viggart was traveling through the feywild when he was set
|
|||
|
|
upon by a half-dozen quicklings. This turned out to be a mistake on the
|
|||
|
|
quicklings’ part. Viggart killed several of them, and the quicklings
|
|||
|
|
fled. But Viggart wasn’t satisfied. He hunted the quicklings back to
|
|||
|
|
their home base, snuck in, and drugged their wine. When the quicklings
|
|||
|
|
were all unconscious, he bound them, threw them in his saddlebags, and
|
|||
|
|
carried them home. In this way, he collected two dozen squirming
|
|||
|
|
quicklings.
|
|||
|
|
|
|||
|
|
When he got home, Viggart’s wife was furious - she demanded to know
|
|||
|
|
exactly what he intended to do with several bags full of angry
|
|||
|
|
quicklings. Viggart thought fast, and a money-making scheme was born.
|
|||
|
|
Viggart had a friend build a kart and yoke, and the quicklings were
|
|||
|
|
bound into servitude, as “horses” for a racing kart. The yoke has four
|
|||
|
|
rows of six quicklings: 24 total.
|
|||
|
|
|
|||
|
|
Needless to say, the quicklings are not happy with this state of
|
|||
|
|
affairs, but there’s not much they can do about it. Viggart keeps them
|
|||
|
|
under control primarily by binding them tightly to the yoke: it is a
|
|||
|
|
rigid design that keeps them physically in front of the chariot while
|
|||
|
|
still allowing them to move their feet and hands. Viggart can also pull
|
|||
|
|
a “choke-rope” which is tied to the quicklings’ necks, to motivate them
|
|||
|
|
to cooperate.
|
|||
|
|
|
|||
|
|
At night, the quicklings discuss their escape plans. They have two
|
|||
|
|
ideas. First idea: if one of them could just grab a knife from
|
|||
|
|
somewhere, they’re sure they could cut their neighbor free from the
|
|||
|
|
harness. Then, they could hand the knife to the freed quickling, who
|
|||
|
|
could (very quickly) free more. From there, all hell would break loose.
|
|||
|
|
|
|||
|
|
Second idea: if they could get Viggart to fall off the chariot, then
|
|||
|
|
they could all just start running. They could be half a mile away (with
|
|||
|
|
the chariot) before Viggart could even pick himself up. With no Viggart
|
|||
|
|
to pull on the choke-rope, they’re pretty sure they could find a sharp
|
|||
|
|
rock or something and cut themselves free.
|
|||
|
|
|
|||
|
|
When the PCs look down at the exhibit, they see a barn. In front of the
|
|||
|
|
barn is a packed earth road that snakes around and then comes back to
|
|||
|
|
where it started. It also has a branch that leads right off the edge of
|
|||
|
|
the exhibit.
|
|||
|
|
|
|||
|
|
The dirt road is a racetrack, and the barn is being used as a parking
|
|||
|
|
garage. The barn contains the chariot, the quicklings, Viggart, and a
|
|||
|
|
paying passenger named Althune. They are getting ready to go for a ride.
|
|||
|
|
Viggart has to do many preparatory steps: Althune must be given a
|
|||
|
|
briefing, and then Althune must be strapped to the chariot so that he
|
|||
|
|
doesn’t fall off. Viggart doesn’t need straps, he has done this enough
|
|||
|
|
times to be able to keep his footing.
|
|||
|
|
|
|||
|
|
All the players see when looking down is the dirt road, the barn, grass,
|
|||
|
|
and a scattering of trees. The best place to climb down (a place where a
|
|||
|
|
rope can be tied to a tree) leads the players descending to a spot just
|
|||
|
|
inside the racetrack. Nothing interesting happens until they are on the
|
|||
|
|
exhibit. Suddenly, they hear the quicklings shrieking, a clattering of
|
|||
|
|
wood on dirt, and Althune yelling his head off, and they see the entire
|
|||
|
|
contraption hurtling down the track. The quicklings are not a blur -
|
|||
|
|
they’re encumbered by the kart, so they’re not moving as fast as usual.
|
|||
|
|
The PCs can clearly see what’s coming at them.
|
|||
|
|
|
|||
|
|
The quicklings also see the PCs and they immediately recognize that
|
|||
|
|
they’re armed. This is the perfect opportunity to grab a dagger and
|
|||
|
|
execute their escape plan. The quicklings steer the cart directly toward
|
|||
|
|
the PCs - the plan is just to ram the party at speed. You see, the kart
|
|||
|
|
is going “fast” from the perspective of a human, but it’s not especially
|
|||
|
|
fast to a quickling. The quicklings are sure that as the PCs are bowled
|
|||
|
|
over, they will be able to pick up weapons dropped by the PCs.
|
|||
|
|
|
|||
|
|
When the cart goes off-road, Viggart starts yanking on the choke-rope,
|
|||
|
|
but the quicklings stubbornly keep going: this is their one and only
|
|||
|
|
shot.
|
|||
|
|
|
|||
|
|
The PCs have one melee round to prepare before the kart crashes into the
|
|||
|
|
party. If the PC are bunched up, the kart will ram the party as a whole.
|
|||
|
|
If they’re spread out, the kart will pick the biggest bunch of PCs and
|
|||
|
|
ram that bunch. The kart is 10 feet wide at its widest point (the front
|
|||
|
|
of the yoke).
|
|||
|
|
|
|||
|
|
The PCs who are rammed must make a DEX save DC13. Any PC who succeeds is
|
|||
|
|
next to the kart, rather than in front of it. The quicklings will reach
|
|||
|
|
out and try to grab a weapon from such a PC. They will not attempt to
|
|||
|
|
wrestle a weapon out of a PC’s hand: the quicklings are not strong
|
|||
|
|
enough to win a tug-of-war. But if the PC has a small sharp weapon
|
|||
|
|
(dagger, shortsword, ninja star) that is still in a holster, a quickling
|
|||
|
|
will easily grab it. Large weapons are too much for the quicklings -
|
|||
|
|
they can’t grab longswords or larger. The quicklings have no interest in
|
|||
|
|
bows or other weapons that they can’t use to cut themselves free.
|
|||
|
|
|
|||
|
|
Any PC who fails his DEX save against being rammed is knocked prone and
|
|||
|
|
trampled, taking D4 damage. Such a PC is also subjected to the quickling
|
|||
|
|
weapon-grab attempt. But they might also drop their weapon, DEX save DC
|
|||
|
|
13, which would give the quicklings an additional opportunity to grab a
|
|||
|
|
weapon without a tug-of-war.
|
|||
|
|
|
|||
|
|
Any quickling who has a weapon gets one of the following actions on his
|
|||
|
|
turn:
|
|||
|
|
|
|||
|
|
- If the quickling is still tied to the kart, the quickling will cut
|
|||
|
|
> himself free.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- If the choke-rope is intact, the quickling will cut the choke-rope.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- Otherwise, the quickling will cut one other quickling free.
|
|||
|
|
|
|||
|
|
Any quickling who is free and who does not have a weapon can try to grab
|
|||
|
|
one.
|
|||
|
|
|
|||
|
|
If the plan to grab a weapon fails, the quicklings may at your
|
|||
|
|
discretion bring the kart around and try again. But this time, the DEX
|
|||
|
|
saves are only DC10, because the PCs know what to expect.
|
|||
|
|
|
|||
|
|
If three or more quicklings get weapons, they’ll immediately try to stab
|
|||
|
|
Viggart to death, and will very likely be successful - Viggart doesn’t
|
|||
|
|
have his weapons on him.
|
|||
|
|
|
|||
|
|
If the plan to grab a weapon is a total failure, the quicklings will go
|
|||
|
|
for plan B: crash the cart into a tree, knocking Viggart off. Then,
|
|||
|
|
they’ll try to head for the hills, but they will stop short at the edge
|
|||
|
|
of the exhibit. When they realize a chasm prevents them from leaving,
|
|||
|
|
they’ll turn around and try to run Viggart over with the kart, as many
|
|||
|
|
times as possible.
|
|||
|
|
|
|||
|
|
If Viggart is killed and all the quicklings get free, then the
|
|||
|
|
quicklings will begin mocking the PCs for being so slow and stupid.
|
|||
|
|
Eventually, they’ll lose interest in this and will grab some rope from
|
|||
|
|
the Kart, and escape from the edge of the island.
|
|||
|
|
|
|||
|
|
The quicklings are highly atypical in that they are willing to leave
|
|||
|
|
their exhibit. Most museum NPCs have a mental block against leaving
|
|||
|
|
their exhibit. The quicklings have that mental block too, but the
|
|||
|
|
quicklings were desperate to escape from Viggart long before they were
|
|||
|
|
captured into the museum, and escaping from Viggart necessarily means
|
|||
|
|
they have to leave Viggart’s island. Their intense desire to escape
|
|||
|
|
overrides their mental block against leaving their island. If the
|
|||
|
|
quicklings do escape into the museum, they will eventually reset back to
|
|||
|
|
being in their own exhibit.
|
|||
|
|
|
|||
|
|
The only thing really useful about this exhibit to the PCs is the
|
|||
|
|
supplies it contains. For example, the kart’s “choke-rope” is actually
|
|||
|
|
25 separate lightweight but strong ropes that go to 25 quickling necks.
|
|||
|
|
The total amount of rope is 25 x 6 feet = 150 feet of rope. That’s
|
|||
|
|
enough rope to descend 5 floors of the museum. Viggart’s shed may also
|
|||
|
|
contain a variety of other shed-typical items, at your discretion.
|
|||
|
|
|
|||
|
|
If the PCs leave the exhibit and come back, then naturally, everything
|
|||
|
|
will be back in the shed where it all started. One way to avoid having
|
|||
|
|
to fight the kart again is to simply time it so that the PCs don’t climb
|
|||
|
|
onto the exhibit until the race is done and the kart is reentering the
|
|||
|
|
shed. That will give a full 20 minutes before the cycle repeats. Another
|
|||
|
|
way to avoid the confrontation is to yell to Viggart “don’t start
|
|||
|
|
racing, there’s an obstacle on the track,” or something to that effect.
|
|||
|
|
|
|||
|
|
### 3rd Floor: Claren’s Tapestries
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Take it from me, making magic items is *hard*. So I always find it
|
|||
|
|
amazing when people can craft magic items without even trying.
|
|||
|
|
|
|||
|
|
Claren weaves tapestries, and when she’s done, the tapestries can create
|
|||
|
|
remarkable phantasms. Those phantasms can persist in the physical world.
|
|||
|
|
Try it out! Surprisingly, the phantasms are more stable than other items
|
|||
|
|
taken from exhibits.
|
|||
|
|
|
|||
|
|
Claren Lusk is a weaver who makes tapestries, and she invests a lot of
|
|||
|
|
effort into each one. Her tapestries are magical. If you stare at one
|
|||
|
|
for several minutes, you will find yourself in a dream-like trance where
|
|||
|
|
you think you are “inside” the tapestry. This is just an illusion. You
|
|||
|
|
are still actually sitting on a chair in front of the tapestry, staring
|
|||
|
|
at the tapestry, but the illusion feels real to you. If two people both
|
|||
|
|
stare at the tapestry at the same time, then both people can enter the
|
|||
|
|
tapestry-dream at the same time.
|
|||
|
|
|
|||
|
|
When you’re experiencing the illusion, you feel like you’re in a world
|
|||
|
|
made of woven fabric. Even though things look like fabric, they work
|
|||
|
|
like normal items. For example, a soup bowl that looks like it’s made of
|
|||
|
|
fabric can still sit upright on the table and hold soup. The soup itself
|
|||
|
|
looks like yarn, but you can eat it and it tastes like soup.
