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# D&D Campaign — Planescape / Deck of Many Things
This repository contains a Planescape D&D 5e campaign being documented for publication.
## Repository Structure
- **`Deck-of-Many-Things.md`** — The main campaign document (~160 pages). This is the publication manuscript.
- **Everything else** — Working notes, scribbles, and reference material for the campaign's current state of play. Not part of the publication.
## Setting
The campaign is set in **Sigil** (the City of Doors) and surrounding Planescape locations, including the town of **St. Parnas**. It centers on the **Deck of Many Things** — a man named **Green** has been running a scheme where he recruits people to draw cards, taking a cut of wishes and gems while pawning off the risks.
**Tymora**, goddess of Good Luck, is watching the situation with concern. The Deck is being used far more than it historically has, and nobody knows why it isn't vanishing.
## Key NPCs
- **Rennick** — Fraternity of Order employee (Casino Investigator & Theoretical Fortunologist). Has discovered something dangerous, is in hiding from Crow and the Xaositects. Has asked the party for help.
- **Crow** — An Incantifer (aberration wizard) hunting Rennick. Uses spell constructs (Fire, Divination, Movement, Defense) each with 80 HP.
- **Sergei Pavel** — Xaositect Bariaur Fighter LV4, also hunting Rennick. Travels with Jinn. Claims to be president of the Xaositects.
- **Jinn** — Xaositect Water Genasi, Sergei's companion. Doesn't know what she knows until she tries. Skills and spells randomized daily.
- **Rico Sparks** — Tout (information broker). Planetouched human with static electricity. Charges 5GP per conversation, first one's free.
- **Lada** — Halfling Priestess of Tymora, Theoretical Fortunologist. Connected to Rennick.
- **Rackle** — "The Punching Bag." Drew three terrible cards (Euryale, Ruin, Rogue). Lives in an abandoned watchtower near St. Parnas.
- **Green** — Runs the Deck of Many Things operation.
- **Tom (Timon Pherenikos)** — Fraternity of Order courthouse receptionist, half-Oread.
- **Mr. Thorne (Darius Thorne)** — Owner of Skyledge.
- **Jakarta** — Costume and set designer.
## Key Creatures
- **Sasuko-y-Saso** — Beholder-kin allied with or connected to the story.
- **Kekele** — Aaracokra Battle Master Fighter LV5, party ally or NPC.
- **Pig** — A giant with three stat blocks (Sick/Recovering/Fully Healed).
- **Ant colony** — Worker, Soldier, and Queen ants with stat blocks.
- **Goblins** — A goblin crew in a casino (Grylla the priest-leader, Snurk the warlock, six goblin fighters).
## Factions
- **Fraternity of Order** — Lawful bureaucratic faction. Rennick works for them. Known for absurd paperwork.
- **Xaositects** — Chaos faction. Sergei and Jinn are members. Hostile to Rennick's ability to predict random events.
- **Harmonium** — Law enforcement in Sigil.
- **Incantifers** — Powerful, dangerous wizards. Crow is one.
## Working Notes (not for publication)
- **Character/NPC files** — `crow.md`, `kekele.md`, `sasuko.md`, `Reggie Drum, 4th Level Fighter.md`
- **Session prep** — `Next Session.md`, `Rennick_s Messages_.md`
- **Location/encounter files** — `The Punching Bag.md` (Rackle's story), `Fraternity-Forms.md` (bureaucratic props), `shops.md` (magic item shop inventories)
- **Stat blocks** — `Creature Stat Blocks.md` (ants, Pig, Sisters, etc.)
- **Visual assets** — `cards/` and `faded/` (Deck card images), `Scrolls/` (prop scrolls as SVG/PDF), `dungeon-map.svg/png`, `Steel-Door.png`, `Elar-Mossbrow.webp`
- **Docx files** — Word versions of several markdown files
## How to Help
When assisting with this campaign:
- Use **D&D 5th Edition** rules unless told otherwise.
- Maintain consistency with established NPCs, factions, and lore described above.
- Planescape slang is used in-world (berk, cutter, blood, the Cage, etc.).
- Stat blocks should follow the formatting conventions already used in the existing files.
- The campaign has a mix of humor (bureaucratic absurdity, quirky NPCs) and serious plot (powerful artifacts, assassination threats).
- The DM values creative, flavorful content over mechanical optimization.

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PCs wont be here long. Theyre really just entering the town to use the
portal to Sigil. If you want to replace this version of Sylvania with a
more complex version, you can. You can even set some of your own
adventures here.\
\
adventures here.
As the PCs travel down the road toward Sylvania, the trees start getting
bigger and bigger, until eventually around evening the road is snaking
around the bases of absolutely *enormous* trees.

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# jdnd
## Getting started
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
## Add your files
- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
```
cd existing_repo
git remote add origin https://www.gnaut.com/jyelon/jdnd.git
git branch -M main
git push -uf origin main
```
## Integrate with your tools
- [ ] [Set up project integrations](https://www.gnaut.com/jyelon/jdnd/-/settings/integrations)
## Collaborate with your team
- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
- [ ] [Automatically merge when pipeline succeeds](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
## Test and Deploy
Use the built-in continuous integration in GitLab.
- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing(SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thank you to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.

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# The Museum of Orethys
### About the Museum
The PCs drew the card *Donjon,* which imprisons the victim in an
apparently inescapable prison. For reasons known only to the deck
itself, the deck has chosen a strange prison called the *Museum of
Orethys*.
About a hundred years ago, a powerful Wizard named Orethys took in
interest in collecting *people*. He gathered interesting and strange
folk from around the multiverse, and brought them to his hometown, and
paid them to be exhibits in the original *Museum of Orethys*. However,
the bigger his collection got, the harder it was to keep his exhibits
from quitting, rebelling, or unionizing. Eventually, he got tired of the
hassle, and he decided to start over.
By this time, he was a much more powerful wizard, so instead of building
the museum in his hometown, he created a demiplane to house his
collection. He carefully designed the demiplane to make it perfect for
storing people. His exhibits would “live” in the demiplane, but they
would be frozen in a living stasis that would make it impossible to
rebel or quit. They would always be the same strange, interesting people
that they were when they were placed into the museum.
When Orethys found a person worthy to be an exhibit in the Museum, he
would take not only the person, but the building they were in, and the
patch of land the building was standing on. That way, he wouldnt just
have an interesting person. Hed have a whole diorama, a person in their
natural environment.
About sixty years ago, Orethys died: he tried to make an exhibit out of
somebody who was tough enough to fight back. Although Orethys is dead,
the Museum of Orethys still survives. After his death, the Museum
received no new exhibits, and no further guests showed up in the museum:
apparently, only Orethys knew how to get there. The exhibits remain in
stasis, sixty years later, more or less exactly as they have been the
whole time.
The demiplane appears as several hundred islands hovering in an immense
cavernous space. Most islands consist of a patch of land, and one
building. The patch of land is just big enough to hold the building and
its yard. Some islands hold something larger, like a university, or a
monastery, or a farm. A few islands have no building, only a geographic
feature. Each building contains, on average, 1 or 2 people.
The people in the exhibits are not frozen, motionless. They are allowed
to move around and talk in order to make the exhibits more life-like.
They go about their daily business as they did in their original lives.
Yet, the people are in both a physical and a mental stasis. They are
fundamentally incapable of doing or thinking new things, or changing in
any meaningful way. They are trapped living the same day over and over.
They cannot remember anything that has happened since they were
captured. They still believe themselves to be at home. They have no
ability to learn that they are no longer at home - or to learn anything.
The physical stasis means their bodies cant change, either. If they
were injured at the moment when they were captured, then theyre still
injured today. If you heal them, theyll be injured again an hour or two
later. If you kill one of them, theyll reappear on their island back in
the same state they were in when they were captured. They wont remember
that you attacked them, because they dont remember anything that
happened after their capture. They are utterly incapable of change as
long as theyre in the museum.
The buildings and the islands are also in stasis, incapable of change.
If you break a door down, then a few hours later, the door will be back
where it was. Even if you burn a whole building down, then if you stop
paying attention for a while, the building will be back. If you try to
build something on an island, it will remain for a few hours, and then
vanish.
If you approach the people, they will react as people do. Many are
willing to answer questions. Some are friendly, offering food and water
and assistance. A few are scared, and some are hostile. In other words,
theyre people, with all the personality variation that implies.
However: If you talk to them and leave, and then come back, they will
not remember you. They will react exactly the same way as the first time
you met them, right down to saying the same phrases.
That doesnt mean theyre not intelligent: theyre just as smart and
creative as they were in life. They tend to be pretty interesting
people. These individuals are here because Orethys thought that they
were distinctive, and that they ought to be saved. You can talk to them
and learn a lot: in fact, thats what guests of the Museum used to do,
back when there were guests.
Exhibits come from everywhere: prime worlds, outer planes, inner planes,
you name it. The people are of every imaginable race. Most are either
low-level or zero-level: Orethys didnt attempt to capture powerful
people who could fight back.
The people here only interact with other people in the same diorama.
They dont notice other islands, even if those other islands would
normally be considered “attention grabbing.” For example, there could be
a raging fire on one island, and the people on the next island over from
that will be completely uninterested. If you deliberately draw their
attention to some other island, they will be surprised that other
islands even exist. But then, a mental block will take over, and they
will direct their attention back to their own island, quickly forgetting
that other islands exist.
The people here can produce material goods, but those goods are
transient. For example, if an island contains a baker, he may bake a
loaf of bread. But remember, the island is in stasis, and that loaf
wasnt on the island when the island was captured, so it has to vanish.
The loaf will cease to exist an hour or two after it is put down.
Despite the absence of any real production, there is no shortage of
supplies here. If somebodys house is put in stasis at a time when its
pantry is full, then that pantry will always be full. If you remove the
food, then the pantry will return to its full state as soon as you stop
paying attention to the pantry. The food you took wont disappear from
your inventory. You can eat it without difficulties. But if you put the
food down and then look away, it will only remain on the ground an hour
or two, and then vanish.
