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## Communicating with Omta
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When the PCs first enter the castle, they sense anxiety and dread (via
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their telepathic link with Omta). Later, a PC will say something out
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loud, and Omta will hear what the PC said and will have an emotional
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reaction. For example, if the PC says, “let’s go find the deck,” the PCs
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will sense a sudden uptick in the fear and anxiety coming from the
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presence in the labyrinth. If the PC says something like, “we’re not
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here to hurt you,” the emotion might change from anxiety to cautious
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relief.
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Initially, that’s the extent of the communication: the PCs say things,
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the presence in the labyrinth (Omta) reacts with emotions. The fact that
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the emotions make sense - the fact that they’re logical reactions to the
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things that the PCs say - that tells the players that the presence in
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the labyrinth actually is listening and paying attention.
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The players will eventually realize that they can talk directly to Omta,
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asking for things out loud. As long as those things aren’t a threat to
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Omta, Omta will cooperate. For example, if they say, “we need to find
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the cook,” Omta will rearrange the portals so that the PCs soon wander
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into the kitchen.
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This low-level communication should persist for quite a while. Let the
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PCs explore the castle until they’ve accomplished quite a few things.
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Make sure they’ve met at least two of the employees, and make sure
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they’ve had a few interactions with ants. Ideally, they should have had
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an interaction with Borghan and an interaction with Alyssa Varn as well.
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After the PCs have been in the castle a while, Omta decides to
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communicate with them in a more detailed way. Omta reaches out to the
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PCs telepathically, and tries to send them an actual message.
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### Failed Telepathic Messages
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The PCs experience a strange phenomenon. Say to your players, “you feel
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the presence in the labyrinth trying to send a message to you. You
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receive the following: surprise, then shock, then fear, then
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determination, then more surprise, then a feeling of being trapped.”
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Then, a minute later, tell them: “You sense frustration.”
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What’s happening here is that Omta is trying to send a message through
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the telepathic link, but it’s not working. Omta’s way of reasoning is so
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alien that it’s just not coming through: all the PCs are receiving are
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the *emotions* associated with the story that Omta is trying to tell,
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but they’re not receiving any of the *concrete details*. Omta can tell
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that the PCs aren’t getting it, so he’s frustrated that his attempts at
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communication aren’t getting through.
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Omta will sporadically repeat these attempts, always to no avail. If the
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players don’t figure it out, let them roll an insight roll to figure
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out: the “presence in the labyrinth” is trying to communicate with you,
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but it’s not really working.
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Tell them that although they can’t figure out what the presence is
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trying to say, they do sense two very clear patterns:
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- The emotions they’re receiving contain an awful lot of fear,
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> anxiety, and dread. Of course, this is because Omta is terrified
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> of Tymora.
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- The sequences of emotions always end in frustration. Of course, this
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> is because Omta is aggravated about his inability to communicate
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> with the PCs.
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Make sure that Omta repeats this at least three times.
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### Omta Decides to try Writing
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After several failed attempts at telepathic communication, Omta comes up
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with a new idea: maybe I can talk to them in writing!
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This is what the PCs experience: they once again receive a sequence of
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emotions, followed once again by frustration… and more frustration… and
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then suddenly, inspiration! Insight! Moments later, a piece of parchment
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materializes in thin air in front of one of the PCs. The scroll contains
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images of cards from the deck.
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The fact that the scroll is made up of symbols from the Deck is a dead
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giveaway that the PCs are talking to the deck itself. Let’s take a
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moment to explain why Omta is communicating using images from the deck.
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Tens of thousands of years ago, Omta fled to a far corner of the
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multiverse and has been hiding there ever since. He went into hiding
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*before* mortals existed, and before mortals invented language. Because
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of this, Omta has no idea what a “sentence” is. Back in those days, the
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gods communicated with symbols, but those symbols were not arranged into
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sentences. Instead, symbols were displayed in groups, associated with
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each other but without any subject, verb, object relationship. This is
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the only way Omta knows how to talk. He never learned how to speak a
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language.