|
|||
|
|
|
|||
|
|
Anything pictured in the tapestry can be explored. For example, if the
|
|||
|
|
tapestry shows a cabin, then you can enter the cabin, and there’s normal
|
|||
|
|
furniture in the cabin, even though the inside of the cabin wasn’t
|
|||
|
|
visible from “outside” the tapestry.
|
|||
|
|
|
|||
|
|
The tapestries all have fringes around the edge. If you are inside a
|
|||
|
|
tapestry, and you walk outside the area which is pictured in the
|
|||
|
|
tapestry, you find yourself in a “grassy” but otherwise empty field,
|
|||
|
|
where the grass is actually tapestry fringes. From there, you can easily
|
|||
|
|
walk back to the area pictured in the tapestry.
|
|||
|
|
|
|||
|
|
To exit the illusion, all you have to do is tell the DM that you want to
|
|||
|
|
go back to reality. Just wanting it makes it happen. When you exit,
|
|||
|
|
anything that you were holding in the illusion is still in your hands.
|
|||
|
|
For example, suppose you’re in a tapestry, in a cabin, eating soup, and
|
|||
|
|
you decide you want to exit the illusion. You find yourself back on the
|
|||
|
|
chair in front of the tapestry, but now you’re holding a fabric bowl of
|
|||
|
|
soup. The bowl, which is now in your hands, is an illusion/phantasm.
|
|||
|
|
However, everyone in the room can now see it, and they can taste the
|
|||
|
|
soup if they want. If you bring a tool out of the tapestry, it is solid
|
|||
|
|
enough to actually be used as a tool.
|
|||
|
|
|
|||
|
|
Phantasms stick around for anywhere from 6 hours to 3 days, depending on
|
|||
|
|
how emotionally invested you are in them. Mundane household objects
|
|||
|
|
typically don’t create emotional investment, so they usually last about
|
|||
|
|
6 hours.
|
|||
|
|
|
|||
|
|
Many of the tapestries contain living animals - squirrels, birds,
|
|||
|
|
butterflies, the like. Sometimes a small animal will exit the tapestry
|
|||
|
|
with you, depending on the situation. The animal will be drawn to the
|
|||
|
|
person who conjured it and will stay nearby. The animal is, for all
|
|||
|
|
practical purposes, alive. It will vanish in the same 6 hours to 3 days
|
|||
|
|
time frame.
|
|||
|
|
|
|||
|
|
Claren’s tapestries do not contain any people. This is deliberate on
|
|||
|
|
Claren’s part. She does not want to know what would happen if she caused
|
|||
|
|
a fabric person to exist, she dreads the thought of creating an
|
|||
|
|
intelligent person with a 6-hour lifespan.
|
|||
|
|
|
|||
|
|
It is possible to hurt yourself inside a tapestry, but the damage
|
|||
|
|
vanishes when you exit.
|
|||
|
|
|
|||
|
|
Claren’s shop is a well-built, well-maintained wooden building. The
|
|||
|
|
inside is single large room, which is a gallery. All of the walls are
|
|||
|
|
covered in tapestries, and in front of the tapestries are wooden
|
|||
|
|
benches. In the middle of the room is a work area consisting of a large
|
|||
|
|
loom and work-table covered in yarns and paper sketches. Claren is at
|
|||
|
|
the loom, working.
|
|||
|
|
|
|||
|
|
Claren is an aged elven woman. Her demeanor is gracious and warm, but
|
|||
|
|
she is also serious about selling tapestries, she wants to make a sale.
|
|||
|
|
This is difficult for her - even though the tapestries are amazing,
|
|||
|
|
they’re also expensive, and there just aren’t that many people who can
|
|||
|
|
afford them. She evaluates the PCs and if they don’t seem like people
|
|||
|
|
who can afford magic tapestries, she may get a little impatient.
|
|||
|
|
|
|||
|
|
When the PCs enter, Claren says, “Here to buy tapestries?” If the PCs
|
|||
|
|
say yes, she says “Why don’t you try them out - sit on a bench, and just
|
|||
|
|
gaze at one for a while. Don’t worry, the effect is safe.” If the PCs
|
|||
|
|
conjure a phantasmal object, Claren says “Keep it, it’s yours. It will
|
|||
|
|
vanish in a few hours, though.” If the PCs say they’re thinking about
|
|||
|
|
buying and they’ll come back later, Claren is fine with that.
|
|||
|
|
|
|||
|
|
Claren has no idea how she does what she does. It just happens. If the
|
|||
|
|
PCs discuss something other than tapestries with Claren, she’s an
|
|||
|
|
intelligent woman who can discuss a variety of subjects. Feel free to
|
|||
|
|
give her a detailed backstory, and an interesting personality.
|
|||
|
|
|
|||
|
|
The following tapestries are present in the gallery, among others:
|
|||
|
|
|
|||
|
|
- A cute log cabin on a hill overlooking a beach, with seagulls.
|
|||
|
|
|
|||
|
|
- A well in a clearing in the woods, with sunlight streaming through
|
|||
|
|
> the trees.
|
|||
|
|
|
|||
|
|
- An apple orchard, with ladders, fruit baskets, a cart, a wooden
|
|||
|
|
> fence, and more.
|
|||
|
|
|
|||
|
|
- Waves crashing on a rocky shore, with a scraggly tree.
|
|||
|
|
|
|||
|
|
- A view of a forest from on top of one of the trees, with
|
|||
|
|
> butterflies.
|
|||
|
|
|
|||
|
|
Claren’s tapestries is here as a catch-all place where PCs can find
|
|||
|
|
objects that they need. If there’s some specific object the PCs have
|
|||
|
|
been looking for, then you have the option of adding a tapestry to the
|
|||
|
|
list, in order to give the PCs the item they want.
|
|||
|
|
|
|||
|
|
In the gallery is an aarakocra named Algion. He is mesmerized, staring
|
|||
|
|
at the forest/butterfly tapestry. Tapping him on the shoulder doesn’t
|
|||
|
|
wake him up. To get his attention, you have to enter the tapestry with
|
|||
|
|
him.
|
|||
|
|
|
|||
|
|
Algion is a medium-wealthy merchant who is in the business of
|
|||
|
|
transporting wines. He’s friendly and curious, and he likes nice things.
|
|||
|
|
He is a potentially useful NPC because he can fly, which means that he
|
|||
|
|
can facilitate travel upward in the museum. Algion can’t carry a PC (not
|
|||
|
|
strong enough), but he can carry a rope upward, tie it to a tree, and
|
|||
|
|
dangle it down for the PCs to climb up.
|
|||
|
|
|
|||
|
|
If you encourage Algion to come with you, he is initially enthusiastic:
|
|||
|
|
it sounds like fun! But as soon as he sees the edge of the exhibit, the
|
|||
|
|
mental block kicks in. He freaks out and returns to the building, then
|
|||
|
|
his memory resets, forgetting that anything happened. This is utterly
|
|||
|
|
unproductive.
|
|||
|
|
|
|||
|
|
However, later in the campaign, the PCs will discover a magic item
|
|||
|
|
called the “stabilization iron” which prevents objects from resetting,
|
|||
|
|
and a “potion of willpower” that gives a +5 to wisdom saves. The
|
|||
|
|
stabilization iron can be used on Algion, this prevents his memory from
|
|||
|
|
resetting. He still freaks out at the edge of the exhibit, but when he
|
|||
|
|
returns to the building, he says, “That was weird. I felt like I was
|
|||
|
|
compelled to turn around, like I was under the effect of a charm spell
|
|||
|
|
forcing me to turn around. Let me try again.” Then he goes back to the
|
|||
|
|
edge again, and he tries to grit his teeth and overcome the compulsion.
|
|||
|
|
But moments later, he turns around again and reenters the building, and
|
|||
|
|
he says, “Ugh, that magical compulsion is strong! I don’t know what to
|
|||
|
|
do.” At this point, if the PCs think of giving Algion the potion of
|
|||
|
|
willpower, then Algion will be able to overcome the magical compulsion.
|
|||
|
|
|
|||
|
|
Once you do both of these things, Algion can join the party. He is
|
|||
|
|
surprisingly good at taking the strangeness of the museum in stride.
|
|||
|
|
Apparently, Algion is a person who is comfortable with change. Algion is
|
|||
|
|
curious about the museum and is happy to explore with the PCs. He is not
|
|||
|
|
a combatant, he will not fight.
|
|||
|
|
|
|||
|
|
### 3rd Floor: Wasted Wino
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Take it from me, making magic items is *hard*. I always find it amazing
|
|||
|
|
when people can craft magic items without even trying. But Rixmort is
|
|||
|
|
the only person I’ve ever found who can make a magic item in less than a
|
|||
|
|
minute.
|
|||
|
|
|
|||
|
|
He’s a bartender, and when he improvises, you never know what the drinks
|
|||
|
|
are going to do.
|
|||
|
|
|
|||
|
|
Rixmort is a green slaad bartender. The sign over the front door of his
|
|||
|
|
bar says: “The Wasted Wino: a Purveyor of Artisan Cocktails.” The bar
|
|||
|
|
used to be in Acheron before it was pulled into the museum. Rixmort can
|
|||
|
|
indeed make drinks with magical effects. However, it’s not because he’s
|
|||
|
|
an amazing bartender. It’s because he sometimes spits in the drinks.
|
|||
|
|
When he does spit in the drinks, some of his chaos essence mixes with
|
|||
|
|
the alcohol making a potion.
|
|||
|
|
|
|||
|
|
Rixmort is pretty good at sleight-of-hand, so he usually manages to spit
|
|||
|
|
without anyone noticing (Orethys didn’t notice). He only does this when
|
|||
|
|
he’s in the mood to be funny, and he doesn’t care at all what his
|
|||
|
|
patrons want him to do.
|
|||
|
|
|
|||
|
|
The potions aren’t especially useful magic items, though, for one
|
|||
|
|
reason: the ‘identify’ spell identifies the drink as a “potion with a
|
|||
|
|
random effect.” That’s all that the identify spell tells you. The reason
|
|||
|
|
for this is that the chaos essence that makes them work is constantly
|
|||
|
|
shifting and changing, so the potion might be a potion of giant strength
|
|||
|
|
one minute, and a potion of water breathing the next minute. You have to
|
|||
|
|
roll randomly at the moment the person drinks it.
|
|||
|
|
|
|||
|
|
Rixmort is a terrible bartender. He just mixes ingredients randomly, and
|
|||
|
|
the taste is usually disgusting. However, he *does* always include a lot
|
|||
|
|
of alcohol. No matter what you order, he just gives you whatever he
|
|||
|
|
feels like giving you. But, in Acheron, most people don’t really care.
|
|||
|
|
They’re there for the alcohol, and the entertainment value of seeing the
|
|||
|
|
random potion effects.
|
|||
|
|
|
|||
|
|
The bar is usually pretty busy, but in order to capture the bar into the
|
|||
|
|
museum, though, Orethys had to clear out the patrons, so in the museum,
|
|||
|
|
the bar is empty except for Rixmort.
|
|||
|
|
|
|||
|
|
Rixmort is useless at conversation. No matter what you say to him, he
|
|||
|
|
*immediately* goes off on a tangent, and then goes off on another
|
|||
|
|
tangent, ad infinitum. To make matters worse, he uses pronouns in a
|
|||
|
|
confusing way. For example, if you say, “which way to the bathroom,” he
|
|||
|
|
might say, “You see that hallway, with the paintings of mushrooms? They
|
|||
|
|
\[mushrooms\] go great in kobold stew, you should simmer it a long time.
