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ideas/Chamber.md
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ideas/Chamber.md
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## Prelude
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Darius tells the PCs that Rennick is in the chamber. She
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explains that Rennick and his manifestations are reflexively
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defensive and that they've learned to be hostile to Signers,
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and that she's already lost some faction members trying
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to extricate him. She thinks that if the PCs bring Signers
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along, they'll get a more hostile reaction than if they go
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alone. So Darius refuses to send Signers along with the
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PCs. Instead, she instructs one of her assistants to lead
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the PCs into the basement, but the PCs won't be led the whole
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way: they'll have to go the last few hundred feet themselves.
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Darius also warns the PCs that manifestations can actually
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exit the chamber and continute to exist for a few minutes to
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a few hours, depending on how complicated the manifestations
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are. So, she cautions, there may be some weird phenomena
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before they even get there.
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## Lost in the basement
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Outside the chamber there are no overt manifestations, but
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there is one very subtle one: the portal to the chamber is
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disguised as just more hallway. The PCs enter the chamber,
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but they don't know they have. Beyond the portal, they
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see what appears to be just more hallways in the basement
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of the hall of speakers.
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Along the sides of the hallways they start to see doors
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that lead into rooms. The first room appears to be a
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classroom. The next, an office with a desk and lots of
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papers and books, but the papers and books are all blank.
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Continue to invent random empty rooms as necessary.
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As the PCs wander, the hallways get increasingly twisty
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and weird, and the PCs should have long since figured out
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that they're in the chamber.
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The PCs turn a corner, and the walls around this corner have
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a different appearance: they look like the labyrinth below
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castle Green. They imagine the feeling of a presence in the
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labyrinth, just as they did last time. If they try to
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communicate with the presence, a scroll appears: the scroll
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says, "A conversation will cost you 5gp".
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If the PCs wander further, they come to a steel door. The
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steel door has 5 coin slots in it. Putting a gold piece
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into each one causes the door to open, and an
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imaginary version of Rico Sparks steps forth.
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## Talking to Rico Sparks
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Rico is his usual cheerful self. He knows that he's a
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figment, and it doesn't seem to bother him.
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he says:
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"I manifested just about 10 minutes ago. When I did, I
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wandered around hallways that looked like the basement of
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the hall of speakers, then they changed to look like a
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wooden labyrinth (the labyrinth under Castle Green). Then
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Rennick popped out of a door - I don't know how I recognized
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him, but I did. I introduced myself, and I asked Rennick
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how to get out of this maze, and Rennick said, "I'm just as
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lost as you, this isn't from *my* imagination." Rennick and I
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walked together for a few minutes, but then he was gone.
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Then, I encountered a steel door, and now we're all here."
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He says, "but I guess I haven't really done anything to earn
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my 5gp, hm. Got any questions for me?" He is able to
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answer any reasonable question that a tout can normally
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answer. He doesn't know too much about the chamber, but
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he's willing to investigate. He says, "I won't even charge
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the hourly rate for investigation, given that you're
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probably going to pay me in imaginary money anyway." He
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asks the PCs if there's anything in particular they want
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investigated.
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Rico, despite being a figment, is perfectly capable of being
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a competent tout. He can move around independently inside
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the chamber, and he will ask questions and follow up on
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whatever the PCs want investigated. As a figment, Rico has
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an unfortunate tendency to just "not be there" when you look
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away for a few moments, but he's not gone forever, he's just
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somewhere else in the chamber.
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You, the DM, can use Rico to help keep things moving
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whenever the PCs get stuck. He can appear and offer useful
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information or advice. Use your judgement about when he
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should appear: it should only be when things are bogging
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down and the PCs need a boost.
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## Meeting Some Clones
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After Rico vanishes, four clones of Rennick emerge
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from a doorway. The PCs can talk to the clones.
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They freely admit that they aren't the real Rennick.
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Clones have shared knowledge: anything you tell any clone is
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known by all clones, and by Rennick himself. The clones
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have no *individual* survival instinct. There are an
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infinite number of clones, so losing a single clone means
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nothing. But collectively, they don't want "the clones"
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to stop existing.