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Omta likes to use cards from the deck as his preferred symbols. He
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thinks the cards represent all the most important ideas, so in his mind,
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they make the perfect communication symbols. Each card has multiple
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meanings. For example, the gem card can mean “gems.” But it can also
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mean “money”, or “wealth”, or even “precious.” It can also mean
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“beautiful”, or even “sparkly.” Earlier in this book, the chapter *Cards
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of the Deck* lists the symbolic meanings of the cards.
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Any PC who drew a card from the deck knows, instinctively, the symbolic
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meanings of that particular card. For example, if one of the PCs drew
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the gem card, then that PC will know that the gem card has all the
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meanings listed above. Of course, every PC drew three cards, so by
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working together and sharing information, the PCs will be able to
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decipher many of the symbols used by Omta.
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But what about cards that the PCs didn’t draw? Nobody in the party drew
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the *Sun* card, for instance. If the PCs want to know what the symbolic
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meanings of the *Sun* card are, they will have to ask somebody who drew
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the sun card.
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### Omta Says: “Ask Me Questions, Mortals.”
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The first piece of parchment that Omta gives to the PCs looks like this:
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{width="5.0in" height="3.2416666666666667in"}
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It means: “I want the four of you to ask me questions.”\
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\
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The cluster on the left represents the PCs: four people who drew the
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Donjon card. The cluster on the right represents Omta: it contains his
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holy symbol, a pair of dice with a sunburst. The PCs recognize the
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symbol of the dice with the sunburst as the symbol that was on the box
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of the Deck. The middle symbol is the Vizier card. If the PCs ask Lada
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about the Vizier card, she says, “in the past, it used to grant mortals
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the ability to ask questions of the gods.” As it turns out, that’s still
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what it does.
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Omta wants the PCs to ask him questions. He thinks that if the PCs start
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by asking the right questions, then communicating with them will be
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easier.
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When the PCs try to interpret the scroll, they will probably say all
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kinds of things that are incorrect. When the PCs say something
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incorrect, they sense mild confusion from Omta via the telepathic link.
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This is their clue that they’re on the wrong track.
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When they say something correct, part of the scroll becomes brighter,
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bolder, more colorful. For example, if somebody says, “I think this
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cluster on the left represents the four of us,” then the PCs sense
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excitement from Omta, and the cluster on the left becomes bolder,
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brighter, clearer. This is the PCs clue that they’re on the right track.
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But the fact that only the cluster on the left became bolder tells them
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that they haven’t deciphered the whole scroll, only the part on the
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left.
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If the PCs get stuck, which is likely, they may get frustrated. In that
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case, Lada says, “I think part of the problem is that we don’t know what
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this vizier symbol really means. Do we know anybody who drew the vizier
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card? Maybe they would know.” That’s the key to understanding *all* of
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Omta’s messages: go find the people who drew the cards.
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If you go find the people who drew the cards, in general, those people
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will know what the cards mean. However, some of those people are very
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difficult to talk to. For example, Borghan is in the form of a bear,
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which makes it extremely difficult to get any kind of useful information
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out of him.
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Fortunately, there is a woman who drew the Vizier card: Brunna the
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Antiquarian. She is not hard to talk to, and she is very helpful in
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interpreting the messages.
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Now that Omta has given the PCs this message, he refuses to help with
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navigation any more until the PCs figure out what his message means. He
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takes the PCs to the basement landing, and won’t bring them anywhere
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else. If the PCs reenter the labyrinth, Omta will just bring them back
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to the basement landing.
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Of course, if the PCs do figure out that they’re supposed to ask
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questions, they’ll probably try asking all sorts of questions. But only
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three questions will elicit a response:
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- Why are you afraid?
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- What is your goal?
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- Who are you?
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These questions don’t have to be phrased exactly like that. For example,
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instead of asking “What is your goal,” the PCs could equivalently ask,
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“What are you trying to accomplish,” “Why is the deck here,” or anything
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along those lines.