The people here may talk about the future, but the future never comes.
For example, a farmer who is busy tilling the fields in spring may talk
about what hes going to do at harvest-time, in the fall. But on his
island, it will be spring forever, and he will be tilling every day,
forever.
The floating islands are hovering in a big cavern, whose “walls” are
made of mist. The edges of the outermost islands just barely poke into
the mist. Nothing will stop you from entering the mist. The mist does
not smell of anything, and it doesnt feel like anything either. If you
enter the mist, you find yourself in what seems to be an endless expanse
of mist. In the mist, theres no gravity or wind, and you lose track of
time. You also lose track of anyone around you. After being in the mist
about 10 minutes, the mist around you will dissipate, and youll find
yourself back on the island where you first appeared in the demiplane.
From anywhere in the cavern, reaching the mist only takes a few minutes
(assuming you have a way to cross from island to island). The cavern
isnt that large.
Each island has its own weather. If youre on an island with clear,
sunny weather, then the entire cavern will appear clear and sunny to
you. If youre on an island with a blizzard, then the whole cavern will
appear to be in a blizzard to you. The weather on a given island never
changes. Each island has the terrain that it had before it was ripped
from the multiverse. Some are grassy, some are rocky, some are sandy.
Some might be permafrost, or desert, or you name it. It all depends on
where they came from.
The passage of time in the Museum feels normal. But the passage of time
is not strictly tethered to the passage of time in most other parts of
the multiverse. Time here sometimes passes faster than in the
multiverse, sometimes slower. The reason for this is that the Museum
doesnt care about the passage of time. Nothing ever happens here, no
matter how much time elapses. Nothing ever changes. When time has no
meaning in a place, then that place gradually starts untethering itself
from time.
Arcane and divine magic work normally here. Gravity and falling damage
are normal here. Most of the physical properties of the world here are
normal, as they would be on a prime world.
The Museum of Orethys has caretakers. These are aarakocras, they can fly
around the cavern easily. Their job, sixty years ago, was mainly to
attend to the guests. Orethys used a geas spell to force them to keep
doing their job forever. As long as they do their jobs, they can
otherwise do as they wish. They eat at tavern and restaurant exhibits
and they sleep wherever they like. They gain the benefit of the planes
physical stasis: they cant age, they cant stay injured long, and they
cant die. But they can remember what happens from day to day. Now that
there are no guests, they really dont have much work to do. But the
geas forces them to patrol the museum.
### The Party is United
The PCs have all been imprisoned in the *Museum of Orethys*. But even
though theyre all in the Museum, they havent met each other yet. The
DM should choose a PC, and run them solo. At this point, it will only be
a few minutes until the party is united.
The PC knows that they are standing on a strange floating island. They
also know they drew the card *Donjon*, so they can infer that this must
be some kind of prison. But aside from that, they dont know much about
the place. They certainly have no idea its a museum, or that theyre
supposed to be an exhibit.
The PC should start exploring the museum. As soon as they round a
corner, or enter a building, have them spot one of the other PCs.
When the two PCs see each other, they both experience a new special
ability: *Deck Awareness*. When they look at each other, they see cards
hovering over each others heads: each one knows exactly what cards the
other one drew from the deck. They will experience this effect
consistently every time they meet somebody who has drawn from the Deck.
Let the PCs know they all have *Deck Awareness*. Do not tell them about
the other deck side effects, let them learn about them over time.
A few minutes after the first two player characters get together, they
notice another group on another nearby island, staring at them. This is
the rest of the PCs. Everyone can start roleplaying together now. The
two groups are physically separated by being on two separate islands,
but the two islands are only about ten feet apart. They can easily talk
to each other. They have to find a way to cross from one island to
another. This is not particularly hard: ladders, ropes, and the like
work fine. These items can be found nearby. The Jump spell is also
useful. One way or another, the party is united.
Its odd that the players all arrived at the museum at the same time, in
roughly the same place. There is nothing on the card *Donjon* that says
that these people should end up in the same prison, yet they did.
Although they dont know this, they did not draw cards on the same day,
yet with the help of the Museums loose connection to time, they were
able to appear in the museum on the same day. The deck isnt just giving
these people cards, its tying them to each other, bringing their lives
together.
Now that the party is united, the players will want to know where they
are and what the heck is going on. To find out, they will need to
explore the museum.
### Ropes and Ladders
For simplicity, we can describe the museum as consisting of “floors.” A
“floor” is a bunch of islands that are all hovering at more or less the
same elevation.
Islands on the same floor are separated by gaps about 8 feet wide on
average. Some acrobatic characters may be able to jump it without
assistance. It is also possible to use the spell *jump*. Otherwise, a
makeshift bridge may be needed. Never leave your PCs stranded. There is
always something in the exhibit that will enable one to cross a gap. A
rope could be tied to a tree near the edge of an exhibit. There might be
a wooden fence that could be repurposed. Theres always something.
To climb from a floor to the floor below, the most obvious method is to
use a rope. This will require a rope of about 30 feet, which will have
to be tied to a tree or a lamppost and then dangled down over the edge
of the exhibit. It is also possible to use the spell *feather fall*.
The islands are not perfect circles, they are irregular. There are good
spots to climb down, and bad spots to climb down. Good spots have
something to tie a rope to, and they have a bit of island sticking out
below that the players can descend onto. To find a good spot, the
players will have to go around the periphery of the island.
You must not let your PCs climb upward yet. We have provided several
obstacles to stop them:
- When the players created their characters, they were not permitted
> to create flying characters.
- Most people dont have the physical strength to throw a rope 30 feet
> upward.
- When throwing upward, you need the rope to catch on something on the
> island above. But of course, you cant *see* whats on the island
> above you. Youre throwing blind.
- The floor above the PCs consists of one exhibit: *The Harpy Eyrie*.
> The harpies will deliberately cut ropes, and anyone clinging to a
> rope is a sitting duck for harpy attacks.
Since the PCs start on the 5th floor, and since they cant climb upward,
they are currently limited to the 5th floor and below. We have provided
a map called *The Bottom Floors of the Museum*, including everything
from the 5th floor on down. As you can see from the map, the cavern
narrows substantially at the bottom, so there are fewer and fewer
islands at each level as you go down. Do not show the map to your
players. It is for the DM only. The map includes exhibit names. You can
find the corresponding exhibit descriptions in the upcoming chapter,
also titled *The Bottom Floors of the Museum*.
At first, let your players explore randomly. They dont really have a
goal or a destination yet, and they dont have a map yet, so they really
cant do any better than random exploration. There are lots of strange
and interesting things to find in the museum, so they should be
entertained by this for a while. As the PCs travel from exhibit to
exhibit, refer to the *The Bottom Floors of the Museum* for instructions
on running individual exhibits.
As the players climb downward, they may leave ropes dangling down, to
make it possible to get back up. But if they leave a rope somewhere,
then the rope only stays for about an hour after you stop paying
attention to it. Then, it vanishes. This is because of the stasis
effect: the rope is resetting back to its original location. If the rope
belongs to a PC, then the rope returns back to the PCs starting
location. If its a rope that they obtained from an exhibit, then the
rope returns to that exhibit.
If ropes are disappearing, you should have the players make perception
checks to notice that one of their ropes is gone. They might freak out,
and wonder how theyre ever going to get back up. Let them worry: its
an interesting part of the puzzle that is the museum.
If the players fall while climbing, then falling damage in the cavern is
normal. The average distance between floors about 30 feet. You can
easily hurt yourself badly by falling, especially if you fall more than
one level. Fortunately, travel in the demiplane is inherently safe: the
stasis effect makes it impossible to die permanently.
### No Death in the Museum
Everything in the museum is in stasis, and that includes the health of
your PCs. If they get injured or die, then the injury or death is
impermanent. Their bodies will eventually reset back to the conditions
they were in when they first entered the demiplane. If a PC dies, that
PC fades out of existence, and reappears at the exact spot where he
first entered the demiplane, back by the tavern of the south gate.
That makes the Museum a perfect place for inexperienced D&D players who
are still learning the ropes. The stakes are reduced, so new players can
learn without fear.
### Learning about the Stasis Effect
After exploring three exhibits, the PCs should be well on their way to
figuring out that everything and everyone is in stasis. Physical objects
revert to their original positions. Enemies killed pop back to life.
People say the same things each time you return. There are tons of
clues. You should look for many opportunities to show the stasis effects
to them.
### The Mist at the Edge of the Cavern
At some point, the PCs may try going to the edge of the cavern. Let them
try escaping via the mist. Each time they enter the mist, they drift for
a few minutes, then the mist clears around them and they find themselves
right back at the exact spot where they originally arrived in the
demiplane. If they are attentive, they will realize that this is useful:
the mist is a shortcut to the 5th floor.
However, the mist is not a way to leave the demiplane. If they want to
escape the demiplane, the key to success is this: they need to start
asking the inhabitants about ways to escape. They need to ask for help.
If the players fall into the mist, then they take no damage at all, and
they reappear at the exact spot where they entered the demiplane. This
effect is actually quite useful: it makes it so that it is always
possible to get back to the starting location. You cant ever really be
stuck in the museum.
### Figuring out How to Escape
At some point, the PCs should start thinking about how theyll get out
of this prison. Realistically, to escape, the PCs need to ask the NPCs
for help. If the players dont think of asking for help, wait until one
of them asks you something about escaping. Then, just answer
in-character: instead of speaking as the DM, speak as the bartender the
PCs are standing next to. Let him say something semi-useful. That should
nudge the PCs to start asking around.
If the players tell the residents that theyre trapped in a demiplane,
the residents will be skeptical at first, but its very easy to convince
them: just point out the window at the floating islands. They will be
shocked, then agitated, and then a mental block will kick in that forces
them to turn away from the sight and reenter the safety of their own
exhibit. As soon as they do this, the inhabitant will lose their train
of thought, and then they will forget that anything is out of the
ordinary.
