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# Summary: Escaping the Museum
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## Overview
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After exploring the museum's lower floors, the PCs must complete several steps to escape. The process involves meeting a rogue modron, sending a distress call, receiving divine visitations, and negotiating their freedom with the museum's caretakers.
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## Key NPCs
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### Diometron (Rogue Modron)
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- **Background**: Former duodrone infected with slaad essence, fled incineration orders, captured by Orethys
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- **Current state**: Self-promoted to quadrone with custom functional wings (invented his own blueprint)
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- **Unique traits**: Resistant to museum's memory-wiping stasis due to "axiomatic mind" redundancy systems
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- **Personality**: Cheerful but damaged self-esteem, believes he should've been incinerated, afraid of spreading chaos
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- **Speech patterns**: No contractions, bright/cheery voice even when saying sad things, constantly tilts head
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- **Skills**: Self-proclaimed "excellent" at wizard, swordsman, musician, bartender, weaver (some overestimation)
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- **Relevance**: 6th level wizard who can cast *sending*, only NPC besides caretakers who remembers the PCs
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- **Name meaning**: Di (two) + metric (measurement) + tron (mechanism) = two incompatible value systems
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- **Current residence**: Garden shed (compromised with caretakers to at least sleep in his exhibit)
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### Joycie
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- **Level**: 14th level Cleric of Tymora
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- **Role**: On *plane shift* duty, rescues the PCs but cannot stay long (essential worker at Brightwater temple)
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- **Appearance**: 7 feet tall, prominent forehead (one-eighth hill giant)
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- **Personality**: Bubbly, friendly, happy-go-lucky, flirts playfully but not seriously
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### Lada
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- **Level**: 3rd level Cleric of Tymora (Theoretical Fortunologist)
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- **Role**: Tymora's best researcher on magical luck and the Deck, stays with party long-term
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- **Appearance**: Young halfling with wild curly hair
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- **Personality**: Shy and awkward initially, becomes warm when comfortable, passionate about research
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- **Combat role**: Support only (healing, blessing, buffing), refuses front-line combat
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- **Plot function**: Friendly NPC for player investment, raises mysteries, provides occasional DM hints
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- **Mechanics**: Always one level below PCs, players control her in combat
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## Key Encounters
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### The Medusa Exhibit
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- **Setup**: Hall of mirrors with medusa trapped inside, takes 16 minutes to reach front
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- **Teleportation circle**: Located at back of maze where medusa starts, sigil reads "*put medusa here*" in rune-script
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- **Building**: Rectangular stone bunker with ~12 steel doors around perimeter, deadbolts only operable from outside
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- **Door markings**: "Use this door" (last door medusa reaches), "Do not use this door!" (near starting position)
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- **Strategy**: One PC enters safe door, waits until medusa is halfway through maze, signals ally to enter unsafe door and memorize sigil sequence
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- **Orethys' design**: Built doors everywhere, observed medusa's exact path in stasis, marked appropriate doors
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- **Discovery methods**: Enter exhibit and see circle in mirrors, OR recall seeing it in guest services pictures (easy Insight roll)
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- **Medusa state**: In stasis, thinks she was just attacked 5 minutes ago, panicked and angry (persuasion very difficult)
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## Plot Developments
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### Sending the Distress Call
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**Requirements**: Diometron must cast *sending* but lacks familiarity with anyone outside museum
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**Solutions**:
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- Describe a friend convincingly (2-3 methods: *Disguise Self*, Performance check, *Encode Thoughts*, *Detect Thoughts*, telepathy, verbal description)
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- Contact Dame Kenere (Diometron knows her from books/portraits)
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- Use Johann the Dreaming Ghost (enters dreams, only works on people who pay attention to dreams)
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**Recipient**: Message reaches Tymora through chain of contacts, Joycie responds requesting teleportation circle sigil sequence
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### Tymora's Motivations
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**The Problem**:
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- Tymora didn't create the Deck (it's much older than her)
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- People now see Deck's creator as "new god of luck" more powerful than Tymora
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- In the past, Deck appeared briefly every ~100 years then vanished
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- This time: Deck has stuck around for months (Green's operation), entered public consciousness
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- Public perception threatens Tymora's portfolio and worshipper base
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**Tymora's Goals**:
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- Negotiate with the god who created the Deck (not start a war)
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- Buy the Deck from Green (won't use force/divine presence to intimidate)
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- Use PCs as ambassadors (they already know Green)
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- Strengthen PCs' telepathic connection to Deck's creator (Tymora can see weak "channels" radiating from PCs)
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- Trace those channels to find the other god
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**Why PCs**: Connected to Deck users via telepathy, corrupted by elemental chaos (side effect of Deck use), already know Green
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### Divine Visitations
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#### Selune's Warning
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- **Setting**: Grassy field at night, enormous moon, silvery light
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- **Message**: Tymora is trustworthy and kind but making a mistake; PCs must speak up when they see harm coming
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- **Constraint**: Bound by ancient promise to keep a secret, cannot give details
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- **Backstory (hidden from PCs)**: Selune witnessed Omta plant seeds of randomness, promised to keep his hiding place secret for millennia; thinks Tymora tracking down Omta would be disaster
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- **Personality**: Soft-spoken, very warm
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#### Beshaba's Deception
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- **Setting**: Same field, but obsidian shards, roiling black clouds, red light shafts (mimics Selune's visitation mockingly)
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- **Opening**: "Am I not more beautiful than Selune?"