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Asking any question other than the three questions above will result in
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no reaction. Omta won’t answer arbitrary questions, he has specific
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things he wants to convey.
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Sometimes, the PCs get focused on their *own* goals, and they start
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asking questions like, “how can we get to where the deck is.” Omta
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reacts to these questions with annoyance. If the PCs get stuck asking
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questions about their own goals, Lada eventually gives them a hint: “We
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should ask him about his agenda, not about how he can help us with
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ours.”
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If one the PCs ask one of the three key questions, Omta conjures another
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scroll: the answer to the question. As soon as the PCs ask one of the
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three questions, Omta will permit the PCs to traverse the basement
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again.
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### Asking: “Why are you Afraid?”
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Omta conjures this scroll if the PCs ask the question, “Why are you
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afraid:”
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{width="5.0in" height="3.225in"}
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The meaning of this scroll is: “I’m afraid because Tymora intends to
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kill me!”\
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\
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The cluster on the left represents Omta. It contains Omta’s holy symbol,
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the Sun card, and Euryale. In this context, the Sun card means “god,”
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Omta is just letting the PCs know that he’s a god. The Euryale card
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means “fear,” it represents the fact that Omta is afraid.
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The cluster on the right represents Tymora. Again the Sun card means
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“god,” because Tymora is a god. The gem card is there because Tymora’s
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holy symbol is a coin, Gem is the closest thing in the deck to “coin.”
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The skull card conjures an “avatar of death” that immediately tries to
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kill you. In this context, it means “a dangerous killer.”
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In reality, Omta is overly fearful. This is because in Omta’s past, his
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formative experiences involved another god who was much more aggressive
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and dangerous than Tymora. Now he expects all gods to be dangerous and
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aggressive. Fear and anxiety are not always rational: Omta is scared.
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In fairness, to Omta, Tymora is no murderer, but she is very angry, and
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she won’t rule out the possibility of a fight. So Omta really is in some
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danger.
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### Asking: “What is Your Goal?”
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Omta conjures this scroll if the PCs ask the question, “what do you
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want,” or equivalently, “why are you here,” or “why is the deck sticking
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around:”
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{width="5.0in" height="3.2333333333333334in"}
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The meaning of this scroll is: “I have to save the universe from
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Rennick, before he ruins everything!”\
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\
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In this scroll, the upper-left cluster represents Omta. It contains his
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holy symbol, and also the knight card, which means “defender,” in this
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case, the defender of the universe.
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The cluster on the right represents Rennick. It contains the Vizier
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card, meaning (in this case) a seer or a scholar: Rennick is a
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researcher. It also contains the Idiot card - Omta thinks that Rennick,
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for all his knowledge, is a careless idiot. Finally, it contains the
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“ruin” card, meaning that Rennick is going to destroy everything.\
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\
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The bottom cluster represents the entire universe. Omta frequently uses
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the combination “Star-Gem” to represent the universe. Star means
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“wondrous thing,” and gem means “beautiful thing.” Omta thinks the
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universe is a wonderful, beautiful thing. But identifying that star-gem
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is a reference to the universe is quite difficult. However, many of the
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scrolls contain the star-gem combo. Other scrolls provide clues that
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star-gem might be the universe.
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Of course, the ruin card in the bottom cluster means that Omta is afraid
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that the universe is going to be ruined.
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### Asking: “Who Are You?”
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Asking somebody who they are is a very open-ended question. When Omta
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gets this question, he decides to tell his whole life story, in the form
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of four scrolls. To make this clear to the players, Lada should say this
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explicitly: “Four scrolls? Is this his entire life story?”
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When you look at the four scrolls, you’ll notice that the scrolls have
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page numbers: the comet cards. But the page numbering is backward from
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what you might expect. The comet symbol represents time, usually the
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past. So one comet means “a long time ago,” but four comets means “a
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long, long, long, long time ago.”