This makes it difficult to ask the inhabitants about escaping. For
example, saying, “we are stuck in a demiplane, how can we get out” will
inevitably lead to a freak-out, and they will lose their train of
thought again. But if you say, “hypothetically, if somebody were stuck
in a demiplane, how would they get out,” you can avoid the freak-out and
have a productive conversation.
Many of the residents are quite smart. If you ask them (in general
terms) about planar travel, one will eventually make three
straightforward suggestions:
1. They might suggest the *plane shift* spell, as a way to travel out
> of a demiplane.
2. They might suggest the *sending* spell, as a way to call for help.
3. If you cant cast these spells yourself, maybe theres somebody else
> who can.
These three suggestions are sufficiently straightforward that pretty
much *any* knowledgeable person could make them. A bartender might know
about these spells because in his life, he had planar travelers come
through his tavern. A butler might know about these spells because his
boss used to be a planar traveler. Let the players ask around, and make
sure that it takes them no more than 2 or 3 tries to find somebody who
can make these three suggestions. Its important to emphasize *both*
spells, because in fact, both spells are part of the solution.
Spoiler: the actual process for escaping is as follows: the PCs will
call a friend for help, using the *sending* spell. It doesnt matter
*which* friend they contact. It could be a relative, a business partner,
a spouse - anything that makes sense given the PCs background story.
The friend is not able to *plane shift*, but the friend will talk to
somebody, who will talk to somebody else, and eventually, they will find
somebody powerful who is able to cast *plane shift* and who is willing
to help. Do not tell the PCs that this is the way out. Figuring it out
is a substantial part of the puzzle that is the Museum.
However, the PCs do know that *sending* and *plane shift* are useful. As
they explore the museum, the PCs should constantly be on the lookout for
people who can cast *sending* or *plane shift*.
### Caretakers and their Guidebooks
At times, the PCs may see man-sized flying creatures. These are the
museum caretakers, who are all aarakocras. Do not let the PCs interact
with the caretakers until “the time is right.” The time is right when
the PCs are getting tired of exploring randomly, and theyre starting to
feel the urge for a little more direction. Alternately, if the PCs never
get tired of exploring randomly, then the time is right when the PCs
reach the 3rd floor or below.
At the appropriate time, have two caretakers land in front of the PCs:
Keira, and Qurak. They are among the dozen or so caretakers of the
Museum. Keira does almost all the talking.
Keira asks: “Who are you? Are you museum guests, or are you part of an
exhibit?” The players will give some answer, but of course, they dont
really know anything, and this will become obvious to Keira and Qurak
fairly quickly. Of course, the PCs may have all sorts of questions.
Keira is happy to answer questions, but first she wants to know who the
PCs are. When Keira realizes that the PCs dont know if they are guests
or exhibits, Keira will sigh, shell point at one PC, and say, “Whats
your full name?”
If the player refuses to give their name, Keira gets frustrated, but
Qurak says, “give them time.” Qurak seems to have the ability to calm
Keira down. Keira says, “Im not trying to hurt you. Please, could
somebody just give a name?”
If the players persist in refusing to give their names, Keira will say,
“Fine, just wander for all I care. When you get tired of that, flag us
down.” The two caretakers leave. The players can bring them back by
doing something attention-grabbing. Force the PCs to be as inventive as
they can in this regard.
If a player gives a full name, the Keira will pull a *guidebook* from
her belt. The guidebook is a magical book that lists all the people in
the exhibits, and tells about whats in the exhibits. It also tells the
spatial position of each exhibit.
Keira looks up the PCs name in the guidebook: “Lets see… heres your
name in the index. Your exhibit is called *The Deck of Many Things*. Let
me find it in here… Flip, flip, flip… oh… crap.” Qurak says, “What?”
Keira says “look.” Then they both peer at the book. Then Keira shows the
book to the PCs. The guidebook says:
> **The Deck of Many Things**
>
> Exhibit will be located inside Castle Green. The arrival of Castle
> Green has been delayed.
Keira says: “Youre supposed to be in your own diorama, but your diorama
isnt even here yet. That explains why youre wandering around.”
At this point, the players can ask questions. Keira will answer general
questions about the museum truthfully. Shell answer about the nature of
the museum, about who created the museum, about why there are no guests,
and so forth. If asked, shell say there are no portals out. If asked if
anyone can cast *plane shift* or *sending*, she says she doesnt know.
If asked why she works for the museum, Keira tells the PCs about the
*geas*. When Orethys needed caretakers, he used a *geas* spell to force
people to serve. The caretakers *must* do their best to care for the
museum, or they will be tortured and eventually killed by the *geas*.
The geas does not prevent Keira from express her contempt for Orethys
himself. The caretakers hate Orethys, they all consider themselves
prisoners for eternity in a pointless museum where nothing ever happens
and no patrons ever arrive. They have been bored for decades now.
The PCs can ask lots of questions, but what Keira wont do is describe
the contents of specific exhibits. If you ask her about a specific
exhibit, shell say, “Theres just too many exhibits for me to stand
here all day telling you whats in them. Get a guidebook.” If the
players ask what a guidebook is, Keira will flash the guidebook shes
been using. She says the players can get a guidebook from guest
services, on the bottom floor.
At some point, Qurak says: “These guys remind me of Diometron. Same
deal.” If the PCs follow up on this, Keira says, “hes another exhibit
who wont stay in his diorama. Spends most days exploring the museum. We
cant get him to stay on his island.” If the PCs are smart, they might
realize that Diometron is a potential resource: he is very familiar with
the museum.
Now the players have three reasons to want a guidebook: so that they can
look up Diometron, to see where Castle Green is, and to find people who
might know the spells *plane shift* or *sending*.
If the players ask Keira for her guidebook, she says “No, sorry, I need
it to do my job.” If they ask her to go down to guest services and get a
copy for them, she says, “You guys are trapped here for all eternity
with nothing but free time. In a few years, youll wish you had
something to occupy your time. Believe me, Im doing you a favor by
giving you something to do.”
When the players seem like theyre running out of questions, Qurak says
“OK, so what do we do with them?” Keira says, “I guess we just check on
them again in a while.” Then she tells the players: “Have fun for now.”
The two depart.
The most important result of this visit is that now, the players have a
mission: get a guidebook. To get one, they need to descend to the bottom
of the cavern, to the “bottom floor,” to guest services.
### Repetition in the Museum
Because the NPCs cannot remember the PCs from visit to visit, the PCs
will have many repetitive conversations with the NPCs. They will have to
introduce themselves every single time. This can get old fast. To make
it less tedious, say to your players:
> DM: In the museum, its often necessary to introduce yourself a second
> and third time. Im not going to ask you to roleplay the same
> conversation over and over. Im going to take it for granted that when
> you visit somebody for the second time, that you introduce yourselves
> the same as you did the previous time. If you want to introduce
> yourselves differently than the previous time, just tell me what
> youre doing different.
Theres another kind of repetition that happens in the museum. The PCs
often have to climb from one floating island to another. This involves
ropes and ladders. The first time they do this, have them roleplay how
they improvise a ladder out of scrap wood and whatever they find lying
around the exhibit. Have them make acrobatics checks to make sure they
dont fall, make it exciting. But the third time they need to improvise
a ladder, tell them:
> DM: By now, you guys have gotten the hang of improvising ladders and
> finding ropes to get from one exhibit to the next. Youve crossed two
> bridges, and youve figured out how to do it without falling. It would
> get boring to keep roleplaying the construction of ladders. From now
> on, just say to me, “were crossing to the next exhibit,” and Ill
> take it for granted that youre finding an improvised ladder and doing
> whatever it takes. Ill take it for granted that you can accomplish
> that without further difficulty.
After theyve climbed around on islands for a bit, you might hear the
PCs say, “we cant go *all the way back* to that exhibit, its too far
away!” Respond like this:
> DM: Moving around the museum is pretty time-consuming, what with all
> the rope-climbing and ladders. But you guys have all the time in the
> world: youre trapped here for eternity. So if it takes several hours
> to climb from one exhibit to another, its not really an issue. Just
> accept that in the museum, moving around takes a few hours, and thats
> not a problem. If you want to climb from an exhibit to another
> exhibit, just say youre traveling there, and Ill take it for granted
> that you make the trek, no problem.
Another thing that can get repetitive is that in the Museum, you can
obtain duplicates of objects by entering an exhibit and taking an
object, then leaving the exhibit, letting the exhibit reset, then going
back into the exhibit and taking the object again. Naturally, this would
be a time-consuming process. Tell the PCs:
> DM: Yes, obtaining duplicates of items is time-consuming. But once
> again, you have all the time in the world, youre stuck here for
> eternity. So I want you to roleplay the first time you take an item
> from an exhibit. The second time, just say, “were doing the same
> thing again to get a second one,” and Ill take it for granted that
> you can do the same steps again, no problem.
The point is this: the magic of the museum can make certain things
time-consuming and repetitive. But that doesnt mean that the roleplay
has to be repetitive.

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## Magic Items in Guest Services
Guest services contains four interesting magic items that the PCs can
take.
### Item: The Guidebook
The guidebook is a leather-bound magical volume. It is found on a
pedestal in guest services. It has several features:
- One page for each exhibit. Every exhibit has a name, such as “The
> Tavern of the South Gate.” Exhibits are sorted alphabetically by
> name. The page has a blurb about the exhibit, just a paragraph or
> two.
```{=html}
<!-- -->
```
- An index of residents. If you know the name of an person, you can
> find the name of the exhibit theyre associated with.
- A Cover with a painting of a compass. The compass is initially
> pointing due north.
- The Cover shows the name of the exhibit you are closest to, along
> with a danger rating. In guest services, the book says “Closest
> Exhibit: Guest Services. Danger: None”
- A bookmark, attached to a string, attached to the guidebooks spine.
> The back of the guidebook explains that if you put the bookmark
> into the page for an exhibit, the compass on the cover will point
> toward that exhibit.