|
|||
|
|
They \[kobolds\] buy a lot more drinks than you would think for their
|
|||
|
|
size.”
|
|||
|
|
|
|||
|
|
If for some irrational reason the PCs decide to fight Rixmort, use the
|
|||
|
|
standard green slaad stat block.
|
|||
|
|
|
|||
|
|
Rixmort serves no real purpose in this chapter other than just to
|
|||
|
|
entertain the PCs.
|
|||
|
|
|
|||
|
|
### 3rd Floor: Orb Conclave
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
> One large hovering eyeball, and ten small hovering eyeballs.
|
|||
|
|
>
|
|||
|
|
> Although it doesn’t look like a beholder, I’m pretty sure this thing
|
|||
|
|
> is beholder-kin, because of its eye rays. If aggravated, it will
|
|||
|
|
> attack you with death, disintegration, telekinesis, charm, sleep… and
|
|||
|
|
> an anti-magic cone from the large eye. That combination of rays just
|
|||
|
|
> screams “beholder.”
|
|||
|
|
>
|
|||
|
|
> The personality, however, is very unlike a normal beholder. I find
|
|||
|
|
> that it just looks at me, impassively, no matter what I do - unless I
|
|||
|
|
> touch it or attack it, in which case it rains death. I advise you to
|
|||
|
|
> leave it alone unless you are prepared to deal with its destructive
|
|||
|
|
> energies.
|
|||
|
|
>
|
|||
|
|
> I would love to know what this thing is thinking, why it exists, or
|
|||
|
|
> what its purpose is. But I can’t get any reaction, other than staring
|
|||
|
|
> and all-out attack.
|
|||
|
|
|
|||
|
|
The *orb conclave* doesn’t look like a beholder, because its “body” just
|
|||
|
|
consists of the eyes. There is no mouth, no skin, no scales, no
|
|||
|
|
eyestalks. Just hovering eyes. Each eye looks like a perfect white
|
|||
|
|
sphere with an iris and cornea, but nothing else - no optic nerve, no
|
|||
|
|
veins, no imperfections.
|
|||
|
|
|
|||
|
|
If an eye is captured and dissected, the inside is just clear jelly,
|
|||
|
|
with no retina, no blood vessels, nothing that would suggest that this
|
|||
|
|
being has any kind of biology. It is more the abstract impression of an
|
|||
|
|
eye, than an actual eye from a living animal.
|
|||
|
|
|
|||
|
|
The orb conclave is hovering calmly above a patch of icy tundra. It is
|
|||
|
|
quite cold, but the PCs don’t need protective equipment for a short
|
|||
|
|
visit, it’s not *that* cold. It is rare to find a beholder outside of an
|
|||
|
|
extremely well-defended lair, but this entity doesn’t seem to be in any
|
|||
|
|
kind of lair, and it isn’t surrounded by defenses. This is very atypical
|
|||
|
|
of beholders.
|
|||
|
|
|
|||
|
|
Talking to the *orb conclave* has no effect - it stares, but it doesn’t
|
|||
|
|
respond. Telepathic contact is possible, making it obvious that the
|
|||
|
|
entity has a mind, and that it is receiving your message, but it doesn’t
|
|||
|
|
respond. Spells like *message* provoke no reaction other than staring.
|
|||
|
|
It will look at visual illusions, making it clear that it can see them,
|
|||
|
|
but again, no response.
|
|||
|
|
|
|||
|
|
Doing damage to the *orb conclave*, or even just physically touching it
|
|||
|
|
with your hand, will provoke an all-out attack. Likewise, spells that
|
|||
|
|
alter the *orb conclave* without doing damage, such as a shrinking
|
|||
|
|
spell, or a teleport spell, will provoke an attack. Provoking an attack
|
|||
|
|
is the only way to get the conclave to move.
|
|||
|
|
|
|||
|
|
Spells that don’t do damage, and which don’t directly affect the *orb
|
|||
|
|
conclave*, may or may not provoke an attack. For example, if you were to
|
|||
|
|
cause it to rain, that would not damage it, but it might provoke an
|
|||
|
|
attack - but that’s not 100% certain. Or, it might just hover calmly in
|
|||
|
|
the rain.
|
|||
|
|
|
|||
|
|
Normally, the smaller eyes hover about three feet of the large central
|
|||
|
|
eye, moving in a slow dance around the central eye. But if attacked, the
|
|||
|
|
eyes will spread out. They can spread to any distance away from the
|
|||
|
|
central eye - they can move around the area as individuals. Spreading
|
|||
|
|
out is a tactic to protect against area-of-effect attacks.
|
|||
|
|
|
|||
|
|
Eyes can be destroyed in a fight. Each eye can survive on its own, even
|
|||
|
|
if the large central eye is destroyed. If the *orb conclave* appears to
|
|||
|
|
be losing a fight, the eyes will flee, they will all go in different
|
|||
|
|
directions in order to make it difficult for the party to catch them
|
|||
|
|
all. If any one eye survives, the *orb conclave* survives. The remaining
|
|||
|
|
eyes will regroup, and then they will slowly conjure more eyes at a rate
|
|||
|
|
of 1 small eye per day, and then another 5 days for the large central
|
|||
|
|
eye, until the *orb conclave* is fully regenerated.
|
|||
|
|
|
|||
|
|
If the PC provoke a fight, use the standard beholder stat block, with
|
|||
|
|
the following alterations:
|
|||
|
|
|
|||
|
|
- The eyes move independently, and can fan out around the room.
|
|||
|
|
> Although the eyes appear independent, they act collectively, like
|
|||
|
|
> a beholder. They only get one collective initiative roll. Like a
|
|||
|
|
> beholder, the OC fires three rays per turn. Like a beholder, it
|
|||
|
|
> chooses its attacks unpredictably.
|
|||
|
|
|
|||
|
|
- Each small eye has 5 hit points. The large eye has 50 hit points.
|
|||
|
|
> The PCs must specify which eye they are attacking. If they destroy
|
|||
|
|
> an eye, the OC is still alive, but it (obviously) cannot use that
|
|||
|
|
> eye any more. As long as the OC has at least three eyes remaining,
|
|||
|
|
> then it will continue to make 3 ray attacks per turn.
|
|||
|
|
|
|||
|
|
- Each small eye has a different color: charm=pink, paralyzing=purple,
|
|||
|
|
> fear=green, slowing=brown, enervation=blue, telekinesis=yellow,
|
|||
|
|
> sleep=white, petrification=grey, disintegration=red, death=black.
|
|||
|
|
> This makes it possible for the PCs to announce, “I am attacking
|
|||
|
|
> the red eye.”
|
|||
|
|
|
|||
|
|
The *orb conclave* does not hold a grudge. If you attack it, leave, and
|
|||
|
|
then return later, it will just stare at you as it stares at everyone.
|
|||
|
|
This is not just because of the stasis effect, this is how the OC would
|
|||
|
|
act if it were somehow released into the multiverse.
|
|||
|
|
|
|||
|
|
The *orb conclave* is indeed beholder-kin. It was generated during a
|
|||
|
|
strange dream of a particularly odd beholder. At the time of this
|
|||
|
|
writing, there is only one *orb conclave* in the multiverse. So far,
|
|||
|
|
nobody has figured out what it is thinking of, why it stares, or why it
|
|||
|
|
doesn’t respond.
|
|||
|
|
|
|||
|
|
If the PCs fight the *orb conclave*, given that the PCs are low-level,
|
|||
|
|
it seems likely that the creature will annihilate the PCs almost
|
|||
|
|
immediately. If that occurs, the PCs will respawn in the same way that
|
|||
|
|
they would for any other death in the museum. The OC is much weaker than
|
|||
|
|
a normal beholder, though, in that it is sometimes possible to destroy
|
|||
|
|
an eye in a single hit (only 5 HP). If the PCs are smart and target the
|
|||
|
|
most dangerous eyes first, they may be victorious.
|
|||
|
|
|
|||
|
|
If the PCs provoke an attack and then attempt to flee, the conclave will
|
|||
|
|
not leave its floating island. It is bound by the rule that all museum
|
|||
|
|
NPCs refuse to pay attention to things outside their exhibit.
|
|||
|
|
|
|||
|
|
In the unlikely event that the PCs do substantial harm to the *orb
|
|||
|
|
conclave*, the conclave flees, scattering in all directions. In this
|
|||
|
|
event, the conclave will leave its exhibit. It doesn’t want to pay
|
|||
|
|
attention to things outside its exhibit, but if its life is on the line,
|
|||
|
|
it will overcome that hesitation. In this event, the conclave doesn’t
|
|||
|
|
need to regenerate in the way that it normally does. Instead, the stasis
|
|||
|
|
effect of the museum will respawn the conclave in its original condition
|
|||
|
|
in its original location in a matter of an hour or so.
|
|||
|
|
|
|||
|
|
The PCs can learn from this exhibit: they can learn that death in the
|
|||
|
|
museum is not permanent, and that they respawn back at the Tavern of the
|
|||
|
|
South Gate.
|
|||
|
|
|
|||
|
|
### 2nd Floor: Dreaming Ghost
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
A shack with a man asleep on a bed. Nothing much to see… unless you wake
|
|||
|
|
him up. Then, there’s even less to see. If you wake him, he vanishes,
|
|||
|
|
and he will reappear, asleep, about 15 minutes later.
|
|||
|
|
|
|||
|
|
I cannot figure out what is happening here. I’ve included him in the
|
|||
|
|
museum as a curiosity. If you figure out what’s causing this, let me
|
|||
|
|
know. - Orethys
|
|||
|
|
|
|||
|
|
Here’s what’s happening here: the sleeper, a man named Johann, enjoyed
|
|||
|
|
sleeping and dreaming so much that he made a deal with a powerful fey
|
|||
|
|
creature. He would gain the ability to explore other people’s dreams,
|
|||
|
|
and affect them. The price he paid, however, is that he lost the ability
|
|||
|
|
to enter the waking world, and affect the waking world.
|
|||
|
|
|
|||
|
|
For Johann, being in the museum has been a boon. His physical body is in
|
|||
|
|
stasis, he cannot age, and his shack and bed need no maintenance. But
|
|||
|
|
his *mind* is not in stasis - because his mind is not in the museum. It
|
|||
|
|
roams the planes, visiting the minds of other dreamers throughout the
|
|||
|
|
multiverse. This has worked out to Johann’s liking.
|
|||
|
|
|
|||
|
|
If you wake up Johann, he vanishes. But he *knows* he has been awakened,
|
|||
|
|
and he knows which PC did it. The next time that PC takes a long rest,
|
|||
|
|
the PC has a dream:
|
|||
|
|
|
|||
|
|
> The sleeping man from the shack is walking toward you - you recognize
|
|||
|
|
> him. He stops in front of you, and he says, “Did you want something?
|
|||
|
|
> You tried to wake me up, when I was sleeping in my shack.”
|
|||
|
|
|
|||
|
|
At this point, the PC can have a dream-conversation with Johann.
|
|||
|
|
|
|||
|
|
Johann knows a trick: he can make you have a lucid dream. That way, the
|
|||
|
|
PC can have a clearheaded conversation with Johann, and remember it in
|
|||
|
|
the morning. The PC can say whatever he wants to Johann, and ask
|
|||
|
|
questions. Johann is willing to have a nice chat. Johann explains that
|
|||
|
|
his existence is just exploring the dreams of people all over the
|
|||
|
|
multiverse. If the PCs ask for specifics, Johann laughs and says, “oh,
|
|||
|
|
you know how dreams are. A lot of crazy stuff.”