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Here are the four scrolls, in chronological order:
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{width="5.0in" height="3.234880796150481in"}
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Omta is trying to tell the following story:\
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\
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“A god created the universe. He was the original bricklayer, he was the
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king of the gods. But he was a beast, and he was possessive and
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controlling. The universe he created was a wondrous item, it was
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beautiful, but it was flawed. It was too predictable, too boring. I was
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wise, and I knew how to fix the universe. But I knew the creator was
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possessive and wouldn’t want me to touch his creation. So I snuck into
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the universe, making sure the creator didn’t see me, and I taught the
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universe how to use *randomness*.”
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That’s a lot to interpret from just a few symbols! Let me walk you
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though how the symbols on the scroll tell that story.\
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\
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The cluster on the right represents the creator god. It contains the Sun
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card, meaning “god.” It contains the bricklayer card, which of course
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means creator or builder, but it also implies possessive and
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controlling. The throne card means “king,” but it also implies that he
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rules by sheer might. The creator is the king of the gods because he is
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the most powerful god.
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The cluster on the right is the best starting point. Since it contains
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the king of the gods, the bricklayer, it strongly suggests that this
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story is a creation myth. And if this is a myth about the creation of
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the universe, well then it follows that the universe must be here on the
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scroll somewhere.
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Getting your players to realize this is a creation myth can be tricky,
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so be attentive for when somebody says something about creation of the
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universe. As soon as they do, give them positive feedback in the form of
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the entire scroll getting a little bolder. Letting them know this is a
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creation myth is essential to them deciphering this.
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The cluster in the center represents the universe. It uses the star-gem
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combo, which the Deck frequently uses to indicate the universe. Star
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means “wondrous item,” gem means “beautiful item.” This is the best Omta
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can do to summarize the universe.
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The cluster also contains the cripple card, meaning sick or unhealthy.
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But it’s not immediately obvious how the universe was sick or unhealthy
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until you think about it logically: this is the Deck we’re talking to.
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Its whole agenda is *randomness*. If the deck doesn’t like the universe,
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it must be because the universe lacks randomness.
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The cluster on the left means Omta. It contains his holy symbol, and the
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owl card, meaning “wise.” Omta thinks he’s wise, because he thinks he
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knows how to cure the universe. The key card means “teaching a skill.”
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Omta is teaching the universe how to be random. The rogue card means,
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“being sneaky.” In this case, it represents the fact that Omta knew the
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creator wouldn’t want anyone messing with his stuff, so Omta knew he had
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to sneak into the universe and not get caught.
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You will have to give your players *many* hints. The most valuable hint
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they can receive is feedback: if they say something that’s on the wrong
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track, they receive annoyance from Omta. If they say something that’s on
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the right track, parts of the scroll light up to show what they got
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right.
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Here is the second part of the story:
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{width="5.0in" height="3.216266404199475in"}
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This part of the story is simple:
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“I fled the scene of the crime. I hid in the farthest reaches of the
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void! I was terrified.”\
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\
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Omta knew that the creator god was controlling and possessive, and that
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he wouldn’t want anybody messing with his creation. So after altering
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the universe, Omta fled the scene of the crime and hid. He was terrified
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that the creator would find out what he did, and kill him.
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In this scroll, there is one cluster, containing Omta’s holy symbol.
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Omta is all alone. The dungeon card here means imprisonment or
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isolation, in this case, self-imposed. The void card means literally,
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“in the farthest reaches of the void.” The rogue card means, “still
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being sneaky.” And the Euryale card means, “terrified.”
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Then, this happened:
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{width="5.0in" height="3.234880796150481in"}
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This is the story Omta is trying to tell:\
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\
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“I was trying to be sneaky, but Selune found me out. She saw what I did,
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then she found me in the void. I’m such an idiot! I should have been
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more careful! Fortunately, Selune was wise. She agreed to keep silent:
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she would not tell anyone what I did, or where I was hiding, or even
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that I exist.”\
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\
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Let’s go over that one symbol at a time. The cluster on the right is
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Omta. Rogue means he’s still trying to be sneaky. Euryale means he’s
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still terrified of getting caught. But Idiot means he’s failed: he’s
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been caught.