The guidebook is very useful for finding an exhibit if you know the
exhibit name or a persons name. Unfortunately, its not useful for
finding exhibits by content. If one of your players says, “Im just
going to read all the exhibits until I find one that has a spellcaster
who knows *plane shift*,” say, “you read for a while, but the blurbs
arent giving the information you need.” Give them the blurb from *The
Radiant House* as an example. Point out that this exhibit definitely
contains a wizard, Dardannon, but the blurb tells you next to nothing
about him. Theres no information about whether he can cast *sending* or
*plane shift*. Theres no mention of what magic items he might have in
his house. It doesnt even say what level of spellcaster he is. The
point is: trying to use the blurbs to search for specific things just
isnt working.
The rule for the guidebook is: if you know a persons name or an exhibit
name, the guidebook will help you locate the exhibit, and will also tell
you a bit about the exhibit. But if you dont have a name, it cant
help. Be upfront with the players about that simple rule.
The other thing the guidebook can do is tell you what exhibit youre
standing on. This can be useful, for example, if you find an exhibit
that contains a building, and you arent sure whether it is wise to
enter or not.
### Item: The Stabilization Iron
When objects are taken from exhibits, they tend to stick around for
about an hour, and then they vanish - in some sense, returning to their
exhibit. They never vanish while youre actively thinking about them or
using them - they vanish when your attention turns elsewhere. This is
the stasis effect in action.
The stabilization iron looks like a tiny branding iron. Used like a
branding iron, it will apply a stabilization glyph to any object taken
from an exhibit. This will cause the object to last several days,
instead of an hour. The stabilization iron can be found on a pedestal in
guest services.
Since both the guidebook and the iron are part of the guest services
exhibit, they will both vanish after about an hour unless they are
stabilized. This is advisable. To stabilize the stabilization iron
itself, you will need two stabilization irons, so that the two can apply
glyphs to each other. To get two irons, you have to take one from the
pedestal, leave the room, and come back. Let the PCs figure out this
little puzzle.
The iron can be used an unlimited number of times per day. It can
stabilize any object, animal, or person taken from an exhibit.
Using the iron to stabilize a *person* who is part of an exhibit will
have a surprising effect. NPCs in exhibits tend to forget new things
very quickly. That is particularly true when you show them other
islands: they have a mental block against thinking about other islands.
These limitations make it largely impossible to have a productive
conversation about the museum with an NPC. The stabilization glyph
eliminates both these limitations. A stabilized NPC can remember
everything you tell them for several days, and can observe and think
about other islands. They can even travel with the party (if theyre
able to climb ropes).
The PCs may try to stabilize themselves. If they do, the stabilization
glyph is indeed applied, but there is no effect.
### Item: The Capture Device
The *Capture Device* is used to create new exhibits in the museum. If
there were written instructions, which there arent, this is what they
would say:
> Leave the museum, taking the capture device with you. Then, look for
> an interesting person to add to the museum. Put the capture device in
> the building with the interesting person. Activate the device, which
> begins a countdown. Evacuate the building before the countdown
> expires. When the countdown finishes, the entire building will be
> captured as an exhibit.
The device is found in guest services, in a locked closet. It can also
be given to the PCs by the caretakers.
The Capture Device is a metal cylinder, about three inches in diameter,
and two inches tall. The cylinder has two halves, separated by a
hairline crack. It radiates magic strongly. The two halves can be
rotated relative to each other.
If you activate it by rotating it, it says, “Exhibit capture in five
minutes. Evacuate the building.” Then it starts a verbal countdown. At
the end of five minutes, it tries to collect an exhibit. If it fails, it
says one of the following error messages:
- “Capture failed. Cannot capture inside the museum” - The device
> simply doesnt work inside the museum. You cant capture whats
> already been captured.
- “Capture failed. Powerful force resists capture” - The person being
> captured gets to make a wisdom saving throw, DC15. If they make
> the saving throw, then the capture fails. There are other
> situations where a being or a place might be too powerful to
> capture.
- “Capture failed. Must be inside a structure” - The device is meant
> to be placed inside a building or similar structure. It will
> capture the whole building. It can also work inside a fenced-in
> area. If its not inside a structure, the device doesnt know what
> area to capture.
- “Capture failed. Exhibit does not contain an exotic person, animal,
> or anomaly” - The exhibit must contain something worthy of the
> Museum. This is up to the DMs discretion.
- “Capture failed. Exhibit may contain at most two people” - This
> version of the device can only capture two people, maximum.
If one of these errors occurs, it will be spoken at the end of the
countdown, and again when somebody picks up the device. But if
everything goes right, there will be a “whoomp,” and the area will get
sucked into the Museum, along with its inhabitants. What is left behind
is typically a crater.
Of course, if you try to use this device inside the museum, you just
keep getting the message “cannot capture inside the museum.”
There is only one *Capture Device* - it is a rare object in the museum
that is *not* in stasis. When you take it from its pedestal, the
pedestal doesnt refill. Unlike other things found in the museum, you
can take it out of the Museum. When it successfully captures a new
exhibit, the capture device goes to the Museum along with everything
else in the exhibit. Then, the caretakers will put it back on its
pedestal, and it will take several months to recharge.
After the party finally escapes from the museum, they will have the
capture device with them. If they activate the capture device and then
fail to evacuate the building, then in theory, some of the party members
could get pulled back into the museum. That would not be fun. Dont
allow this to happen: just make up an excuse. There are several excuses
built-in to the device: it cant capture more than two people (and the
party is probably more than two people), and it allows a saving throw
(at least one party member can probably succeed at the save). If those
excuses dont work, make up a different excuse.
### Item: The Potion of Willpower
In guest services, there is a small chest designed to help you with the
harpy exhibit. The chest contains a monk robe and a “potion of
willpower.”
Orethys provides the potion as a means to resist the charms of the
Harpies. But the potion is actually a general-purpose potion that gives
a +5 on wisdom saving throws, for an hour or so. The PCs can
successfully use it for anything wisdom-save related.

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## Escaping the Museum
After exploring the bottom floors of the museum, the PCs will be ready
to escape the Museum. The escape process is fairly linear. Theres a lot
to do before the PCs can actually leave!
### Meeting Diometron
Diometron is a rogue modron. Orethys interest in him is purely because
rogue modrons are rare. Here is what the guidebook has to say about
Diometron:
\<WRITE BLURB ABOUT DIOMETRON\>
Diometron became a rogue modron when his traveling party encountered a
group of slaads. One slaad infected Diometron with slaad reproductive
essence. Fortunately for Diometron, modrons are very resistant to
elemental chaos. The slaad essence has not been able to take him over.
But its still in there, trying.
When Diometron was infected, he asked his superiors what to do. They
decided that he was too badly damaged to repair, so they instructed him
to report for incineration. Diometron did not comply, instead, he fled
and went into hiding. He was hiding in a garden shed when Orethys
captured him. He now sleeps in the garden shed, but he explores the
museum when he is awake.
When Diometron first went rogue, he was a duodrone. Contrary to popular
belief, duodrones are not stupid: they just lack independence. If it
were not for the slaad essence inside him driving him toward
independence and free-thinking, he would have submitted to incineration.
It is well known that most rogue modrons become quadrones. You might
wonder how this is possible. It is because modrons come from the factory
with the hardware necessary to change their own configuration. When a
modron is given a promotion, the modron automatically transforms into
the correct shape for their new rank. Most people dont realize it, but
modrons are actually shape-changers: people dont realize it because
modrons only change their shape in response to promotion.
When a modron shape-changes, they always do so with an approved
blueprint. Modrons come from the factory with four blueprints
preinstalled: monodrone, duodrone, tridrone, and quadrone. To upgrade
beyond that point, they must obtain a higher-level blueprint from their
superior.
When a modron goes rogue, they already have everything they need to
self-promote to quadrone. They cannot promote beyond that point, because
they dont have a blueprint for anything beyond quadrone.
A healthy modron would never, ever consider making up their own
blueprint. The results would be utterly unpredictable, and modrons
loathe unpredictability. But Diometron is modron corrupted by slaad
essence. When he realized he was trapped on a floating island, he
started wishing that his quadrone wings were not vestigial. The more he
thought about it, the more it occurred to him that it would be a fairly
simple modification to the blueprint to make the wings functional. He
agonized over whether or not it would be lawful to invent ones own
blueprint. But in the end, he succumbed to temptation. Diometron can now
fly around the exhibits.
Diometron is resistant to the stasis effect: unlike all the other museum
denizens, he does not forget everything he sees. He explains this as
follows: “My memory systems have multiple layers of redundancy to
prevent data loss. The museum keeps trying to reset my memory, but my
systems keep restoring my memory from backup. This has been going on for
seventy years. I am confident that I will not experience data loss.” It
is a side effect of the “axiomatic mind” power that all modrons possess.
Diometron knows that he is corrupted by chaos, and it terrifies him. He
believes that he is not a force for good in the universe - he believes
that he is likely to spread chaos, and thats the worst thing a being
can do. For this reason, he is very glad that he lives in the Museum of
Orethys. He knows that everything the museum is in stasis, and
therefore, it is not really possible to harm anyone in the museum.
Diometron is afraid to interact with anyone who is not in stasis,
because he is afraid that he will spread chaos and corruption to them.
Periodically, Diometron will say that he “should have reported for
incineration.” He has a severely damaged sense of self-esteem.
Diometrons name is a name that he gave himself. It is a combination of
the following words:
- Di, meaning two.
- Metric, meaning measurement systems.
- Tron, meaning a mechanism.
So he views himself as a mechanism with two different, incompatible
value systems: one, his original modron value system, and two, the value
system of the slaad inside him. He does not think these are separable:
like it or not, he is part slaad now. So he must constantly struggle to
balance his modron values with his slaad values. In reality, he is far,
far more modron than slaad. Probably 90% modron, 10% slaad. He is not
overtly chaotic at all. But the slaad influence does enable him to act
with some independence from the modron collective.
Diometron is an intensely curious person. He has studied everything
there is to study in the museum. He has read every book in Dame Keneres
library multiple times, and he is proud of what he has learned. He will
point out, whenever given the opportunity, that he is an “excellent
swordsman,” an “excellent wizard,” an “excellent musician,” an
“excellent bartender,” an “excellent weaver,” and everything else under
the sun. He proclaims his skill in a matter-of-fact way, but he is quite
proud. In reality, hes good at several of those things, and he
overestimates his ability at some of them.