|
|||
|
|
|
|||
|
|
Johann is potentially quite useful to the PCs. One of the things that
|
|||
|
|
the PCs need to do to escape the museum is to call for help, using the
|
|||
|
|
spell *sending*. But there is an alternative to casting *sending*. You
|
|||
|
|
can ask Johann to visit somebody in their dreams. Johann can deliver a
|
|||
|
|
message for you. He asks no payment for this, he’s happy to help.
|
|||
|
|
|
|||
|
|
There is a catch, though: most people don’t pay much attention to their
|
|||
|
|
dreams. You will need to send the message to somebody who is in the
|
|||
|
|
habit of listening to their dreams, otherwise the message won’t be acted
|
|||
|
|
on. In general, priests are a good choice in the D&D universe. Gods
|
|||
|
|
often communicate with their servants in dreams, so priests try to
|
|||
|
|
remember their dreams. Another good choice would be a fortune-teller or
|
|||
|
|
soothsayer - they take signs and portents seriously.
|
|||
|
|
|
|||
|
|
After Johann tries to deliver a message, Johann will once again enter
|
|||
|
|
the PC’s dreams. He will report on whether or not he was successful on
|
|||
|
|
getting a message through. If the recipient was paying attention to
|
|||
|
|
their dream, Johann will know. He will tell the PCs that their message
|
|||
|
|
got through. But if the recipient was the kind of person who ignores
|
|||
|
|
their dreams, Johann will apologize, saying “some people just don’t put
|
|||
|
|
much stock in dreams, there’s not much I can do about that.”
|
|||
|
|
|
|||
|
|
The PCs will need Johann’s help not just in the museum, but in later
|
|||
|
|
chapters. Make sure that you roleplay Johann in a particularly friendly
|
|||
|
|
and outgoing manner. Make sure the PCs get to know him a little. If
|
|||
|
|
necessary, make Johann a little nosy - he pops into their dreams whether
|
|||
|
|
the PCs call for him or not.
|
|||
|
|
|
|||
|
|
### 2nd Floor: Reggie’s Boots
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Take it from me, making magic items is *hard*. So I always find it
|
|||
|
|
amazing when people can craft magic items without even trying.
|
|||
|
|
|
|||
|
|
Reggie Drum’s family thought he was a normal human child. They were
|
|||
|
|
wrong: Reggie’s mother had been deceived by a clever fae, and Reggie was
|
|||
|
|
conceived. The wild magic of faerie runs in his blood. Yet, he has the
|
|||
|
|
most boring life imaginable. His father was a shoemaker, and Reggie was
|
|||
|
|
apprenticed at an early age. He spent his days sitting in a gray room,
|
|||
|
|
making shoe after shoe after shoe.
|
|||
|
|
|
|||
|
|
The enchantment of faerie calls to Reggie, but he loves his family, and
|
|||
|
|
his sense of duty is strong. So he stays in his shop, and provides for
|
|||
|
|
his family. But while he works, his mind drifts. Reggie does not
|
|||
|
|
deliberately enchant the boots he makes. He simply allows his hands to
|
|||
|
|
craft, while his mind wanders to the fey realms.
|
|||
|
|
|
|||
|
|
Reggie’s workshop is a sturdy building on a cobblestone street. The door
|
|||
|
|
has a sign that just says “Boots and shoes, Reasonable prices, Please
|
|||
|
|
come in.” Inside is a workshop: a big workbench, piles of leather and
|
|||
|
|
catgut, lots of tools in good condition. It’s obvious that Reggie is
|
|||
|
|
making good money. Reggie’s bedroom is upstairs. Reggie is standing by a
|
|||
|
|
bench, working on a pair of boots.
|
|||
|
|
|
|||
|
|
Reggie is all business. When the PCs walk in, Reggie doesn’t even look
|
|||
|
|
up, he just says, “Here for quality shoes, or magical shoes?” If the PCs
|
|||
|
|
say “quality,” Reggie says, again without looking up, “rack’s over
|
|||
|
|
there, try them on until you find a pair you want.” The rack is full of
|
|||
|
|
normal shoes. If the PCs say “magical,” however, Reggie finally looks
|
|||
|
|
up. He says, “They’re expensive. You have money?”
|
|||
|
|
|
|||
|
|
All of Reggie’s boots, even the so-called “non magical” ones, have one
|
|||
|
|
minor effect: if you’re wearing them, your legs never get tired. You can
|
|||
|
|
be on your feet all day. In addition to this one minor effect, Reggie
|
|||
|
|
has a few pairs of boots with major effects:
|
|||
|
|
|
|||
|
|
- Boots of Speed. 4000 gp.
|
|||
|
|
|
|||
|
|
- Boots of Elvenkind. 2500 gp.
|
|||
|
|
|
|||
|
|
- Boots of Levitation. 4000 gp.
|
|||
|
|
|
|||
|
|
- Boots of Striding and Springing. 5000 gp.
|
|||
|
|
|
|||
|
|
The boots of levitation can be used to climb upward in the museum. These
|
|||
|
|
are important quest items.
|
|||
|
|
|
|||
|
|
The boots are all *very* expensive - the PCs do not have the money to
|
|||
|
|
buy a pair of boots. If one of the PCs drew the *Gem* card from the
|
|||
|
|
deck, they may have gems worth thousands of GP. But if they show the
|
|||
|
|
gems to Reggie, he says, “I don’t know anything about appraising gems. I
|
|||
|
|
have no idea what those are worth. Go sell them to a jeweler and bring
|
|||
|
|
me gold coins. I won’t accept anything other than gold.”
|
|||
|
|
|
|||
|
|
Some PCs might think about raiding other exhibits to get the coin. That
|
|||
|
|
is impractical. There are very few exhibits that have a lot of gold
|
|||
|
|
pieces. Remember also that items taken from exhibits are transient, and
|
|||
|
|
will vanish in an hour or two - and scraping together thousands of GP by
|
|||
|
|
finding 50 gp here, 50 gp there would take a very long time. You can
|
|||
|
|
stabilize gold coins using the stabilization iron (see the chapter on
|
|||
|
|
*Magic Items of the Museum*), but if you do that, every coin will have a
|
|||
|
|
glyph on it. Merchants are always on the lookout for conjured coins that
|
|||
|
|
might vanish when the conjuration spell wears off, so they carefully
|
|||
|
|
look for warning signs that suggest that a coin might be of magical
|
|||
|
|
origins. A glyph is a huge red flag that would make any merchant refuse
|
|||
|
|
to accept coins.
|
|||
|
|
|
|||
|
|
Like it or not, if the PCs want the boots, they’ll have to steal them.
|
|||
|
|
Of course, it’s not really immoral to steal the boots: they are just
|
|||
|
|
going to reappear in the exhibit anyway. Reggie will be completely
|
|||
|
|
unaffected by the theft. If necessary, point this out to your players.
|
|||
|
|
|
|||
|
|
The magical boots are not out in the open. Reggie doesn’t want people
|
|||
|
|
stealing his boots, and he figures the best way to avoid the problem is
|
|||
|
|
if people don’t know where the boots are. They are under some
|
|||
|
|
floorboards, under a cabinet. If you pay for some boots, Reggie will ask
|
|||
|
|
you to step outside for 5 minutes. Then he will lock the door, retrieve
|
|||
|
|
the boots from under the floorboards, unlock the door, and hand the
|
|||
|
|
boots to you. If you say you won’t pay without seeing the boots, he
|
|||
|
|
says, “Anyone in town will tell you I’m honest. Go ask around, and when
|
|||
|
|
you trust me, come back.”
|
|||
|
|
|
|||
|
|
Here are some things the PCs can do:
|
|||
|
|
|
|||
|
|
- There are windows in the shop. It is possible to spy on Reggie. When
|
|||
|
|
> he finishes the boots he’s working on, he stashes them under the
|
|||
|
|
> floorboards.
|
|||
|
|
|
|||
|
|
- If you can get Reggie to be fatigued, he will go to his bedroom and
|
|||
|
|
> take a nap.
|
|||
|
|
|
|||
|
|
- It is possible to kill Reggie, but he’s a tough opponent.
|
|||
|
|
|
|||
|
|
If the PCs decide to fight Reggie, he’s a fourth-level fighter with a
|
|||
|
|
longsword and leather armor. He is wearing “Boots of Kicking and
|
|||
|
|
Jumping.” These boots grant two useful abilities:
|
|||
|
|
|
|||
|
|
- As a bonus action, after attacking with his longsword, Reggie can
|
|||
|
|
> also kick with the boots for 1D6 damage. He can kick any target,
|
|||
|
|
> it does not necessarily need to be the same target he attacked
|
|||
|
|
> with the longsword. He can do this every melee round.
|
|||
|
|
|
|||
|
|
- As a bonus action, Reggie can take the dodge, disengage, or dash
|
|||
|
|
> action. If he uses this ability, his jump distance is also
|
|||
|
|
> doubled. After using this ability, Reggie cannot use it again for
|
|||
|
|
> two melee rounds.
|
|||
|
|
|
|||
|
|
> Reggie Drum
|
|||
|
|
>
|
|||
|
|
> Level 4 fighter with longsword, leather armor, wearing magical boots of
|
|||
|
|
> kicking and jumping.
|
|||
|
|
>
|
|||
|
|
> Armor Class 13
|
|||
|
|
>
|
|||
|
|
> STR 14 (+2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
|
|||
|
|
>
|
|||
|
|
> Hit Points 40
|
|||
|
|
>
|
|||
|
|
> Speed 30 ft.
|
|||
|
|
>
|
|||
|
|
> Passive Perception 14
|
|||
|
|
>
|
|||
|
|
> Longsword: Action, +6 to hit, reach 5 ft. Hit: 7 (1d8 + 3) slashing
|
|||
|
|
> damage.
|
|||
|
|
>
|
|||
|
|
> Kick (because of boots): Bonus Action, +4 to hit, reach 5 ft. Hit: 4
|
|||
|
|
> (1d6 + 1) blunt damage.
|
|||
|
|
>
|
|||
|
|
> Dodge, Disengage, or Dash (because of boots): Bonus Action, two melee
|
|||
|
|
> rounds cooldown.
|
|||
|
|
|
|||
|
|
To get the boots, the PCs will need to execute an interesting heist. Let
|
|||
|
|
them plan anything they want. You will have to improvise the layout of
|
|||
|
|
Reggie’s workshop. Note that fighting Reggie doesn’t automatically get
|
|||
|
|
you the boots: you’ll still have to find them.
|
|||
|
|
|
|||
|
|
### 1st Floor: Tiny Men
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
> Most people think sprites are the smallest humanoids. Turns out,
|
|||
|
|
> that’s not even close. I don’t know what these things are called, but
|
|||
|
|
> they’re less than two inches tall. (They’re hiding in the rocks.)
|
|||
|
|
|
|||
|
|
The ground on this floating island is very rocky terrain. Cut into some
|
|||
|
|
of the bedrock rocks are small caves, with wooden doors. The doors are
|
|||
|
|
only about three inches high, and they’re positioned to make them hard
|
|||
|
|
to notice. When the PCs first arrive, describe the island as “completely
|
|||
|
|
empty, except for dirt and rocks.” Only if the PCs get down on hands and
|
|||
|
|
knees and root among the rocks do they notice the doors.
|
|||
|
|
|
|||
|
|
Behind the doors are a miniature cave system containing tiny men. They
|
|||
|
|
are a primitive hunter-gatherer society. If you manage to get them out
|
|||
|
|
of their holes, and do something about the language barrier, you can
|
|||
|
|
talk to them about hunting insects and foraging for seeds. They don’t
|
|||
|
|
have much else to say. The tiny men are not important to the main quest.