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The cluster on the left is Selune. Sun-Moon means “goddess of the moon,”
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ie, Selune. Owl means “wise.” Void, in this case, means “silent.”\
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\
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Notice that Omta is calling Selune “wise.” That strongly suggests that
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Selune “did the right thing” in the eyes of Omta. And obviously, “doing
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the right thing” would be *not* revealing Omta to the creator, not
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getting him killed. And obviously, Omta is not dead, so obviously, she
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*didn’t* turn him in.
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Understanding the void card in Selune’s cluster is difficult. When
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somebody lists off the meanings of the void card, one of them is
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“Silence.” Try to give them the feedback that silence is the right
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interpretation here. But what does that mean, Silence?
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To really understand, Lada needs to remind the players of the vision
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with Selune. In that vision, Selune said: “A long, long time ago, I
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promised to keep a secret.” Selune was specifically referring to the
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incident in this scroll! She promised Omta that she would not reveal his
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existence to the creator. That’s why, when the PCs talked to Selune in
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that vision, she couldn’t say any more - if she revealed Omta’s
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existence, that would be breaking the promise. So the void card, in this
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context, means “keeping silent - keeping a secret.”
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Again, you will need to provide *lots* of hints and feedback.
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Here is the final page of the story:
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{width="5.0in" height="3.234880796150481in"}
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### Learning the Meanings of the Cards
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||||
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In order to decipher Omta’s scrolls, the PCs will need to know the
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||||
symbolic meanings of all the cards. Many of the cards have some obvious
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||||
meanings, and some non-obvious meanings. For example, the Key card can
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||||
literally mean, “A Key.” That’s completely obvious. It can also mean,
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“To Lock,” or “To Unlock.” That’s not as obvious, but it’s still pretty
|
||||
easy to guess. But because the Key card can grant a skill, the Key card
|
||||
can also mean “A Skill.” That’s non-obvious, and to learn that, you may
|
||||
have to talk to somebody who drew the Key card. They will know all the
|
||||
meanings.
|
||||
|
||||
Anyone who draws a card from the deck gains a magical awareness of what
|
||||
that particular card means. Since each PC drew three cards, each PC
|
||||
knows the exact meanings of three of the cards. By pooling their
|
||||
knowledge, the PCs can figure out the meanings of quite a few of the
|
||||
cards. However, there are still quite a few cards that the PCs will not
|
||||
have drawn. To find out those meanings, the PCs will have to seek out
|
||||
NPCs who drew those particular cards.
|
||||
|
||||
Another thing the PCs can do to learn the meanings of the cards is to
|
||||
ask Lada. Lada is a researcher into Luck, and the Deck is one of her
|
||||
most favorite research topics. However, all of her knowledge comes from
|
||||
historical records. That’s a problem, because Omta constantly changes up
|
||||
the cards and their meanings. Lada’s knowledge is just plain
|
||||
out-of-date. If the PCs ask Lada the meaning of a card, you should read
|
||||
the description of the card from the DM’s guide! If the card isn’t in
|
||||
the DM’s guide, then Lada says she’s never heard of the card before.
|
||||
|
||||
Lada is crystal clear about the fact that her knowledge is not
|
||||
trustworthy. She explains that her knowledge might be out-of-date, and
|
||||
she explains that some of the historical records she’s using might be
|
||||
entirely made up by liars. She says that her information is potentially
|
||||
useful, but that it should be taken with a big grain of salt. In fact,
|
||||
the descriptions in the DM’s guide *do* match the ones in this module
|
||||
for some of the cards, but most cards have at least some differences.
|
||||
|
||||
### Help your Players Decipher the Scrolls
|
||||
|
||||
You will have to help the PCs decipher the scrolls. You will need to
|
||||
give them *lots* of hints.
|
||||
|
||||
The scrolls contain symbols which have many meanings. Because of this,
|
||||
interpreting a scroll is an incredibly open-ended puzzle. That’s fun,
|
||||
but there’s a downside: it means that it’s very easy for the PCs to go
|
||||
off on a tangents with wild misinterpretations.