The fact that Diometron brags a little is essential to the plot:
Diometron must tell the players, “*I am an excellent Wizard*.” That way,
it will occur to them that maybe he can cast *sending*.
Diometron is lonely. He talks to everyone in the museum, but of course,
nobody can remember him, and that makes him feel disconnected. He does
sometimes talk to the caretakers, but theres a problem: the caretakers
are obligated, by geas, to try to keep him in his exhibit. Whenever
Diometron talks about what he has been doing, the caretakers are forced
to respond, “you shouldnt be doing that, you should be in your
exhibit.” They never give him any encouragement, because they *cant*.
So its not much fun for diometron to talk to the caretakers, and the
caretakers dont enjoy stomping on Diometrons spirit either. So they
dont talk that often.
Diometron has a strange verbal tic: he doesnt use contractions. He
always says “do not” instead of “dont,” he always says “I will not”
instead of “I wont.” When he talks, he repeatedly tilts his head from
side to side. He says, “I am an excellent speaker of your common
tongue.”
Even when Diometron is saying something sad, like “I am corrupted by
chaos, I should have been incinerated,” he speaks in a bright, cheery
voice. His emotions are not expressed through tone of voice.
If the PCs look for Diometron, the guidebook will guide the PCs to the
shed. Diometron may or may not be there (flip a coin.) If not, the PCs
can wait around and Diometron will eventually show up. If the PCs ask
the caretakers about Diometron, the caretakers will tell the PCs that
this is the right way to find him - just wait at his shed.
The shed itself is utterly uninteresting: a completely mundane gardening
shed. Diometron sleeps while standing in a corner. He sleeps in his own
exhibit as a concession to the caretakers: they wanted him to stay in
his exhibit, he wanted to explore the museum, so he compromised and
agreed to sleep in his exhibit - at least that way, hes there some of
the time. The caretakers acknowledged that they had no power to force
him, so they eventually just shrugged and accepted the deal.
When Diometron first sees the PCs, he is terrified (because he is afraid
hell spread chaos), but he is also fascinated - these are the first new
people hes seen in decades. Then he notices something that is very
important to him: He says, “I have sensors that can detect the presence
of elemental chaos. The level of chaos in your bodies is elevated. You
are corrupted by chaos. I am also corrupted by chaos.” Suddenly, he
feels a strange kinship for the PCs. He is also less afraid of
corrupting them, because they are already corrupted.
Of course, the chaos that Diometron detects is a side effect of using
the Deck of Many Things. The deck is one of the most powerful chaos
artifacts in the multiverse, and it leaches elemental chaos into
everything it touches.
Diometron loves to talk. He is happy to explain anything that the PCs
care to ask him.
If the PCs suggest that Diometron could escape the museum with them,
Diometron will balk. Diometron is terrified of the idea of spreading his
chaos outside the museum. If the PCs are persuasive enough, they may be
able to move Diometron to warm up to the idea.
Diometron is relevant to the PCs for two reasons:
- He is a 6th level wizard who can cast *sending*.
- Other than the caretakers, he is the only NPC in the museum who can
> remember the PCs.
But aside from that, Diometron is designed to be a likeable NPC. He is
friendly, he is cheerful, and he is enthusiastically helpful.
Furthermore, he has some qualities that should tug at their heartstrings
a little bit. It is intended that the PCs should relatively quickly
develop a friendship for Diometron. This is important to the plot: later
in the campaign, the PCs will be given the opportunity to dismantle the
entire museum. If the PCs care about the NPCs in the museum, if they
have emotional investment in their well-being, then freeing the NPCs
from the museum will be a goal that feels important to them.
### Sending a Distress Call
The PCs will want to contact a friend outside the museum, to ask for
help escaping the museum. The most likely way to do that is to ask
Diometron to cast *sending*.
If the PCs ask Diometron to cast *sending*, he points out theres a
catch: “In order to cast *sending*, I have to be familiar with the
recipient. All my colleagues used to be modrons, but I cannot safely
contact them, because they want to incinerate me. There is nobody
outside the museum that I can contact, because I lack familiarity with
everyone outside the museum.”
The PCs can work around this in several different ways:
- The PCs could try to tell Diometron about a friend outside the
> museum. For it to work, the PCs must do at least two or three of
> the following:
- Use *Disguise Self* to make themselves look like the friend.
- Make a good performance roll to act like the friend.
- Use the *Encode Thoughts* cantrip to give Diometron a thought of
> the friend.
- Ask Diometron to cast *Detect Thoughts*, then visualize the
> friend.
- Use telepathy to communicate an impression of the friend.
- Give a detailed, compelling verbal description of the friend.
- There may be other ways.
- The PCs could ask Diometron to contact Dame Kenere. Diometron has
> read all her books, and has seen her portrait many times. That is
> familiar enough.
- The PCs could ask Johann, the Dreaming Ghost, instead of asking
> Diometron. Johann can enter the dreams of people all over the
> multiverse, and Johann, being inside the PCs dream, can easily
> see who the PC is thinking of. The only catch is that Johann can
> only talk to people in their dreams. If the friend is somebody who
> pays attention to dreams (priests usually do, and so do mystics),
> great. If not, there is a chance they might ignore their dream.
Once the PCs figure all this out, they send the message. The actual
content of the message isnt that important. “Were trapped in a big
weird cavern, we cant get out” is sufficient. It also isnt especially
important who they send the message to: we can just assume that whomever
they contact will eventually pass the message on to the right person.
One person the PCs could try to contact is Green. If they try, Green
says, “Weve been trying to find somebody who can plane shift to where
you are, with no luck. Now that youre in verbal contact, maybe theres
new options. Im going to talk to my diviner, just hold tight.” Green
and his diviner end up passing the message on to the right person, and
the rescue is underway.
One challenge here is that the players did very little roleplaying
outside the museum, so they may not be able to think of anybody to send
the distress call to. So during character creation, when you ask your
players to create background stories, make sure they include at least
one living friend in their background story. That way, theyll have
somebody to send to.
Regardless of the details of how they do it, the players will eventually
get a message out.
When the players send their distress call, the message gets passed from
person to person. As a DM, it will be on you to invent a chain by which
the message ends up in Tymoras ear. Maybe the PC sent a distress call
to his wife, and the wife talked to her priest, and that priest talked
to another priest, who happened to be a priest of Tymora. It doesnt
matter what the exact sequence of communication was, its only important
that somehow, the PCs distress call reaches Tymora.
Shortly after sending the distress call, the PCs get a *sending* from
somebody they dont know:
> “Hi! Im Joycie, I can probably get you out. I need you to try to find
> a teleportation circle. If you find one, use *sending* to send me the
> sigil sequence - thats the series of arcane runes that surround the
> circle. As soon as I get that sigil sequence, Ill be there. Also,
> give thanks to Tymora!”
The message is from Joycie, a powerful priestess of Tymora who can cast
*plane shift*. She will be the one to eventually get the players out of
the museum. So next, a brief digression, about why Tymora is getting
involved.
### What Tymora Wants
Tymora is very upset about the Deck. She feels like the god who created
the deck is trying to steal the portfolios of Good Luck and Bad Luck.
The PCs will soon meet some priestesses of Tymora, and the priestesses
will be direct about Tymoras problem. Here is how they will explain it:
> Let me ask you something: Who do you think created the Deck? Most
> people would assume that it was Tymora and Beshaba. After all, the
> most powerful luck-dispensing magic item in the universe would surely
> have been created by the gods of luck, wouldnt it? But as it turns
> out, Tymora and Beshaba didnt create the deck. So who did?
>
> We know it wasnt created by a mortal, because its just way too
> powerful. Think about it: its been conjuring dozens of magic items,
> its granted tons of wishes. No magic item created by a mortal could
> do that. So it has to have been created by a god, and a powerful one
> at that. But which one? We dont know.
>
> But people are starting to say that theres a “new” god of luck in
> town. People are saying, “If you want good luck, go to Tymora. But if
> you *really* need good luck desperately, go to the Deck of Many
> Things.” People are saying that whoever created the deck is a more
> powerful luck god than Tymora. Shes losing a lot of respect in the
> eyes of the population.
>
> Funny thing is, Tymoras a young goddess, only a few thousand years
> old, we think the deck is much older. Ancient records mention it a
> long, long time ago. Yet despite that, this hasnt ever been a problem
> before.
>
> In the past, the deck used to appear once every hundred years or so.
> It would turn somebodys life upside down, and then it would vanish,
> not to be heard from again for another hundred years. It never stuck
> around longer than two or three days. People tried to put it into
> vaults, they tried to guard it, but nonetheless always disappeared
> after just a few days. By the time the news got out to the public that
> the deck had made an appearance, it was already gone. So the public
> never had a chance to actually see the deck, and there was always a
> lot of skepticism about whether it even existed at all or whether it
> was just a bedtime story. People used to hear about it, and then
> realize it was already gone, and they would forget about it just as
> quickly.
>
> But this time, the Deck has been sticking around. Greens been running
> his little draw-cards business for several months now. We have no idea
> why the deck isnt vanishing this time, but its not. So this time,
> its really entered into the public imagination in a way that it never
> has before, and thats whats threatening to Tymora - public
> perceptions are essential to a goddess keeping her worshippers, and
> being perceived as “the second-best goddess of luck” would be deadly
> to her.
>
> Now, as for me, as a priestess of Tymora, I actually dont care whos
> more powerful. I trust Tymora. She isnt just a goddess of luck, shes
> also a kind and caring goddess and I just think its best for the
> universe if shes the goddess of luck, as opposed to some cold and
> amoral god who just likes randomness. So thats why Im sticking with
> Tymora to the end. But other people might not see it that way.
>
> So now Tymora finds herself in the position where she has to defend
> her turf. Shes not an aggressive goddess at all, she doesnt want to
> start a war. But she cant let another god position himself as the
> most powerful god of luck. If youre a god, protecting your portfolio
> is mandatory - if you dont, youll fade out of existence.