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The clones can discuss anything that the real
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Rennick would be able to discuss:
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* They can explain the logic of hiding in the
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demiplane.
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* They will probably express some fears about Crow.
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They don't know that Crow is dead yet.
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* They can explain that no, Rennick didn't deliberately
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conjure a bunch of clones, it kinda just happened
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when a bunch of Signers tried to force him out, and
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he needed numbers to fight back.
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* They can speculate about where the real Rennick
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is - probably in his office in the courthouse?
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* They aren't sure about how to get to the courthouse,
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but they say that the landscape in here is pretty
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mutable, and the courthouse is important, so it will
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probably just show up.
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If the PCs tell Rennick that Crow is dead, Rennick will
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demand some evidence. If the PCs provide anything
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reasonable, the Rennicks will get real quiet for a
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moment, then one of them will say, "so... there's no
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reason to stay in here any more, is there."
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They are suddenly realizing that this means that Rennick
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can leave, which means the clones would cease to exist.
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A moment after this realization, all four clones just
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pop out of existence.
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## The Courthouse Square
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The PCs emerge from the labyrinth into the courthouse
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square. The square is filled with "people" moving around,
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doing things, just like it would be if the PCs were really
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in Sigil. But looking too closely at any one person, or
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trying to talk to one of them, causes that person to fade
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into vapor and drift away.
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The reason for this is that these people are part of
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Rennick's imagination, but he hasn't bothered to imagine
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them individually, he has only imagined "a square full of
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people." These individuals simply don't *have* any
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details, because they weren't imagined in full.
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If the PCs look carefully, there are a few Rennick clones
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in the square. Any effort to contact them will cause them
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to rush into doorways and vanish.
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On one side of the courthouse square is the courthouse.
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It looks the same as it does in Sigil. Surrounding the
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other sides of the square are a variety of administrative
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buildings and some restaurants.
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Entering any building other than the courthouse will cause
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the building to be revealed as a facade. It's just a flat
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cutout with a doorway. On the other side are some logs
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propping up the facade, and beyond that, an endless sea of
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giant gears, as you would find if you were in mechanus. If
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the PCs want, they can go back through the facade to reenter
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the square, or they can explore the sea of gears.
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If the PCs are in the square and they try to approach the
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courthouse, the courthouse quickly recedes. The square gets
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much, much bigger. The people dissipate. The courthouse
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rises up on top of a huge, steep hill, and a 100-foot wide
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moat forms around it. Two more hills with two more moats
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appear: there is nothing on top of the other two hills.
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The square is much larger now, but it's still feasible
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to cross it on foot. It just takes a good 15 minutes.
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It's possible to walk up to the moat. The building-facades
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that surround the square are still there, and it is still
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possible to go through to the sea of gears.
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There are basically two directions the PCs can go now:
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toward the courthouse, or into the Sea of Gears.
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## Approaching the Courthouse: Attempt 1
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The PCs can cross the moat, if they can figure out some way
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to do it. Swimming is problematic: the moat contains biting
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fish. Flying works. Walking on water works. Building a
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boat could work, although there's not much to build a boat
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from.
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Assuming the PCs figure out some way to cross, they end up
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at the base of the very steep hill, which gets steeper as
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soon as they touch it. They have to climb cliffs. Ask
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the PCs to make a variety of DEX and STR rolls as they climb.
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All of this difficulty is defenses that Rennick imagined,
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unconsciously. It is all here to protect him from Crow, and
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from the various people trying to eject him from the
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visualization chamber.
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When the PCs finally get 80% of the way up the hill, the
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entire courthouse gets up baba-yaga-style and walks over to
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one of the other three hills.
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Underneath where the courthouse was sitting are stairs
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leading down into the basement of the hall of speakers.
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Yes, under the courthouse is the basement of the hall
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of speakers. If the PCs go down, they find themselves
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back in the labyrinth where they entered the chamber.
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Sitting on the stairs is a signer: his name is Carruth.