|
||||
|
||||
The first step to keeping your players on track is to repeatedly remind
|
||||
them: *talk to the NPCs who drew the cards*. You need to impress this on
|
||||
your players: it’s fun to try to guess what the cards represent, but
|
||||
until you talk to the people who drew the cards, you’re just guessing.
|
||||
|
||||
For example, some player might convince himself that he just *knows*
|
||||
that the Sun card must mean fire and flame and destruction. It
|
||||
absolutely doesn’t mean that at all. If the PCs spend hours trying to
|
||||
make sense of a scroll, starting with the assumption that “Sun” means
|
||||
fire and flame and destruction, they’re going to go down a rabbit hole.\
|
||||
\
|
||||
When the PCs do this, you can try to bring them back down to earth in
|
||||
two ways: one, you can have NPCs speak up. Lada might say, “I am not
|
||||
sure that’s what the Sun card means. That doesn’t seem consistent with
|
||||
the historic effects of the Sun card, it didn’t burn or destroy
|
||||
anything. Maybe we should go talk to somebody who drew the Sun card.”
|
||||
|
||||
You can also have Omta react, via the telepathic link. When the PC says,
|
||||
“this card means fire and flame,” have Omta react with mild annoyance.
|
||||
|
||||
Another thing you will have to do is provide positive feedback. When the
|
||||
PCs are talking about the scrolls, they will say lots of things that are
|
||||
wrong, and occasionally, something that is right. When they say
|
||||
something right, they should get positive reinforcement. Omta should
|
||||
react with enthusiasm via the telepathic link, and the relevant portion
|
||||
of the scroll should become brighter, bolder. Of course, there’s a risk
|
||||
of giving too much away this way, so use your judgement about how much
|
||||
you reveal, and how accurate the PCs need to be before they get positive
|
||||
feedback.
|
||||
|
||||
During the deciphering of the scrolls, the PCs are likely to do some
|
||||
twenty-questions style guessing. For example, when deciphering the
|
||||
scroll “what are you afraid of,” the PCs might just start listing
|
||||
everyone they can think of: “Are you afraid of Rennick? Of Green? Of
|
||||
Beshaba? Of Tymora?” That last one is right, but not because the PCs had
|
||||
any insight. That’s not really how we want this puzzle to be solved.
|
||||
It’s up to you how to react to this. If the players do this just a
|
||||
little, you might have the Tymora section of the scroll light up anyway.
|
||||
If the players do it too much, Omta gets annoyed and closes the
|
||||
telepathic connection for an hour or two. The PCs can sense that he’s
|
||||
not listening right now, and that guessing was just annoying him.
|
||||
|
||||
If the PCs do solve a portion of a scroll through a wild guess, have the
|
||||
relevant section of the scroll become bolder, but only barely. For
|
||||
example, if somebody makes a wild guess that the cluster on the right of
|
||||
the “what are you afraid of” scroll represents Tymora, have that cluster
|
||||
get a little bolder, but the three cards inside do not illuminate.
|
||||
Explain that to fully illuminate the cluster, the PCs will have to
|
||||
decipher the specific meanings of each piece of the cluster.
|
||||
|
||||
The last thing you can do to help the players is to have NPCs give
|
||||
hints. You should use your judgement about how many hints you want to
|
||||
give: enough to get the players to make progress, but not so many that
|
||||
it feels easy. You will definitely need to give some, though.
|
||||
|
||||
There are several NPCs who can provide hints, chief among them: Lada and
|
||||
Penny. Lada is insightful about the deck because she’s researched it her
|
||||
whole life. Penny is insightful because she just has a natural affinity
|
||||
for languages.
|
||||
|
||||
You, the DM, can use Penny to give the PCs exactly the amount of hinting
|
||||
that they need, and no more. When the PCs show the scrolls to Penny,
|
||||
Penny should stare at them and make some basic observations (like, “So
|
||||
you guys drew three of these cards, but two of them are unknowns.”)