|
|||
|
|
|
|||
|
|
What makes this island interesting, for the PCs, is its size and its
|
|||
|
|
position. Orethys only captured as much land as he needed to fully
|
|||
|
|
capture these tiny men and their underground lair - and that’s not much
|
|||
|
|
land. So this island is only about ten feet in diameter.
|
|||
|
|
|
|||
|
|
This floating island is positioned about thirty feet below Reggie’s
|
|||
|
|
Boots. If you’re on Reggie’s island, you can peer over the edge and see
|
|||
|
|
this tiny island below. But actually getting *onto* this tiny island is
|
|||
|
|
a tricky problem. If you dangle a rope down from the edge of the large
|
|||
|
|
exhibit, it will not reach the tiny island. It will just hang down into
|
|||
|
|
empty space. If you extend the rope too far, it will dangle down into
|
|||
|
|
the mist at the edge of the cavern. See the diagram below, showing the
|
|||
|
|
large island, this tiny island, and a rope dangling from the large
|
|||
|
|
island.
|
|||
|
|
|
|||
|
|
### {width="2.3387674978127735in" height="2.3387674978127735in"}
|
|||
|
|
|
|||
|
|
If the rope touches the mist, that’s not a big deal, it is unaffected by
|
|||
|
|
the mist. But if a person enters the mist, they will vanish and respawn
|
|||
|
|
back at the Tavern of the South Gate. That’s probably not what the PC
|
|||
|
|
wanted to do. Swinging the rope is not helpful - the PC hanging from the
|
|||
|
|
swinging rope will swing into the mist before they swing onto the tiny
|
|||
|
|
island. The most likely solution will involve tying a rope that hangs
|
|||
|
|
underneath the large island, like this:
|
|||
|
|
|
|||
|
|
{width="2.307292213473316in"
|
|||
|
|
height="2.307292213473316in"}
|
|||
|
|
|
|||
|
|
Actually getting a rope installed like that is tricky. The easiest way
|
|||
|
|
to do it is to walk around on the underside of the large exhibit using
|
|||
|
|
*spider climb*. But it is possible to do it without any magic at all. If
|
|||
|
|
two people hold the two ends of the rope, and they push the middle of
|
|||
|
|
the rope off the edge of the large exhibit, and then the two people walk
|
|||
|
|
to opposite sides of the large exhibit, they can get the rope into
|
|||
|
|
position.
|
|||
|
|
|
|||
|
|
Another possible issue is that some PCs may not be strong enough to
|
|||
|
|
“hand-over-hand” down the rope. In that case, it may be necessary to rig
|
|||
|
|
up some sort of harness.
|
|||
|
|
|
|||
|
|
Of course, it may also be possible to invent other solutions entirely.
|
|||
|
|
Give the PCs room to be inventive here, and try to respect their
|
|||
|
|
solutions, even if those solutions aren’t entirely logical. If the PCs
|
|||
|
|
come up with a solution that makes sense to *them*, then let them have
|
|||
|
|
their small triumph. They need to succeed here, so make sure they do
|
|||
|
|
succeed.
|
|||
|
|
|
|||
|
|
### Bottom Floor: Guest Services
|
|||
|
|
|
|||
|
|
When you enter the front door of guest services, you are in the dining
|
|||
|
|
hall. There is a dinner table with seating for eight, and a nicely
|
|||
|
|
stocked buffet table. On the rear wall, there is a ten-foot-tall
|
|||
|
|
painting of Orethys, who as it turns out, was an aarakocra. In the
|
|||
|
|
corners of the room are pedestals with busts of Orethys. He did not have
|
|||
|
|
a small opinion of himself.
|
|||
|
|
|
|||
|
|
The fact that Orethys was an aarakocra explains a few things. Aarakocras
|
|||
|
|
originate from the elemental plane of air. Any land in the elemental
|
|||
|
|
plane of air naturally forms a floating island. When Orethys created
|
|||
|
|
this demiplane, it naturally took on several of the characteristics of
|
|||
|
|
the plane of air, because that’s what Orethys was familiar with. The
|
|||
|
|
fact that he, his guests, and his caretakers were aarakocras explains
|
|||
|
|
why he did not provide any mechanism to fly from one island to island:
|
|||
|
|
they could already fly.
|
|||
|
|
|
|||
|
|
Around the dining room are other areas. A door leads to a clean
|
|||
|
|
restroom. A corridor leads to a row of bed chambers with well-made beds.
|
|||
|
|
An open archway leads to *Featured Exhibits*. All three areas are
|
|||
|
|
clearly labeled.
|
|||
|
|
|
|||
|
|
Guest services is in stasis, like everything else in the demiplane. The
|
|||
|
|
bathrooms always return to their clean state, the buffet table
|
|||
|
|
replenishes itself, and the beds remake themselves. Convenient!
|
|||
|
|
|
|||
|
|
The archway labeled *Featured Exhibits* leads to a large room. Just
|
|||
|
|
inside the archway is a pedestal, with a guidebook on it. Like
|
|||
|
|
everything else in the museum, the pedestal is in stasis. If you take
|
|||
|
|
away the guidebook, then next time you look, there will be another
|
|||
|
|
guidebook on the pedestal. With the help of this magic, you can get as
|
|||
|
|
many guidebooks as you want. The guidebook is described in the chapter
|
|||
|
|
*Magic Items in Guest Services*.
|
|||
|
|
|
|||
|
|
Also close to the archway is a second pedestal containing what looks
|
|||
|
|
like a tiny branding iron. The *stabilization iron* can apply a glyph to
|
|||
|
|
any object taken from an exhibit. Whereas an object taken from an
|
|||
|
|
exhibit will tend to vanish if you stop paying attention to it for an
|
|||
|
|
hour or two, an object with a stabilization glyph will last three or
|
|||
|
|
four days. The iron is described in *Magic Items in Guest Services*.
|
|||
|
|
|
|||
|
|
The back of the *Featured Exhibits* room divides into two showrooms.
|
|||
|
|
|
|||
|
|
One showroom is labeled *Monsters of Divine Beauty*, which contains
|
|||
|
|
readable information about three of the floating islands: *The Harpy
|
|||
|
|
Eyrie*, *The Golden Goats of Olympus*, and *The Medusa’s Visage.* All of
|
|||
|
|
these exhibits are described in subsequent chapters*.* The walls of the
|
|||
|
|
showroom are covered in paintings of the three creatures, and there are
|
|||
|
|
three large posters containing the guidebook blurbs for these three
|
|||
|
|
islands. There is also a chest containing stuff meant to be used at the
|
|||
|
|
harpy exhibit.
|
|||
|
|
|
|||
|
|
The other showroom is *Innately Magical Craftspeople*, which contains
|
|||
|
|
information about *Claren’s Tapestries*, *Reggie’s Boots*, and *The
|
|||
|
|
Wasted Wino.* There are paintings of the three craftspeople at work,
|
|||
|
|
paintings of their work, and again, three posterboards containing the
|
|||
|
|
guidebook blurbs.
|
|||
|
|
|
|||
|
|
Most of those exhibits have already been listed in this chapter, *The
|
|||
|
|
Bottom Floors of the Museum*. The exception is the medusa exhibit, which
|
|||
|
|
is listed a little later, in the *Escaping the Museum* chapter. This
|
|||
|
|
book includes an appendix, *The Posters in Guest Services*, which
|
|||
|
|
contains copies of the relevant blurbs. You can easily print out the
|
|||
|
|
appendix and hand it to your players.
|
|||
|
|
|
|||
|
|
In the back of the *Featured Exhibits* room is a locked door that says
|
|||
|
|
“caretakers only.” In the event that the players manage to pick the
|
|||
|
|
lock, they will find a closet containing a small pedestal. On the
|
|||
|
|
pedestal is the *Capture Device*. The PCs can’t do anything useful with
|
|||
|
|
the capture device yet, because it doesn’t work inside the museum, but
|
|||
|
|
if they want to examine it, they can. It is described in the upcoming
|
|||
|
|
chapter *Magic Items in Guest Services*.
|
|||
|
|
|
|||
|
|
Because guest services has bed chambers, it is an excellent place for a
|
|||
|
|
long rest. If the players do take a long rest, they experience their
|
|||
|
|
next deck-related feat: *Deck Dreaming*.
|
|||
|
|
|
|||
|
|
People who have drawn cards from the deck are all telepathically linked.
|
|||
|
|
A *deck dream* is actually a true vision of what is happening to
|
|||
|
|
somebody else who drew cards from the deck, as seen through the eyes of
|
|||
|
|
that person. If the players remember the deck dreams they have, this
|
|||
|
|
will give them a preview of several of the NPCs they will meet later in
|
|||
|
|
the campaign. It will also allow them to have insights into how to
|
|||
|
|
handle those NPCs. The deck dreams that the PCs can experience are all
|
|||
|
|
listed in the upcoming chapter, *The Deck Dreamers*. Feel free to skip
|
|||
|
|
ahead and look over the options.
|
|||
|
|
|
|||
|
|
Now that the players have a guidebook, the most obvious next step is to
|
|||
|
|
go talk to Diometron.
|
|||
|
|
|
|||
|
|
## Magic Items in Guest Services
|
|||
|
|
|
|||
|
|
Guest services contains four interesting magic items that the PCs can
|
|||
|
|
take.
|
|||
|
|
|
|||
|
|
### Item: The Guidebook
|
|||
|
|
|
|||
|
|
The guidebook is a leather-bound magical volume. It is found on a
|
|||
|
|
pedestal in guest services. It has several features:
|
|||
|
|
|
|||
|
|
- One page for each exhibit. Every exhibit has a name, such as “The
|
|||
|
|
> Tavern of the South Gate.” Exhibits are sorted alphabetically by
|
|||
|
|
> name. The page has a blurb about the exhibit, just a paragraph or
|
|||
|
|
> two.
|
|||
|
|
|
|||
|
|
```{=html}
|
|||
|
|
<!-- -->
|
|||
|
|
```
|
|||
|
|
- An index of residents. If you know the name of an person, you can
|
|||
|
|
> find the name of the exhibit they’re associated with.
|
|||
|
|
|
|||
|
|
- A Cover with a painting of a compass. The compass is initially
|
|||
|
|
> pointing due north.
|
|||
|
|
|
|||
|
|
- The Cover shows the name of the exhibit you are closest to, along
|
|||
|
|
> with a danger rating. In guest services, the book says “Closest
|
|||
|
|
> Exhibit: Guest Services. Danger: None”
|
|||
|
|
|
|||
|
|
- A bookmark, attached to a string, attached to the guidebook’s spine.
|
|||
|
|
> The back of the guidebook explains that if you put the bookmark
|
|||
|
|
> into the page for an exhibit, the compass on the cover will point
|
|||
|
|
> toward that exhibit.
|
|||
|
|
|
|||
|
|
The guidebook is very useful for finding an exhibit if you know the
|
|||
|
|
exhibit name or a person’s name. Unfortunately, it’s not useful for
|
|||
|
|
finding exhibits by content. If one of your players says, “I’m just
|
|||
|
|
going to read all the exhibits until I find one that has a spellcaster
|
|||
|
|
who knows *plane shift*,” say, “you read for a while, but the blurbs
|
|||
|
|
aren’t giving the information you need.” Give them the blurb from *The
|
|||
|
|
Radiant House* as an example. Point out that this exhibit definitely
|
|||
|
|
contains a wizard, Dardannon, but the blurb tells you next to nothing
|
|||
|
|
about him. There’s no information about whether he can cast *sending* or
|
|||
|
|
*plane shift*. There’s no mention of what magic items he might have in
|
|||
|
|
his house. It doesn’t even say what level of spellcaster he is. The
|
|||
|
|
point is: trying to use the blurbs to search for specific things just
|
|||
|
|
isn’t working.