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## Meeting Carruth
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Carruth is not a figment of anyone's imagination: it's a
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real person. He and his squad were sent in by factol Darius
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to try to extricate Rennick. He got separated from his
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group and now he's stuck in here. He's exhausted, he's been
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in here a week trying to unravel the knots, and he's getting
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nowhere. Fortunately for him, the Rennick clones have been
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bringing him food and water.
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Carruth explains that Rennick has a pretty vivid
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imagination: definitely in the top 10%. He says that
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Rennick is good at weaponizing his imagination: most people
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imagine things that may or may not be helpful, but Rennick
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seems to be mainly imagining things that are effective for
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protecting him. He points out the moat, the steep hill,
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the courthouse that walks away - he says all of that is
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designed to keep Rennick from being nabbed.
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He says, "one thing I'm grateful for is that there have
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been a few attacks, but they've all been pretty half-hearted.
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Rennick just doesn't have the mindset of a killer. Thank
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goodness."
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However, Carruth points out that no matter how disciplined
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we are, we don't have total control over our imaginations.
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He says: "I have no doubt that Rennick's greatest fears are
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all in here too."
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As soon as he says "Rennick's greatest fears," there's a
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rumble, and Carruth says: "oh, I shouldn't have mentioned
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his Greatest Fears." Then he points to the skyline: it's
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Crow, and he's approaching.
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As soon as Crow appears on the horizon, a few Rennick clones
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emerge from the labyrinth and say, "come down here, he
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won't come down here." If the PCs reenter the labyrinth,
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they don't have to fight Crow. If they refuse, they do.
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## The Sea of Gears
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## The Desk
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The PCs enter a room with grey walls. In the center of the
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room is a grey desk, with an inbox and an outbox. There is
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a big stack of grey papers in the inbox, there's an inkwell
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full of grey ink, and a quill. There's a grey chair.
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You would think that Crow would be Rennick's greatest fear.
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No. Crow is Rennick's immediate-short-term fear. The Desk
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is Rennick's greatest fear.
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As soon as Lada sees the Desk, she stiffens up, and says:
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"Don't touch that desk. Don't touch anything. We should
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get out of here." This is one of her greatest fears too.
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If anyone touches the desk, their hand immediately fuses to
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the desk. If anyone sits in the chair, their body immediately
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fuses to the chair. If anyone picks up the quill, their
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hand fuses. If somebody sits in the chair, and touches the
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desk, their eyes glaze over. They pick up a paper from the
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inbox, write on it with grey ink on grey paper (leaving no
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mark), and then they put it in the outbox. They continue,
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automaton-like, forever.
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This is Rennick's greatest fear: that he will work a desk
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job, filling out paper after paper, but never accomplishing
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anything meaningful, and leaving no mark on the universe.
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If you touch a small object like the quill or a piece
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of paper, then separating your hand from the object is
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possible with a sharp knife: 2D6 damage. Separating your
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hand from the desk is also possible with a sharp knife: 3D6
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damage. But if somebody sits in the chair, and their whole
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body fuses to the chair, it's too much: a knife isn't going
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to do it.
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Once somebody is in this state, there's only one cure. One
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of Rennick's clones enters via the door and says, "move
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aside." Then he speaks to the Desk: "you're not here for
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him, you're here for me." Rennick puts his hand on the desk,
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and fuses with it. As soon as Rennick's hand fuses with the
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desk, the PCs' hand is freed. Rennick scoots his butt onto
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the chair, and fuses with the chair: as soon as he does, the
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PCs' butt is freed from the chair. When Rennick's eyes
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glaze over, and he starts writing, the PC is free to go.
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If the PCs try to dissuade Rennick from doing this, Rennick
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says, "I'm not the real Rennick. I'm just a figment of his
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imagination. He imagines this desk, and he imagines himself
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stuck at the desk (pointing to himself). But if it's me,
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a figment, stuck at the desk, then it's all just imaginary.
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An ugly nightmare, but still just a nightmare."
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When the PCs leave the room, Lada says: "Fuck."
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