|
||||
Then, after a few basic observations, have her say something seriously
|
||||
insightful.
|
||||
|
||||
From that point forward, dish out the insightful observations at a pace
|
||||
that works for your PCs. If they need more help, give them more
|
||||
observations. If they seem to be getting it on their own, give them
|
||||
fewer.
|
||||
|
||||
Penny really enjoys studying the scrolls: she really likes foreign
|
||||
languages! She’s always bright and perky, but when she’s working on the
|
||||
scrolls she’s especially happy. She says: “This is fun! If you get any
|
||||
more of these scrolls, please show them to me. Oh, and if you learn the
|
||||
meanings of any more cards, please let me know.”
|
||||
|
||||
Here is a list of things the two NPCs could say:
|
||||
|
||||
**Observation**:
|
||||
|
||||
How many cards are there in the deck? Roughly 20, we think? Think about
|
||||
it, if you’re writing in a language that has only 20 words, then every
|
||||
word is going to have to have lots of meanings.
|
||||
|
||||
**Observation:\
|
||||
**Look, I know a lot about languages, but that doesn’t mean that I can
|
||||
tell you the meaning of a symbol without any context. Of course, some
|
||||
meanings are obvious. The gem card can obviously mean, “a gem.” But does
|
||||
it also mean wealth in general? Can it mean “money?” Probably, but I
|
||||
won’t know for sure until we talk to somebody who actually knows.
|
||||
|
||||
**Observation:**
|
||||
|
||||
I hear you guys trying to solve these scrolls, without first leaning the
|
||||
meaning of the cards. For example, this scroll has a Sun card on it, and
|
||||
you haven’t spoken to anyone who drew the Sun card. So I think it’s too
|
||||
early to try to solve the scroll. I wouldn’t try solving a scroll, until
|
||||
you know the meanings of all the cards on it. You could make yourselves
|
||||
crazy.
|
||||
|
||||
**Observation:\
|
||||
**Penny: Imagine you’re expressing ideas with drawings. If you wanted to
|
||||
say “candle,” what would you draw?
|
||||
|
||||
PC: A candle.\
|
||||
Penny: Ok, now let’s say you wanted to say, “candlelight.” What would
|
||||
you draw?
|
||||
|
||||
PC: Uh, I guess a candle with rays of light coming from the flame?
|
||||
|
||||
Penny: OK, now let’s say you wanted to say, “wax.” What would you draw?
|
||||
|
||||
PC: Uh, I guess a candle with some wax pooling?
|
||||
|
||||
Penny: If you looked at somebody else’s drawing of a candle, would you
|
||||
be entirely sure which concept the artist was trying to communicate? I
|
||||
guess my point is, if you see a symbol, don’t be so sure that you have
|
||||
the right meaning. Every image, like candle, could have many possible
|
||||
meanings.
|
||||
|
||||
**Observation:\
|
||||
**I see that this scroll has a cluster containing “star, gem, ruin.”
|
||||
That one contains a cluster containing “star, gem, cripple.” That one
|
||||
contains “star, gem, tiger.” I feel like these all represent the same
|
||||
thing - in this one, star-gem is sick, in this one, star-gem is healthy,
|
||||
and in that one, star-gem is in danger of being ruined. So whatever
|
||||
star-gem is, I bet it’s the same in all these scrolls.
|
||||
|
||||
**Observation:**
|
||||
|
||||
Using picture-based languages, it’s really hard to express abstract
|
||||
concepts. If I wanted to express the concept of “love,” I might draw a
|
||||
puppy, because I really love puppies. But that’s subjective. Somebody
|
||||
else might use a puppy to represent the idea of “delicious.” I think
|
||||
that to really fully decipher these scrolls, you’re going to have to get
|
||||
to know this being a little. You’re going to have to learn what concepts
|
||||
he associates to what images.
|
||||
|
||||
**Observation:\
|
||||
**The common tongue is written left-to-right, in the order subject,
|
||||
verb, object. But remember that not all languages use that order. Some
|
||||
languages don’t have any order. My point is: just because something is
|
||||
on the left side of the scroll, don’t assume it’s the subject. It might
|
||||
not be consistent.