>
> So now Tymora wants to try to negotiate with this other god. Thats
> where you guys come in. Tymora can see lines of telepathic connection
> radiating out from you - she can see that youre connected to some of
> the other people who drew cards from the deck. She also thinks you
> might be connected to the god who created the deck. She hopes she can
> trace those lines of force to find the other god. But to do that, she
> needs you to strengthen your telepathic connection to the god who made
> the Deck.
>
> We also want to buy the Deck from Green. Tymora doesnt want to take
> it by force, that wouldnt be right. So she isnt going to appear in
> her full glory in front of Green, that would be a show of force, and
> Green might interpret it as a threat. She doesnt want to do that. So
> she wants to send a low-level ambassador instead. She thinks you guys
> would make great ambassadors, because you already know Green. We also
> think you can escort one of our priestesses to Green.
Of course, you wont be able to remember this whole monologue. Just
remember these bullet points:
- About the Conflict between Tymora and the God who made the Deck:
- Tymora didnt create the deck.
- People are saying the decks creator is the “new” god of luck.
- Tymora isnt going to allow some other god to take over her job!
- About Tymora and the Deck:
- Tymora is a young goddess. The deck is much, much older.
- In the past, Tymora never had a conflict with the deck, because
> it never stuck around.
- This time, the deck has been doing its thing for months and not
> disappearing.
- About Tymora and the Telepathic Channels:
- Tymora can sense a “channel” connecting the PCs to the god who
> created the deck.
- Tymora wants to track the channel to find that god, but the
> connection is too weak.
- Tymora wants the PCs to strengthen that connection by
> interacting with the deck some more.
- About Tymora and Green:
- Tymora wants to buy the deck from Green.
- She thinks the PCs will make good negotiators, because they know
> Green.
Tymoras desire to help the PCs is, to a degree, self-serving - shes
helping because she needs something in return. But Tymora is still a
good goddess, and she isnt going to do anything to hurt the PCs. She
really is going to rescue them from being imprisoned in the Museum, and
shes not being unreasonable in asking for help with her problem.
### The Teleportation Circle and the Medusa
Joycie needs the PCs to find a teleportation circle. There is only one
teleportation circle in the museum, in the medusa exhibit. From the
Guidebook:
The face of a Medusa is amazingly beautiful, in a strange and
otherworldly way. Some people say it is a blessing from the gods, other
say it was her beauty that led to her being cursed. Sadly, few ever get
to see her face and tell the tale.
Fortunately, you can look at a Medusa in a mirror without getting
petrified. The traditional approach is to shine your shield to a
mirror-like finish, then walk up to her backward while looking at her in
your shield. If the arrows in your back make you question the wisdom of
the traditional approach, do not worry: your friend Orethys is here!
I built a hall of mirrors, and I teleported a Medusa into the back of
it. You can enter the front. I have timed it: it takes her 16 minutes to
get to the front of the mirror-labyrinth. That gives you about 14
minutes to enjoy her beauty and 2 minutes to flee the exhibit. Of
course, I could have just given you a potion of protection against
petrification, but where would be the fun in that? This is so much more
entertaining.
By the way, some people say that if a Medusa sees her own reflection,
she will be petrified. I can assure you that is not the case. The
reflection of a Medusa is safe, for you and for her as well.
The sigil sequence for the teleportation circle is, in rune-script,
“*put medusa here*.” Most PCs probably cant read rune-script, but
Diometron can: he learned it from a book in Dame Keneres library.
Creating this exhibit was a multi-step process. Here is how Orethys did
it:
- Step 1. Build a hall of mirrors.
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- Step 2. Put a teleportation circle in the back of the hall.
- Step 3. Give the sigil sequence to a friend.
- Step 4. The friend teleports a medusa into the circle.
- Step 5. The instant the medusa arrives, Orethys captures the hall
> into the museum.
The outside of the exhibit is a rectangular stone building - a sturdy
bunker designed to keep the medusa contained. The inside of the building
is a mirror maze. The building has about a dozen steel doors around the
outside of it. Each steel door has a sturdy deadbolt that can only be
operated from outside the maze. The medusa cannot get out unless the PCs
open a door. One of the doors is marked, “use this door,” and another is
marked, “do not use this door!”
The PCs might wonder why there are so many doors. Heres why: Orethys
didnt know which path the medusa would take inside the maze. Rather
than try to guess, he accounted for every possibility: he built entry
doors all over the maze. Then, he waited until the medusa was in the
museum, and he observed her. She always follows the exact same path,
because she is in stasis. Because she always follows the exact same
path, there is a door that she reaches first, a door she reaches second,
and so forth, until the one door she reaches last. Orethys made a note
of which door she reaches last, and marked it “use this door.”
There is also a door right by the teleportation circle where the medusa
is initially standing. That door is marked, “do not use this door!”
There are several ways that the PCs can find out that the medusa exhibit
contains a teleportation circle. One is to enter the medusa exhibit. As
soon as youre in the exhibit, the circle is quite visible, reflected in
the mirrors.
Another way to find out is to look carefully at the pictures of the
medusa exhibit on the wall in guest services. When the PCs are in guest
services, if they do the museum in the usual order, then they arent
specifically looking for a teleportation circle at that time. So of
course they wont consciously notice it.
Later, when the PCs learn they need a teleportation circle, let them
make an easy insight roll. When they inevitably succeed, tell them
“youre sure youve seen some kind of magic circle in the museum… youre
just not 100% sure where.” Let them enjoy a little hunt. If they go back
to guest services and check the pictures, they automatically spot it.
To get the sigil sequence of the teleportation circle, you will have to
get the medusa out of the way. One way to get her out of the way is to
kill her. Thats pretty hard for low-level characters. But its not
actually necessary. Instead, you can have one party member enter the
maze through the “safe” door. Then, the party member waits until the
medusa is about halfway between the back and the front. The party member
signals a friend, who enters the “unsafe” door, and memorizes the sigil
sequence of the teleportation circle. Then both people get the heck out.
They can then relay the sigil sequence to the rescue party, warning the
rescue party that they will have to tangle with a medusa. The rescue
party is high-level, they are not worried about a medusa.
If the PCs ask whether they can figure out the layout of the exhibit
from the pictures in guest services, just say, “yes, easily,” and hand
them the map of the medusa exhibit.
The PCs can safely study the door mechanism. It takes the medusa at
least two minutes to reach any door other than the one she starts at. So
the PCs have time to open a door, examine the mechanism, and close and
lock the door before anything bad happens. There is not much to see:
ordinary hinges, and an ordinary deadbolt, very sturdy. The door frame
has a metal flange to make it impossible for the medusa to poke a
thieves tool between the door jamb and the door. It is designed to be
only openable from the outside.
When the PCs are inside the maze, they can easily see the medusa moving
around in the mirrors. Its impossible to tell where she is - the
reflections of reflections are just too disorienting - but its easy to
tell how close she is, because the largest reflection in the mirror will
keep getting larger as she gets closer.
It is possible that a character might have some means of sensing the
medusa other than sight. If so, thats a nice victory for that
character.
Some players may try to reason with the medusa. Bear in mind that the
medusa was attacked by a wizard who teleported her into a mirror maze.
Because she is in stasis, she thinks this just happened five minutes
ago. She is and always will be both panicked and angry. But if youre
persuasive enough, it is possible.
### The Priestesses Arrive
When the players get the sigil sequence from the teleportation circle,
and send it to Joycie, Joycie immediate uses *plane shift* to come to
the teleportation circle, and she brings her friend and coworker, Lada.
If the medusa is in there, Joycie is more than tough enough to handle
the medusa.
Joycie is a powerful lv 14 Cleric of Tymora, she works at Tymoras
primary temple in Brightwater. Her life is very busy: when a lower-level
priest needs help with something particularly difficult, they often go
to Joycie. This month, Joycie is on *plane shift* duty - shes pretty
much spending the whole month ferrying people around the multiverse. She
will get the PCs out of the demiplane, but thats as much help as she
can offer. Shes an essential worker at the temple in Brightwater, and
she cant be spared for long.
Lada is only a lv 3 cleric, but shes Tymoras best theoretical
fortunologist. She has a huge passion for research into how magical luck
spells work. Another favorite topic of hers is the Deck of Many Things,
though shes never been able to research one except through dusty tomes.
Tymora specifically asked Lada to spend time with the players: Tymora
knows that Lada will investigate the Deck with great enthusiasm.
Both Joycie and Lada are genuinely good allies for the players to know.
They are trustworthy and smart and will do their best to help in any
situation. This is not just because Tymora assigned them this task, its
also because theyre just plain good people.
Joycie is bubbly and friendly, she has a happy-go-lucky attitude. She
assumes things are going to go great, and shes usually right - after
all, serving Lady Luck has its benefits. She likes to flirt with cute
guys, but shes not actually looking for a date, shes just playing.
Shes also quite busy, she cant stick around long. Joycie appears
human, but quite tall: 7 feet tall, and her forehead is prominent. Shes
one-eighth hill giant.
Lada is very shy and awkward, but once she finally feels comfortable
around you, she becomes quite warm. She is very passionate about her
research. She thinks that magical luck is much more strange and powerful
than it appears to be. She has devised dozens of experiments to test
what magical luck spells are capable of doing. She knows exactly how
they impact probability and statistics. Lada is a youngish halfling,
with a mop of wild curly hair.
Joycie wont stick around long, but Lada will. Ladas serves several
purposes: first, its important for the players to have friendly NPCs
that they care about, so that they feel invested in the world and so
that they feel like the world is worth protecting and saving. Second,
Lada raises weird questions that the players can think about and even
research during the course of the campaign. This will make the world
more mysterious and interesting for them. Finally, Lada can be a channel
through which the DM occasionally gives hints to the players.