|
|||
|
|
|
|||
|
|
The rule for the guidebook is: if you know a person’s name or an exhibit
|
|||
|
|
name, the guidebook will help you locate the exhibit, and will also tell
|
|||
|
|
you a bit about the exhibit. But if you don’t have a name, it can’t
|
|||
|
|
help. Be upfront with the players about that simple rule.
|
|||
|
|
|
|||
|
|
The other thing the guidebook can do is tell you what exhibit you’re
|
|||
|
|
standing on. This can be useful, for example, if you find an exhibit
|
|||
|
|
that contains a building, and you aren’t sure whether it is wise to
|
|||
|
|
enter or not.
|
|||
|
|
|
|||
|
|
### Item: The Stabilization Iron
|
|||
|
|
|
|||
|
|
When objects are taken from exhibits, they tend to stick around for
|
|||
|
|
about an hour, and then they vanish - in some sense, returning to their
|
|||
|
|
exhibit. They never vanish while you’re actively thinking about them or
|
|||
|
|
using them - they vanish when your attention turns elsewhere. This is
|
|||
|
|
the stasis effect in action.
|
|||
|
|
|
|||
|
|
The stabilization iron looks like a tiny branding iron. Used like a
|
|||
|
|
branding iron, it will apply a stabilization glyph to any object taken
|
|||
|
|
from an exhibit. This will cause the object to last several days,
|
|||
|
|
instead of an hour. The stabilization iron can be found on a pedestal in
|
|||
|
|
guest services.
|
|||
|
|
|
|||
|
|
Since both the guidebook and the iron are part of the guest services
|
|||
|
|
exhibit, they will both vanish after about an hour unless they are
|
|||
|
|
stabilized. This is advisable. To stabilize the stabilization iron
|
|||
|
|
itself, you will need two stabilization irons, so that the two can apply
|
|||
|
|
glyphs to each other. To get two irons, you have to take one from the
|
|||
|
|
pedestal, leave the room, and come back. Let the PCs figure out this
|
|||
|
|
little puzzle.
|
|||
|
|
|
|||
|
|
The iron can be used an unlimited number of times per day. It can
|
|||
|
|
stabilize any object, animal, or person taken from an exhibit.
|
|||
|
|
|
|||
|
|
Using the iron to stabilize a *person* who is part of an exhibit will
|
|||
|
|
have a surprising effect. NPCs in exhibits tend to forget new things
|
|||
|
|
very quickly. That is particularly true when you show them other
|
|||
|
|
islands: they have a mental block against thinking about other islands.
|
|||
|
|
These limitations make it largely impossible to have a productive
|
|||
|
|
conversation about the museum with an NPC. The stabilization glyph
|
|||
|
|
eliminates both these limitations. A stabilized NPC can remember
|
|||
|
|
everything you tell them for several days, and can observe and think
|
|||
|
|
about other islands. They can even travel with the party (if they’re
|
|||
|
|
able to climb ropes).
|
|||
|
|
|
|||
|
|
The PCs may try to stabilize themselves. If they do, the stabilization
|
|||
|
|
glyph is indeed applied, but there is no effect.
|
|||
|
|
|
|||
|
|
### Item: The Capture Device
|
|||
|
|
|
|||
|
|
The *Capture Device* is used to create new exhibits in the museum. If
|
|||
|
|
there were written instructions, which there aren’t, this is what they
|
|||
|
|
would say:
|
|||
|
|
|
|||
|
|
> Leave the museum, taking the capture device with you. Then, look for
|
|||
|
|
> an interesting person to add to the museum. Put the capture device in
|
|||
|
|
> the building with the interesting person. Activate the device, which
|
|||
|
|
> begins a countdown. Evacuate the building before the countdown
|
|||
|
|
> expires. When the countdown finishes, the entire building will be
|
|||
|
|
> captured as an exhibit.
|
|||
|
|
|
|||
|
|
The device is found in guest services, in a locked closet. It can also
|
|||
|
|
be given to the PCs by the caretakers.
|
|||
|
|
|
|||
|
|
The Capture Device is a metal cylinder, about three inches in diameter,
|
|||
|
|
and two inches tall. The cylinder has two halves, separated by a
|
|||
|
|
hairline crack. It radiates magic strongly. The two halves can be
|
|||
|
|
rotated relative to each other.
|
|||
|
|
|
|||
|
|
If you activate it by rotating it, it says, “Exhibit capture in five
|
|||
|
|
minutes. Evacuate the building.” Then it starts a verbal countdown. At
|
|||
|
|
the end of five minutes, it tries to collect an exhibit. If it fails, it
|
|||
|
|
says one of the following error messages:
|
|||
|
|
|
|||
|
|
- “Capture failed. Cannot capture inside the museum” - The device
|
|||
|
|
> simply doesn’t work inside the museum. You can’t capture what’s
|
|||
|
|
> already been captured.
|
|||
|
|
|
|||
|
|
- “Capture failed. Powerful force resists capture” - The person being
|
|||
|
|
> captured gets to make a wisdom saving throw, DC15. If they make
|
|||
|
|
> the saving throw, then the capture fails. There are other
|
|||
|
|
> situations where a being or a place might be too powerful to
|
|||
|
|
> capture.
|
|||
|
|
|
|||
|
|
- “Capture failed. Must be inside a structure” - The device is meant
|
|||
|
|
> to be placed inside a building or similar structure. It will
|
|||
|
|
> capture the whole building. It can also work inside a fenced-in
|
|||
|
|
> area. If it’s not inside a structure, the device doesn’t know what
|
|||
|
|
> area to capture.
|
|||
|
|
|
|||
|
|
- “Capture failed. Exhibit does not contain an exotic person, animal,
|
|||
|
|
> or anomaly” - The exhibit must contain something worthy of the
|
|||
|
|
> Museum. This is up to the DM’s discretion.
|
|||
|
|
|
|||
|
|
- “Capture failed. Exhibit may contain at most two people” - This
|
|||
|
|
> version of the device can only capture two people, maximum.
|
|||
|
|
|
|||
|
|
If one of these errors occurs, it will be spoken at the end of the
|
|||
|
|
countdown, and again when somebody picks up the device. But if
|
|||
|
|
everything goes right, there will be a “whoomp,” and the area will get
|
|||
|
|
sucked into the Museum, along with its inhabitants. What is left behind
|
|||
|
|
is typically a crater.
|
|||
|
|
|
|||
|
|
Of course, if you try to use this device inside the museum, you just
|
|||
|
|
keep getting the message “cannot capture inside the museum.”
|
|||
|
|
|
|||
|
|
There is only one *Capture Device* - it is a rare object in the museum
|
|||
|
|
that is *not* in stasis. When you take it from its pedestal, the
|
|||
|
|
pedestal doesn’t refill. Unlike other things found in the museum, you
|
|||
|
|
can take it out of the Museum. When it successfully captures a new
|
|||
|
|
exhibit, the capture device goes to the Museum along with everything
|
|||
|
|
else in the exhibit. Then, the caretakers will put it back on its
|
|||
|
|
pedestal, and it will take several months to recharge.
|
|||
|
|
|
|||
|
|
After the party finally escapes from the museum, they will have the
|
|||
|
|
capture device with them. If they activate the capture device and then
|
|||
|
|
fail to evacuate the building, then in theory, some of the party members
|
|||
|
|
could get pulled back into the museum. That would not be fun. Don’t
|
|||
|
|
allow this to happen: just make up an excuse. There are several excuses
|
|||
|
|
built-in to the device: it can’t capture more than two people (and the
|
|||
|
|
party is probably more than two people), and it allows a saving throw
|
|||
|
|
(at least one party member can probably succeed at the save). If those
|
|||
|
|
excuses don’t work, make up a different excuse.
|
|||
|
|
|
|||
|
|
### Item: The Potion of Willpower
|
|||
|
|
|
|||
|
|
In guest services, there is a small chest designed to help you with the
|
|||
|
|
harpy exhibit. The chest contains a monk robe and a “potion of
|
|||
|
|
willpower.”
|
|||
|
|
|
|||
|
|
Orethys provides the potion as a means to resist the charms of the
|
|||
|
|
Harpies. But the potion is actually a general-purpose potion that gives
|
|||
|
|
a +5 on wisdom saving throws, for an hour or so. The PCs can
|
|||
|
|
successfully use it for anything wisdom-save related.
|
|||
|
|
|
|||
|
|
## Escaping the Museum
|
|||
|
|
|
|||
|
|
After exploring the bottom floors of the museum, the PCs will be ready
|
|||
|
|
to escape the Museum. The escape process is fairly linear. There’s a lot
|
|||
|
|
to do before the PCs can actually leave!
|
|||
|
|
|
|||
|
|
### Meeting Diometron
|
|||
|
|
|
|||
|
|
Diometron is a rogue modron. Orethys’ interest in him is purely because
|
|||
|
|
rogue modrons are rare. Here is what the guidebook has to say about
|
|||
|
|
Diometron:
|
|||
|
|
|
|||
|
|
\<WRITE BLURB ABOUT DIOMETRON\>
|
|||
|
|
|
|||
|
|
Diometron became a rogue modron when his traveling party encountered a
|
|||
|
|
group of slaads. One slaad infected Diometron with slaad reproductive
|
|||
|
|
essence. Fortunately for Diometron, modrons are very resistant to
|
|||
|
|
elemental chaos. The slaad essence has not been able to take him over.
|
|||
|
|
But it’s still in there, trying.
|
|||
|
|
|
|||
|
|
When Diometron was infected, he asked his superiors what to do. They
|
|||
|
|
decided that he was too badly damaged to repair, so they instructed him
|
|||
|
|
to report for incineration. Diometron did not comply, instead, he fled
|
|||
|
|
and went into hiding. He was hiding in a garden shed when Orethys
|
|||
|
|
captured him. He now sleeps in the garden shed, but he explores the
|
|||
|
|
museum when he is awake.
|
|||
|
|
|
|||
|
|
When Diometron first went rogue, he was a duodrone. Contrary to popular
|
|||
|
|
belief, duodrones are not stupid: they just lack independence. If it
|
|||
|
|
were not for the slaad essence inside him driving him toward
|
|||
|
|
independence and free-thinking, he would have submitted to incineration.
|
|||
|
|
|
|||
|
|
It is well known that most rogue modrons become quadrones. You might
|
|||
|
|
wonder how this is possible. It is because modrons come from the factory
|
|||
|
|
with the hardware necessary to change their own configuration. When a
|
|||
|
|
modron is given a promotion, the modron automatically transforms into
|
|||
|
|
the correct shape for their new rank. Most people don’t realize it, but
|
|||
|
|
modrons are actually shape-changers: people don’t realize it because
|
|||
|
|
modrons only change their shape in response to promotion.
|
|||
|
|
|
|||
|
|
When a modron shape-changes, they always do so with an approved
|
|||
|
|
blueprint. Modrons come from the factory with four blueprints
|
|||
|
|
preinstalled: monodrone, duodrone, tridrone, and quadrone. To upgrade
|
|||
|
|
beyond that point, they must obtain a higher-level blueprint from their
|
|||
|
|
superior.
|
|||
|
|
|
|||
|
|
When a modron goes rogue, they already have everything they need to
|
|||
|
|
self-promote to quadrone. They cannot promote beyond that point, because
|
|||
|
|
they don’t have a blueprint for anything beyond quadrone.