|
||||
|
||||
**Observation:**
|
||||
|
||||
It’s easy to get fixated on a meaning for a card. In this first scroll,
|
||||
the vizier card means “asking questions.” But I think if we’re not
|
||||
careful, we’ll assume it means the same thing in the next scroll too. It
|
||||
might not. Don’t accidentally get locked in to a single meaning just
|
||||
because it worked for you once.
|
||||
|
||||
**Observation:\
|
||||
**I notice that on this scroll, the Ruin card appears twice. I bet one
|
||||
of them is for the person who’s doing the ruining, and the other is for
|
||||
the thing that’s being ruined.
|
||||
|
||||
**Observation:**
|
||||
|
||||
Never forget about the literal interpretation. In some places, the sun
|
||||
card might mean, literally, “the sun.” In some places, the vizier card
|
||||
might mean literally, “a vizier (a seer).” In some places, the gem card
|
||||
might mean literally, “gems.”
|
||||
|
||||
**Observation:\
|
||||
**The ogre Pig drew the throne card. But if you go ask him what the
|
||||
throne card means, he probably doesn’t have the necessary intelligence
|
||||
to verbalize all the possible interpretations. My point is: if you’re
|
||||
asking somebody about a card, keep in mind who you’re talking to, and
|
||||
bear in mind that they may not want or be able to tell you everything
|
||||
there is to know.
|
||||
|
||||
**Observation:\
|
||||
**If I wanted to represent the concept of werewolf, I might choose
|
||||
“moon” and “beast.” But if you saw “moon” and “beast” together, would
|
||||
you think of a werewolf? Maybe, but you might think of an owl instead. I
|
||||
guess what I’m saying is, be open to the possibility that there might be
|
||||
another interpretation.
|
||||
|
||||
### The Steel Barrier Becomes a Steel Door
|
||||
|
||||
The lounge area contains the steel barrier that separates the lounge
|
||||
from the laundry area. Initially, the steel barrier is just a barrier.
|
||||
But once the PCs receive the scrolls, it physically changes: three
|
||||
hinges appear, transforming it from a barrier into a door. Six
|
||||
pigeonholes appear in the surface. A brass plaque appears, bearing the
|
||||
symbols: *Vizier, Key*.
|
||||
|
||||
The meaning of the inscription *Vizier, Key* is: “Knowledge is the Key
|
||||
to opening this door.” More specifically, Omta won’t let you through the
|
||||
door until you’ve read all six scrolls. He isn’t going to let the PCs
|
||||
approach the Deck until they have heard Omta’s side of the story.
|
||||
|
||||
It’s completely obvious that to unlock the door, you have to put
|
||||
something into the holes. The PCs may try jamming random objects into
|
||||
the holes. If they do, the objects just pop back out. If the PCs keep
|
||||
that up too long, they start to sense frustration from Omta. However,
|
||||
nothing bad happens.
|
||||
|
||||
If the PCs try inserting a scroll into a pigeonhole, they will notice
|
||||
that it fits *perfectly*. Unlike other random items inserted into the
|
||||
pigeonholes, the scrolls slide back out much more slowly, making it
|
||||
obvious that the players are getting closer. If none of the players
|
||||
figure it out, Lada will tell them what they have to do: “Maybe we’re
|
||||
supposed to read the scrolls before inserting them in the door.”
|
||||
|
||||
To unlock the door, the PCs must ask all three of the key questions in
|
||||
order to obtain all six scrolls. Then, they must decipher all six of the
|
||||
scrolls. Once a scroll is properly deciphered, it can be inserted into
|
||||
the door, triggering the sound of mechanical tumblers. The scroll will
|
||||
remain in the pigeonhole. When all six scrolls are deciphered and in
|
||||
their pigeonholes, the door opens, and the PCs can finally meet and talk
|
||||
to Omta directly.
|
||||
|
||||
Reference in New Issue
Block a user