In combat, let the players take turns controlling Lada. She strongly
prefers to spend her combat actions healing, blessing, and buffing. She
rarely deals damage directly. If the PCs try to push her around and tell
her to get on the front lines, she refuses. If the PCs mistreat her in
any significant way, she will leave the party, with Tymoras blessing:
Tymora wont subject her priestesses to abuse, Tymora will find another
way to research the deck. Lada is always one level lower than the rest
of the PCs, and she is only ever in a support role.
When the two priestesses appear in the teleportation circle, they
introduce themselves. Lada is quiet and withdrawn because of her
shyness, but shes secretly in awe of the PCs because they have had
contact with the Deck. Joycie is her outgoing bubbly self.
Joycie presents the players with Tymoras request: “I need to be honest.
We are here to rescue you, but were not just here to rescue you - we
were hoping for your help with something.” She gives the explanation in
the previous chapter, *What Tymora Wants*.
The plot of the entire campaign revolves around the PCs joining into the
service of Tymora. They must accept the job. If the PCs refuse, do
whatever you have to do to convince them. The best way to do this is to
make an impassioned but reasoned argument. For example, Joycie could
say, “Tymora is a genuinely good goddess, and she needs help. If Tymora
were to lose her position as the goddess of Luck, I cant imagine what
terrible echoes that would have for the universe. And dont forget, she
went out of her way to help you when you were in trouble. If you do
agree, youll have the gratitude of our priesthood for the rest of your
lives. Please, we really do need your help.”
### A Failed Departure
When the PCs are ready to leave the Museum, Joycie instructs everyone to
form a circle. She takes out a tuning fork for the Outlands, and casts
*plane shift*. Joycie and Lada vanish, but the PCs are still in the
museum. A few minutes later, the PCs get a *sending* from Joycie: “What
happened? Are you still in the museum? Im going to take a long rest,
well come try again in the morning.”
Heres what went wrong: as explained in the *Golden Goats* blurb, it is
physically impossible to remove a piece of an exhibit from the
demiplane, even using *plane shift*. The PCs are part of an exhibit.
They will have to buy their freedom in order to leave.
### Two Divine Visitations
While waiting for the two priestesses to return, the PCs will receive
visitations from two goddesses.
#### Selune
The PCs are sitting around doing not much, waiting for Joycie to return.
Suddenly, the scene shifts: they are in a grassy field, surrounded by
hills, at night. The moon is absolutely enormous in the sky, and
everything is bathed in silvery moonlight. A female figure descends from
the sky, wearing a long flowing dress. She settles on the grass in front
of the PCs. It is Selune. She says:
> Tymora is one of my best friends, and she is as trustworthy and kind
> as a goddess can be. But she is making a mistake. I encourage you to
> work with her, but just be aware: there will come a point in time when
> you have to tell her to stop what shes doing.
>
> Here is what I ask of you: keep your eyes open. Use your brains. If
> you see her do something that you think is going to cause harm, you
> must speak up. Tell her, or tell her priestesses. Do not be overawed
> by her divine presence. You speaking up at an appropriate moment may
> be all that stands between her and disaster.
The PCs can then talk to Selune. They will probably ask “What *kind* of
mistake is she making? What do you know about this situation? Give us
details.” Selune responds:
> A long, long time ago, I made a promise to keep a secret. I am bound
> by that promise: I could not break it if I wanted to. Because of that
> promise, I cannot give you any more details than I already have. I am
> relying on you to figure out what it is that I cannot say. I have seen
> you in the museum: you are clever, and you are good at figuring things
> out. I trust that you will discover what you need to before it is too
> late.
So heres the backstory that you cant tell to your players: when the
universe was young, Omta planted the seeds of randomness, knowing full
well that the creator of the universe would *not* be happy about what
Omta had done. After planting that seed, Omta fled and hid, hoping that
nobody saw what he did. However, somebody *did* see: Selune. Selune
tracked Omta back to his hiding place, and asked: “what did you do, and
why?” After hearing Omtas explanation, Selune decided it was for the
best: the universe really *would* be better with some randomness. She
promised to Omta that she would not reveal what he had done. She
promised that she would let his existence and his hiding place remain a
secret. Selune has kept his secret for millenia.
So now, Omta is still in hiding, and now Tymora is trying to track down
Omta to his hiding place, in order to challenge him for the portfolio of
Luck. Selune thinks this is a mistake: she thinks there is no real
conflict between Omta and Tymora, and she thinks a war between them
would be a disaster. She approached Tymora and advised Tymora to leave
the Deck alone. However, because of her promise to Omta, she couldnt
give any further explanation to Tymora. Tymora trusts Selune, but shes
not willing to simply do what Selune tells her to do with no
explanation. Tymora, exasperated at Selunes unwillingness to explain
her reasoning, told Selune that she will persist until somebody gives
her a clear, logical reason why she shouldnt.
When the PCs speak to Selune, let her be soft-spoken and very warm. She
doesnt stick around long. She gives her warning, answers a question or
two, then says goodbye. The scene shifts back to the museum.
#### Beshaba
Beshabas visitation comes immediately after Selunes, and it
deliberately mocks Selunes visitation. Once again, the scene shifts,
and the players are in “the same” field, surrounded by “the same”
rolling hills. But this time, the ground theyre sitting on is sharp
obsidian shards, and the sky is filled with roiling black clouds, with
shafts of red light breaking through. This is what Beshabas home plane
in the Abyss looks like. Again, a female figure descends from the sky,
wearing the same long flowing dress. Beshaba sits on the ground in the
same pose as Selune. She says,
> “Am I not more beautiful than Selune?”
Let the PCs hem and haw awkwardly for a minute, then have Beshaba give
her speech:
> Tymora is my sister, and as arrogant as a goddess can be. I am here to
> tell you that she is making a mistake. She is trying to find the god
> who made the deck, so that she can challenge him for the portfolio of
> luck. This will inevitably lead to war between gods.
>
> When two gods war, usually, both gods survive. But thats not true for
> the mortals involved. Very likely, thousands of priests and innocents
> will die in a war between gods. And if one of the gods does die, that
> will cause untold upheavals in the multiverse, with thousands more
> innocents dying.
>
> Of course, Im not really being altruistic here. I just dont want to
> get dragged into a war between gods. I figure if this other god
> attacks Tymora, hes going to attack me too. I dont know how powerful
> this other god is, or what he can do to me. Thats not a risk I want
> to take. I prefer to let sleeping dogs lie.
>
> So heres what I want from you: pretend to work for Tymora. But when
> the time comes for her to actually obtain the deck, I want you to
> undermine her. For example, if she asks you to negotiate for the deck,
> negotiate badly. If she looks like shes going to take the deck by
> force, talk her out of it. Do what you have to do to stop her.
This is 100% lies.
Beshabas rationale, “preventing war,” is obviously out-of-character.
Beshaba would *love it* if some other god were to fight Tymora. She
would *love it* if thousands of innocents were to die in a war between
gods. She would *relish* all that. Shes also not really afraid of being
attacked by this other god.
The reason for the lying is that Beshaba has a plan. Gods are most
powerful in their own realm. Beshaba intends to use the Deck to lure
Tymora into her realm, where Beshaba is at her most powerful, and where
Tymora is at her least powerful, so that Beshaba can kill Tymora. To do
that, she needs to make sure that Tymora doesnt get the deck first.
Thats Beshabas goal: get the Deck before Tymora does, so she can use
it as bait. All those reasonable-sounding explanations are just lies
designed to sell the PCs on the whole endeavor.
The PCs may ask, “If you want to stop us from getting the Deck, why not
just give us tons of bad luck?” Beshaba responds matter-of-factly:
> Certainly, I could throw annoying obstacles in your way. I could also
> just kill you. But that wouldnt stop Tymora. She would just find
> other people to carry out her mission. Youre much more valuable to me
> alive: you have Tymoras ear, and you can convince her of things.
Again, Beshaba only answers questions for a minute, and then she ends
the visitation.
### The Arrival of Castle Green
After the two visitations, the PCs have to wait the night. In the middle
of the night, theyre awakened by the caretakers Keira and Qurak, who
say, “Castle Green is arriving. Want to come see it?” If the PCs ask
“How do you know its coming,” they say, “the guidebook alerted us!” The
guidebook used to say:
Exhibit will be located inside Castle Green. The arrival of Castle Green
has been delayed.
But now it says:
Exhibit will be located inside Castle Green. Castle Green will be
arriving soon.
The PCs may be hesitant to visit their own exhibit, for fear of getting
trapped in their exhibit. Obviously, the PCs do not want to spend
eternity in a diorama. So Keira and Qurak might have to convince the
PCs. They make the following arguments:
- We cant actually imprison you in your diorama. We have no power to
> do that. Thats why Diometron wanders the museum.
- You dont actually have to go inside. You can stand on the next
> island over, and just look. You could send in Diometron to
> investigate for you, if you want.
If the PCs arent interested even after Keira encourages them, dont
force them. Its not essential.
If the PCs do travel to the appropriate location, they find a clearing
in the cavern where the new floating island is going to be. The clearing
is filled with thin white mist. Keira explains thats what it looks like
when an exhibit is arriving.
After staring at the appropriate spot for 15 minutes or so, the top half
of Castle Green appears, including everything from about waist level on
up. The top half of the castle has been sliced off of the bottom half,
and the bottom half was left behind. The main tower is completely
unattached to anything. The chunks of Castle Green sink a few feet, then
start bobbing in space: this is now the first “floating island” without
any island. The pieces of Castle Green are hovering in space, levitated
by the same force that keeps the floating islands floating. There are no
people in the debris.
When Keira sees this happen, she just sighs and says, “Great. Well,
thats a shitshow.” Qurak says, “Screw this, Im getting lunch.”
If the players check, theres very little in the wreckage. There is
nobody in there. Everything of value has been taken. The big room where
the PCs drew cards from the deck is there, hovering at a crooked angle,
with the desk flopped over on its side, and the desk accessories
scattered around the room. The Deck is not present.
This event is here purely to make the players wonder what the heck is
going on at Castle Green.
If the players look at the guidebook under “The Deck of Many Things,”
the text now says: “Exhibit is Out of Order.”