|
|||
|
|
|
|||
|
|
A healthy modron would never, ever consider making up their own
|
|||
|
|
blueprint. The results would be utterly unpredictable, and modrons
|
|||
|
|
loathe unpredictability. But Diometron is modron corrupted by slaad
|
|||
|
|
essence. When he realized he was trapped on a floating island, he
|
|||
|
|
started wishing that his quadrone wings were not vestigial. The more he
|
|||
|
|
thought about it, the more it occurred to him that it would be a fairly
|
|||
|
|
simple modification to the blueprint to make the wings functional. He
|
|||
|
|
agonized over whether or not it would be lawful to invent one’s own
|
|||
|
|
blueprint. But in the end, he succumbed to temptation. Diometron can now
|
|||
|
|
fly around the exhibits.
|
|||
|
|
|
|||
|
|
Diometron is resistant to the stasis effect: unlike all the other museum
|
|||
|
|
denizens, he does not forget everything he sees. He explains this as
|
|||
|
|
follows: “My memory systems have multiple layers of redundancy to
|
|||
|
|
prevent data loss. The museum keeps trying to reset my memory, but my
|
|||
|
|
systems keep restoring my memory from backup. This has been going on for
|
|||
|
|
seventy years. I am confident that I will not experience data loss.” It
|
|||
|
|
is a side effect of the “axiomatic mind” power that all modrons possess.
|
|||
|
|
|
|||
|
|
Diometron knows that he is corrupted by chaos, and it terrifies him. He
|
|||
|
|
believes that he is not a force for good in the universe - he believes
|
|||
|
|
that he is likely to spread chaos, and that’s the worst thing a being
|
|||
|
|
can do. For this reason, he is very glad that he lives in the Museum of
|
|||
|
|
Orethys. He knows that everything the museum is in stasis, and
|
|||
|
|
therefore, it is not really possible to harm anyone in the museum.
|
|||
|
|
Diometron is afraid to interact with anyone who is not in stasis,
|
|||
|
|
because he is afraid that he will spread chaos and corruption to them.
|
|||
|
|
Periodically, Diometron will say that he “should have reported for
|
|||
|
|
incineration.” He has a severely damaged sense of self-esteem.
|
|||
|
|
|
|||
|
|
Diometron’s name is a name that he gave himself. It is a combination of
|
|||
|
|
the following words:
|
|||
|
|
|
|||
|
|
- Di, meaning two.
|
|||
|
|
|
|||
|
|
- Metric, meaning measurement systems.
|
|||
|
|
|
|||
|
|
- Tron, meaning a mechanism.
|
|||
|
|
|
|||
|
|
So he views himself as a mechanism with two different, incompatible
|
|||
|
|
value systems: one, his original modron value system, and two, the value
|
|||
|
|
system of the slaad inside him. He does not think these are separable:
|
|||
|
|
like it or not, he is part slaad now. So he must constantly struggle to
|
|||
|
|
balance his modron values with his slaad values. In reality, he is far,
|
|||
|
|
far more modron than slaad. Probably 90% modron, 10% slaad. He is not
|
|||
|
|
overtly chaotic at all. But the slaad influence does enable him to act
|
|||
|
|
with some independence from the modron collective.
|
|||
|
|
|
|||
|
|
Diometron is an intensely curious person. He has studied everything
|
|||
|
|
there is to study in the museum. He has read every book in Dame Kenere’s
|
|||
|
|
library multiple times, and he is proud of what he has learned. He will
|
|||
|
|
point out, whenever given the opportunity, that he is an “excellent
|
|||
|
|
swordsman,” an “excellent wizard,” an “excellent musician,” an
|
|||
|
|
“excellent bartender,” an “excellent weaver,” and everything else under
|
|||
|
|
the sun. He proclaims his skill in a matter-of-fact way, but he is quite
|
|||
|
|
proud. In reality, he’s good at several of those things, and he
|
|||
|
|
overestimates his ability at some of them.
|
|||
|
|
|
|||
|
|
The fact that Diometron brags a little is essential to the plot:
|
|||
|
|
Diometron must tell the players, “*I am an excellent Wizard*.” That way,
|
|||
|
|
it will occur to them that maybe he can cast *sending*.
|
|||
|
|
|
|||
|
|
Diometron is lonely. He talks to everyone in the museum, but of course,
|
|||
|
|
nobody can remember him, and that makes him feel disconnected. He does
|
|||
|
|
sometimes talk to the caretakers, but there’s a problem: the caretakers
|
|||
|
|
are obligated, by geas, to try to keep him in his exhibit. Whenever
|
|||
|
|
Diometron talks about what he has been doing, the caretakers are forced
|
|||
|
|
to respond, “you shouldn’t be doing that, you should be in your
|
|||
|
|
exhibit.” They never give him any encouragement, because they *can’t*.
|
|||
|
|
So it’s not much fun for diometron to talk to the caretakers, and the
|
|||
|
|
caretakers don’t enjoy stomping on Diometron’s spirit either. So they
|
|||
|
|
don’t talk that often.
|
|||
|
|
|
|||
|
|
Diometron has a strange verbal tic: he doesn’t use contractions. He
|
|||
|
|
always says “do not” instead of “don’t,” he always says “I will not”
|
|||
|
|
instead of “I won’t.” When he talks, he repeatedly tilts his head from
|
|||
|
|
side to side. He says, “I am an excellent speaker of your common
|
|||
|
|
tongue.”
|
|||
|
|
|
|||
|
|
Even when Diometron is saying something sad, like “I am corrupted by
|
|||
|
|
chaos, I should have been incinerated,” he speaks in a bright, cheery
|
|||
|
|
voice. His emotions are not expressed through tone of voice.
|
|||
|
|
|
|||
|
|
If the PCs look for Diometron, the guidebook will guide the PCs to the
|
|||
|
|
shed. Diometron may or may not be there (flip a coin.) If not, the PCs
|
|||
|
|
can wait around and Diometron will eventually show up. If the PCs ask
|
|||
|
|
the caretakers about Diometron, the caretakers will tell the PCs that
|
|||
|
|
this is the right way to find him - just wait at his shed.
|
|||
|
|
|
|||
|
|
The shed itself is utterly uninteresting: a completely mundane gardening
|
|||
|
|
shed. Diometron sleeps while standing in a corner. He sleeps in his own
|
|||
|
|
exhibit as a concession to the caretakers: they wanted him to stay in
|
|||
|
|
his exhibit, he wanted to explore the museum, so he compromised and
|
|||
|
|
agreed to sleep in his exhibit - at least that way, he’s there some of
|
|||
|
|
the time. The caretakers acknowledged that they had no power to force
|
|||
|
|
him, so they eventually just shrugged and accepted the deal.
|
|||
|
|
|
|||
|
|
When Diometron first sees the PCs, he is terrified (because he is afraid
|
|||
|
|
he’ll spread chaos), but he is also fascinated - these are the first new
|
|||
|
|
people he’s seen in decades. Then he notices something that is very
|
|||
|
|
important to him: He says, “I have sensors that can detect the presence
|
|||
|
|
of elemental chaos. The level of chaos in your bodies is elevated. You
|
|||
|
|
are corrupted by chaos. I am also corrupted by chaos.” Suddenly, he
|
|||
|
|
feels a strange kinship for the PCs. He is also less afraid of
|
|||
|
|
corrupting them, because they are already corrupted.
|
|||
|
|
|
|||
|
|
Of course, the chaos that Diometron detects is a side effect of using
|
|||
|
|
the Deck of Many Things. The deck is one of the most powerful chaos
|
|||
|
|
artifacts in the multiverse, and it leaches elemental chaos into
|
|||
|
|
everything it touches.
|
|||
|
|
|
|||
|
|
Diometron loves to talk. He is happy to explain anything that the PCs
|
|||
|
|
care to ask him.
|
|||
|
|
|
|||
|
|
If the PCs suggest that Diometron could escape the museum with them,
|
|||
|
|
Diometron will balk. Diometron is terrified of the idea of spreading his
|
|||
|
|
chaos outside the museum. If the PCs are persuasive enough, they may be
|
|||
|
|
able to move Diometron to warm up to the idea.
|
|||
|
|
|
|||
|
|
Diometron is relevant to the PCs for two reasons:
|
|||
|
|
|
|||
|
|
- He is a 6th level wizard who can cast *sending*.
|
|||
|
|
|
|||
|
|
- Other than the caretakers, he is the only NPC in the museum who can
|
|||
|
|
> remember the PCs.
|
|||
|
|
|
|||
|
|
But aside from that, Diometron is designed to be a likeable NPC. He is
|
|||
|
|
friendly, he is cheerful, and he is enthusiastically helpful.
|
|||
|
|
Furthermore, he has some qualities that should tug at their heartstrings
|
|||
|
|
a little bit. It is intended that the PCs should relatively quickly
|
|||
|
|
develop a friendship for Diometron. This is important to the plot: later
|
|||
|
|
in the campaign, the PCs will be given the opportunity to dismantle the
|
|||
|
|
entire museum. If the PCs care about the NPCs in the museum, if they
|
|||
|
|
have emotional investment in their well-being, then freeing the NPCs
|
|||
|
|
from the museum will be a goal that feels important to them.
|
|||
|
|
|
|||
|
|
### Sending a Distress Call
|
|||
|
|
|
|||
|
|
The PCs will want to contact a friend outside the museum, to ask for
|
|||
|
|
help escaping the museum. The most likely way to do that is to ask
|
|||
|
|
Diometron to cast *sending*.
|
|||
|
|
|
|||
|
|
If the PCs ask Diometron to cast *sending*, he points out there’s a
|
|||
|
|
catch: “In order to cast *sending*, I have to be familiar with the
|
|||
|
|
recipient. All my colleagues used to be modrons, but I cannot safely
|
|||
|
|
contact them, because they want to incinerate me. There is nobody
|
|||
|
|
outside the museum that I can contact, because I lack familiarity with
|
|||
|
|
everyone outside the museum.”
|
|||
|
|
|
|||
|
|
The PCs can work around this in several different ways:
|
|||
|
|
|
|||
|
|
- The PCs could try to tell Diometron about a friend outside the
|
|||
|
|
> museum. For it to work, the PCs must do at least two or three of
|
|||
|
|
> the following:
|
|||
|
|
|
|||
|
|
- Use *Disguise Self* to make themselves look like the friend.
|
|||
|
|
|
|||
|
|
- Make a good performance roll to act like the friend.
|
|||
|
|
|
|||
|
|
- Use the *Encode Thoughts* cantrip to give Diometron a thought of
|
|||
|
|
> the friend.
|
|||
|
|
|
|||
|
|
- Ask Diometron to cast *Detect Thoughts*, then visualize the
|
|||
|
|
> friend.
|
|||
|
|
|
|||
|
|
- Use telepathy to communicate an impression of the friend.
|
|||
|
|
|
|||
|
|
- Give a detailed, compelling verbal description of the friend.
|
|||
|
|
|
|||
|
|
- There may be other ways.
|
|||
|
|
|
|||
|
|
- The PCs could ask Diometron to contact Dame Kenere. Diometron has
|
|||
|
|
> read all her books, and has seen her portrait many times. That is
|
|||
|
|
> familiar enough.
|
|||
|
|
|
|||
|
|
- The PCs could ask Johann, the Dreaming Ghost, instead of asking
|
|||
|
|
> Diometron. Johann can enter the dreams of people all over the
|
|||
|
|
> multiverse, and Johann, being inside the PCs’ dream, can easily
|
|||
|
|
> see who the PC is thinking of. The only catch is that Johann can
|
|||
|
|
> only talk to people in their dreams. If the friend is somebody who
|
|||
|
|
> pays attention to dreams (priests usually do, and so do mystics),
|
|||
|
|
> great. If not, there is a chance they might ignore their dream.