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- **Claimed rationale**: Prevent war between gods, protect innocents (100% lies)
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- **Request**: Pretend to work for Tymora but undermine her (negotiate badly, talk her out of taking Deck)
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- **True goal**: Get Deck before Tymora does, lure Tymora into Beshaba's realm (where Beshaba is strongest), kill Tymora
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- **Why not just curse PCs**: "You have Tymora's ear and can convince her of things. Killing you wouldn't stop her, she'd find others."
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### Failed First Departure
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- **Attempt**: Joycie casts *plane shift* with circle formed, she and Lada vanish but PCs remain
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- **Joycie's *sending***: "What happened? Are you still in the museum? I'm going to take a long rest, we'll come try again in the morning."
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- **Reason**: PCs are part of an exhibit, physically impossible to remove exhibit pieces from demiplane (same as Golden Goats blurb)
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### Castle Green Arrives
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- **Warning**: Guidebook changes from "delayed" to "arriving soon," caretakers wake PCs at night
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- **Event**: Top half of Castle Green appears in white mist clearing, sliced off from bottom half
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- **State**: Hovering chunks with no island underneath, crooked angles, nobody present, valuables removed
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- **Deck room**: Present but desk knocked over, accessories scattered, Deck not present
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- **Guidebook update**: "The Deck of Many Things" now reads "Exhibit is Out of Order"
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- **Purpose**: Create mystery about what's happening at Castle Green
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## Escape Mechanics
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### The Trade Agreement
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**Problem**: PCs are exhibit property, cannot leave without permission
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**Qurak's Solution**:
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- Has power to set PCs free with "magic words"
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- Normally prevented by geas (must act in museum's best interests, Orethys never gave anything away)
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- **Workaround**: Trade PCs for better exhibit (allowed under geas)
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- **Procedure**: Qurak frees PCs, PCs agree to capture new exhibit within ~1 month using capture device
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- **Risk**: If PCs fail, geas tortures Qurak forever (can't die in museum)
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- **Qurak's price**: PCs promise to dismantle museum and free Keira and Qurak
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**Moral objections addressed**:
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- Capture someone dangerous who deserves prison
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- Capture interesting place/object without people
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- If dismantling museum succeeds, imprisonment is temporary
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**Tutorial**: Qurak teaches capture device use
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**Incantation**: "By the will of Orethys, you are free to go."
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### Final Departure
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- Only freed PCs can leave (Diometron and other exhibit NPCs must stay)
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- Joycie uses *plane shift* successfully
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- PCs materialize in market square of St. Parnas with Joycie and Lada
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## DM Notes
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### Diometron Design
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- **Plot function**: Must brag "I am an excellent Wizard" so PCs think of *sending*
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- **Emotional purpose**: Likeable NPC to create player investment in museum inhabitants
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- **Future relevance**: When PCs can dismantle museum later, caring about NPCs makes their freedom feel important
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- **Loneliness**: Talks to everyone but nobody remembers him, caretakers only discourage him (geas-forced)
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### Lada's Purpose
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1. Friendly NPC for player emotional investment
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2. Raises mysterious questions for ongoing investigation
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3. DM hint channel
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4. Combat support (players control, always 1 level below party)
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### Important Points
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- PCs **must** accept Tymora's job for campaign to continue
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- If PCs refuse: Make impassioned, reasoned argument (Tymora is genuinely good, needs help, saved PCs, priesthood's eternal gratitude)
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- Character creation note: Ensure PCs have at least one living friend in background for *sending* target
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### Puzzle Solutions Flexibility
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Multiple valid approaches to most problems (finding teleportation circle, becoming familiar for *sending*, dealing with medusa). Reward creative thinking.
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