|
|||
|
|
|
|||
|
|
Once the PCs figure all this out, they send the message. The actual
|
|||
|
|
content of the message isn’t that important. “We’re trapped in a big
|
|||
|
|
weird cavern, we can’t get out” is sufficient. It also isn’t especially
|
|||
|
|
important who they send the message to: we can just assume that whomever
|
|||
|
|
they contact will eventually pass the message on to the right person.
|
|||
|
|
|
|||
|
|
One person the PCs could try to contact is Green. If they try, Green
|
|||
|
|
says, “We’ve been trying to find somebody who can plane shift to where
|
|||
|
|
you are, with no luck. Now that you’re in verbal contact, maybe there’s
|
|||
|
|
new options. I’m going to talk to my diviner, just hold tight.” Green
|
|||
|
|
and his diviner end up passing the message on to the right person, and
|
|||
|
|
the rescue is underway.
|
|||
|
|
|
|||
|
|
One challenge here is that the players did very little roleplaying
|
|||
|
|
outside the museum, so they may not be able to think of anybody to send
|
|||
|
|
the distress call to. So during character creation, when you ask your
|
|||
|
|
players to create background stories, make sure they include at least
|
|||
|
|
one living friend in their background story. That way, they’ll have
|
|||
|
|
somebody to send to.
|
|||
|
|
|
|||
|
|
Regardless of the details of how they do it, the players will eventually
|
|||
|
|
get a message out.
|
|||
|
|
|
|||
|
|
When the players send their distress call, the message gets passed from
|
|||
|
|
person to person. As a DM, it will be on you to invent a chain by which
|
|||
|
|
the message ends up in Tymora’s ear. Maybe the PC sent a distress call
|
|||
|
|
to his wife, and the wife talked to her priest, and that priest talked
|
|||
|
|
to another priest, who happened to be a priest of Tymora. It doesn’t
|
|||
|
|
matter what the exact sequence of communication was, it’s only important
|
|||
|
|
that somehow, the PC’s distress call reaches Tymora.
|
|||
|
|
|
|||
|
|
Shortly after sending the distress call, the PCs get a *sending* from
|
|||
|
|
somebody they don’t know:
|
|||
|
|
|
|||
|
|
> “Hi! I’m Joycie, I can probably get you out. I need you to try to find
|
|||
|
|
> a teleportation circle. If you find one, use *sending* to send me the
|
|||
|
|
> sigil sequence - that’s the series of arcane runes that surround the
|
|||
|
|
> circle. As soon as I get that sigil sequence, I’ll be there. Also,
|
|||
|
|
> give thanks to Tymora!”
|
|||
|
|
|
|||
|
|
The message is from Joycie, a powerful priestess of Tymora who can cast
|
|||
|
|
*plane shift*. She will be the one to eventually get the players out of
|
|||
|
|
the museum. So next, a brief digression, about why Tymora is getting
|
|||
|
|
involved.
|
|||
|
|
|
|||
|
|
### What Tymora Wants
|
|||
|
|
|
|||
|
|
Tymora is very upset about the Deck. She feels like the god who created
|
|||
|
|
the deck is trying to steal the portfolios of Good Luck and Bad Luck.
|
|||
|
|
The PCs will soon meet some priestesses of Tymora, and the priestesses
|
|||
|
|
will be direct about Tymora’s problem. Here is how they will explain it:
|
|||
|
|
|
|||
|
|
> Let me ask you something: Who do you think created the Deck? Most
|
|||
|
|
> people would assume that it was Tymora and Beshaba. After all, the
|
|||
|
|
> most powerful luck-dispensing magic item in the universe would surely
|
|||
|
|
> have been created by the gods of luck, wouldn’t it? But as it turns
|
|||
|
|
> out, Tymora and Beshaba didn’t create the deck. So who did?
|
|||
|
|
>
|
|||
|
|
> We know it wasn’t created by a mortal, because it’s just way too
|
|||
|
|
> powerful. Think about it: it’s been conjuring dozens of magic items,
|
|||
|
|
> it’s granted tons of wishes. No magic item created by a mortal could
|
|||
|
|
> do that. So it has to have been created by a god, and a powerful one
|
|||
|
|
> at that. But which one? We don’t know.
|
|||
|
|
>
|
|||
|
|
> But people are starting to say that there’s a “new” god of luck in
|
|||
|
|
> town. People are saying, “If you want good luck, go to Tymora. But if
|
|||
|
|
> you *really* need good luck desperately, go to the Deck of Many
|
|||
|
|
> Things.” People are saying that whoever created the deck is a more
|
|||
|
|
> powerful luck god than Tymora. She’s losing a lot of respect in the
|
|||
|
|
> eyes of the population.
|
|||
|
|
>
|
|||
|
|
> Funny thing is, Tymora’s a young goddess, only a few thousand years
|
|||
|
|
> old, we think the deck is much older. Ancient records mention it a
|
|||
|
|
> long, long time ago. Yet despite that, this hasn’t ever been a problem
|
|||
|
|
> before.
|
|||
|
|
>
|
|||
|
|
> 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.
|
|||
|
|
|
|||
|
|
## Bonus Exhibits
|
|||
|
|
|
|||
|
|
This section is here if you just need a few more random exhibits.
|
|||
|
|
|
|||
|
|
### Exhibit: The Organ Player
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
Fff-huss is the most spectacular organ player I’ve ever listened to.
|
|||
|
|
|
|||
|
|
He has about 40 tentacles, they all move independently - and they’re
|
|||
|
|
fast! A normal pipe organ will malfunction if you try to press more than
|
|||
|
|
about 15 keys at the same time - there just isn’t enough airflow to
|
|||
|
|
power that many pipes. So they built a custom set of 4 independent
|
|||
|
|
bellows in order to make it possible for Fff-Huss to play his music.
|
|||
|
|
|
|||
|
|
It really is something to hear. Mind you, that’s not to say that it’s
|
|||
|
|
*good*. But it is impressive.
|
|||
|
|
|
|||
|
|
The venue is a wealthy playhouse with a pipe organ. Most days, it’s used
|
|||
|
|
for normal theatrical productions. But on Thursday, the day when the
|
|||
|
|
playhouse was captured into the museum, Fff-Huss gets to play his music.
|
|||
|
|
On this particular day, he had no audience at all - the locals know
|
|||
|
|
about Fff-huss, and they are not interested in paying for cacophony.
|
|||
|
|
Fff-huss, by the way, is a flumph.
|
|||
|
|
|
|||
|
|
When the PCs enter the exhibit, Fff-huss is napping in a round bed. When
|
|||
|
|
he hears the PCs enter, he drifts over to them and points at them. Then
|
|||
|
|
he points at chairs. He wants them to sit down.
|
|||
|
|
|
|||
|
|
By the way, Fff-huss cannot speak any verbal language, since he has no
|
|||
|
|
mouth. He also seems to be unable to understand spoken speech, though he
|
|||
|
|
can understand telepathic speech if one of the party members can do
|
|||
|
|
that. Usually, he communicates by pointing and gesturing.
|
|||
|
|
|
|||
|
|
If the PCs sit down, Fff-huss starts his pipe organ music. It is very,
|
|||
|
|
very fast, he plays “chords” of 30 or 40 notes at a time, and it seems
|
|||
|
|
to be mostly arhythmic. It has some patterns but they’re hard to make
|
|||
|
|
sense of. It sounds vaguely like music, for some definition of “music.”
|
|||
|
|
It is mostly not enjoyable, though it can be intellectually interesting
|
|||
|
|
to try to figure out what he’s trying to accomplish.
|
|||
|
|
|
|||
|
|
After the show is over, Fff-huss will go get a bowl which contains a few
|
|||
|
|
silver coins. He will show the bowl to the PCs, one at a time, and he
|
|||
|
|
will hold up three tentacles. He wants three silver coins per person. If
|
|||
|
|
the PCs pay, Fff-huss is satisfied and he goes to take a nap. If the PCs
|
|||
|
|
leave without paying, Fff-huss turns red and hisses, but he doesn’t do
|
|||
|
|
anything else.
|
|||
|
|
|
|||
|
|
### Exhibit: The Mud Sauna
|
|||
|
|
|
|||
|
|
From the Guidebook:
|
|||
|
|
|
|||
|
|
This is the best mud-bath you’ve ever had. I *highly* recommend it. So
|
|||
|
|
relaxing.
|
|||
|
|
|
|||
|
|
Your aching muscles will thank you.
|
|||
|
|
|
|||
|
|
The exhibit is a cave in the side of a rocky slope. The rocks are black
|
|||
|
|
pumice, suggesting that this slope is volcanic. The cave is about 20
|
|||
|
|
feet wide and 30 feet deep, beyond which point it narrows to just a
|
|||
|
|
crack. A steady trickle of muddy water is flowing from the crack, it
|
|||
|
|
flows through the mud, out of the cave, and it forms a small stream that
|
|||
|
|
runs to the edge of the exhibit and vanishes. The water is very warm,
|
|||
|
|
like a hot tub - a natural hot spring. The inside of the cave is
|
|||
|
|
entirely coated in squishy, warm mud.
|
|||
|
|
|
|||
|
|
Soaking in the mud are two mud monsters. No, wait, they’re not
|
|||
|
|
mud-monsters: they’re just people who are covered head to toe in mud.
|
|||
|
|
One is Bartleby, a human, the other, Imbrex, is a half-celestial. They
|
|||
|
|
are both here to enjoy the mud bath. Feel free to give them any
|
|||
|
|
personalities you wish.
|
|||
|
|
|
|||
|
|
There is one other inhabitant in the cave: a mud elemental. He is not
|
|||
|
|
initially visible, as he is down in the mud pit. The elemental has been
|
|||
|
|
trapped in this cave for some time, and he longs for the company of
|
|||
|
|
other mud elementals. But there are no other mud elementals here. He is
|
|||
|
|
lonely.
|
|||
|
|
|
|||
|
|
If the PCs don’t get in the mud, the mud elemental will emerge. He will
|
|||
|
|
try to cover the PCs in mud, in order to make them look like mud
|
|||
|
|
elementals. This makes the mud elemental feel a little less lonely. The
|
|||
|
|
PCs will probably recoil, but Bartleby and Imbrex will say, “don’t
|
|||
|
|
worry, he’s harmless.” If the PCs still don’t let themselves be covered
|
|||
|
|
in mud, the elemental will sadly slink back into the mud pit. If they do
|
|||
|
|
allow it, the elemental will cuddle up to them. He is warm to the touch.
|
|||
|
|
After a while, the elemental will try to lead the PCs into the mud pit.
|
|||
|
|
|
|||
|
|
The mud pit is extremely warm, soft, and relaxing. The elemental will
|
|||
|
|
massage your muscles, because he wants you to stay and he knows that
|
|||
|
|
people like being massaged. He has become quite good at it.
|
|||
|
|
|
|||
|
|
Staying in the mud for 30 minutes is equivalent to a long rest. However,
|
|||
|
|
since you’re not actually asleep, you don’t have any dreams. If the PCs
|
|||
|
|
have gotten injured - say, by falling off a rope - tell them that all
|
|||
|
|
the bruising is gone.
|
|||
|
|
|
|||
|
|
When the PCs decide it is time to leave, it is possible to rinse most of
|
|||
|
|
the mud off in the small stream outside the cave. If the PCs do this,
|
|||
|
|
the mud elemental will poke his head out of the mud and watch for a
|
|||
|
|
short while, and will then slink back into the mud.
|
|||
|
|
|