### The Final Departure
Joycie and Lada return to the museum, via the teleportation circle. They
ask the PCs why the plane shift failed. Eventually, the group will ask
Keira and Qurak about it. Keira explains: “Youre part of an exhibit.
Youre the property of the museum. You cant take any part of an exhibit
out of the museum, even with *plane shift*. Its just impossible.”
But then Qurak, who has been mostly silent for the entire time the PCs
have been in the museum, steps forward. He says, “Its not entirely
impossible. We can grant permission.” He explains the following bullet
points:
- Qurak has the power to set the PCs free, by saying some “magic
> words.”
- However, Keira and Qurak are compelled, by geas, to do whats in the
> best interests of the museum. Orethys would not approve of giving
> away an exhibit, no matter how bad the exhibit. Orethys *never*
> gave anything away. So the geas prevents Qurak from releasing the
> PCs.
- Qurak has an idea for a workaround: he could trade the PCs exhibit
> for a better exhibit. That would be in the best interests of the
> museum, and therefore, would be allowed under the geas.
- The actual procedure would be this: Qurak sets the PCs free, and the
> PCs agree to capture a new, better exhibit within a month or so,
> using the capture device.
- Theres a catch: if the PCs fail to follow through and capture an
> exhibit, the geas punishes Qurak by torturing him. Actually, geas
> will eventually kill him, but since hes in the museum, he cant
> die, so it will just keep torturing him forever.
- Qurak is willing to accept this risk, in exchange for a promise: the
> PCs will try to dismantle the museum, and set Qurak and Keira
> free. Qurak will take this risk because he is desperate for
> freedom.
If the PCs object on the grounds that they cant morally put another
person in the museum, Qurak makes these arguments:
- You could capture somebody whos a danger to others, somebody who
> genuinely deserves to be in a prison.
- It doesnt necessarily have to be an exhibit with a person in it. It
> could just be an interesting place or object.
- If youre serious about dismantling the museum, putting somebody
> into the museum is just a temporary situation.
If the players agree, and accept the capture device, Qurak gives them a
tutorial on using the capture device. Then, he says the magic
incantation: “By the will of Orethys, you are free to go.”\
\
Now the PCs can leave the museum, using *plane shift*. They cannot bring
any exhibit NPCs (including Diometron) with them, because other NPCs
have not been granted permission to leave the museum. When the PCs are
ready, Joycie plane shifts, and the PCs materialize in the market square
of St. Parnas, with Joycie and Lada.

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## Bonus Exhibits
This section is here if you just need a few more random exhibits.
### Exhibit: The Organ Player
From the Guidebook:
Fff-huss is the most spectacular organ player Ive ever listened to.
He has about 40 tentacles, they all move independently - and theyre
fast! A normal pipe organ will malfunction if you try to press more than
about 15 keys at the same time - there just isnt enough airflow to
power that many pipes. So they built a custom set of 4 independent
bellows in order to make it possible for Fff-Huss to play his music.
It really is something to hear. Mind you, thats not to say that its
*good*. But it is impressive.
The venue is a wealthy playhouse with a pipe organ. Most days, its used
for normal theatrical productions. But on Thursday, the day when the
playhouse was captured into the museum, Fff-Huss gets to play his music.
On this particular day, he had no audience at all - the locals know
about Fff-huss, and they are not interested in paying for cacophony.
Fff-huss, by the way, is a flumph.
When the PCs enter the exhibit, Fff-huss is napping in a round bed. When
he hears the PCs enter, he drifts over to them and points at them. Then
he points at chairs. He wants them to sit down.
By the way, Fff-huss cannot speak any verbal language, since he has no
mouth. He also seems to be unable to understand spoken speech, though he
can understand telepathic speech if one of the party members can do
that. Usually, he communicates by pointing and gesturing.
If the PCs sit down, Fff-huss starts his pipe organ music. It is very,
very fast, he plays “chords” of 30 or 40 notes at a time, and it seems
to be mostly arhythmic. It has some patterns but theyre hard to make
sense of. It sounds vaguely like music, for some definition of “music.”
It is mostly not enjoyable, though it can be intellectually interesting
to try to figure out what hes trying to accomplish.
After the show is over, Fff-huss will go get a bowl which contains a few
silver coins. He will show the bowl to the PCs, one at a time, and he
will hold up three tentacles. He wants three silver coins per person. If
the PCs pay, Fff-huss is satisfied and he goes to take a nap. If the PCs
leave without paying, Fff-huss turns red and hisses, but he doesnt do
anything else.
### Exhibit: The Mud Sauna
From the Guidebook:
This is the best mud-bath youve ever had. I *highly* recommend it. So
relaxing.
Your aching muscles will thank you.
The exhibit is a cave in the side of a rocky slope. The rocks are black
pumice, suggesting that this slope is volcanic. The cave is about 20
feet wide and 30 feet deep, beyond which point it narrows to just a
crack. A steady trickle of muddy water is flowing from the crack, it
flows through the mud, out of the cave, and it forms a small stream that
runs to the edge of the exhibit and vanishes. The water is very warm,
like a hot tub - a natural hot spring. The inside of the cave is
entirely coated in squishy, warm mud.
Soaking in the mud are two mud monsters. No, wait, theyre not
mud-monsters: theyre just people who are covered head to toe in mud.
One is Bartleby, a human, the other, Imbrex, is a half-celestial. They
are both here to enjoy the mud bath. Feel free to give them any
personalities you wish.
There is one other inhabitant in the cave: a mud elemental. He is not
initially visible, as he is down in the mud pit. The elemental has been
trapped in this cave for some time, and he longs for the company of
other mud elementals. But there are no other mud elementals here. He is
lonely.
If the PCs dont get in the mud, the mud elemental will emerge. He will
try to cover the PCs in mud, in order to make them look like mud
elementals. This makes the mud elemental feel a little less lonely. The
PCs will probably recoil, but Bartleby and Imbrex will say, “dont
worry, hes harmless.” If the PCs still dont let themselves be covered
in mud, the elemental will sadly slink back into the mud pit. If they do
allow it, the elemental will cuddle up to them. He is warm to the touch.
After a while, the elemental will try to lead the PCs into the mud pit.
The mud pit is extremely warm, soft, and relaxing. The elemental will
massage your muscles, because he wants you to stay and he knows that
people like being massaged. He has become quite good at it.
Staying in the mud for 30 minutes is equivalent to a long rest. However,
since youre not actually asleep, you dont have any dreams. If the PCs
have gotten injured - say, by falling off a rope - tell them that all
the bruising is gone.
When the PCs decide it is time to leave, it is possible to rinse most of
the mud off in the small stream outside the cave. If the PCs do this,
the mud elemental will poke his head out of the mud and watch for a
short while, and will then slink back into the mud.

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# The Castle with the Steel Door

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

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## The Market Square of St Parnas
The PCs manage to leave the Museum of Orethys, with Joycies help. The
entire group plane shifts back to the outlands. They arrive in the
market square in the center of St. Parnas. The market square is full of
shops and stalls with various vendors. You can buy most anything in the
market square, or near it.
### Damage from the Chaos Storm
The first things the PCs notice when they reach the market square is
that there is merchandise scattered all over the ground, and merchants
are busy picking up the mess. The merchants will explain that items were
teleporting around. The merchants have given the phenomenon a name:
theyre calling it a “chaos storm.” The epicenter of the chaos storm
was, of course, Castle Green.
The PCs will not learn the cause of the storm for some time. However,
the DM should know the secret. When Tymora observed a spiritual link
between the PCs and the other deck-touched individuals, she speculated
that a link might also exist to the creator of the deck. She was not
wrong: Omta knows that the PCs can in fact lead Tymora to Omta. When the
PCs agreed to help Tymora with this, Omta had a panic attack.
His panic manifested as objects teleporting around randomly. The biggest
object that got teleported was the top half of Castle Green, it got
teleported all the way into the Museum of Orethys. If this seems like an
odd coincidence, it is… but Gods and Fate are like that.
Lots of medium-sized objects also teleported, chunks of masonry, wagons,
you name it. Most of these items moved 20 to 30 feet in a random
direction. Some of these movements caused real harm: when a wagon
teleports 20 feet in the air, it can really hurt somebody when it comes
crashing down. When a structural support beam of a building teleports
somewhere else, its not good for the building. There are many injured
people.
The damage is most severe at Castle Green itself. But the parts of town
that are close to Castle Green also got hit. Places that are farther
away mostly avoided any serious damage, but they did experience a lot of
small-object movement: wine bottles, notebooks, and the like got
scattered. There is quite a mess. In the market square, which is far
enough from Castle Green, there is minimal real damage.
Much of what happens in this chapter will be dealing with the damage and
aftermath of the chaos storm.
### Joycie Says Goodbye, Lada Stays
Shortly after arriving at the market square, Joycie says that she was
glad to have met the PCs, but she now needs to go back to her job at the
temple in Brightwater. Shes very high-level, which means her time is in
very high demand. The temple was only able to spare her for a short
time.
Lada explains that she would like to stay with the party, if theyll
allow it. Tymora wants her to study the deck, and they both agree that
sticking with the PCs is the best way to do it.
Assuming the PCs allow Lada into the group, let the players take turns
running Ladas character. Lada will never fight, but she will do support
activities like casting *cure* and *bless* spells. Be strict about that:
the players cannot put Lada on the front line: she is scared of combat,
and she will panic if she is targeted. Lada is always one level beneath
the PCs. The reason shes so low-level is that she doesnt aspire to be
a combatant: shes a scientist, she spends her days in the lab, not on
the road.
### Magic Items in the Market Square
The PCs will notice that there are several merchants selling magic
items. That is not typical of St. Parnas, this is only a medium-sized
town. On a normal day, there would be no more than a handful of magic
items for sale in the entire city (not counting potions, which are
fairly common). But today, there are multiple merchants displaying quite
a few items. Naturally, thats because the deck has been conjuring lots
of items, and many of them get put up for sale. The merchants try
selling them in St. Parnas first, and then if they dont sell in St.
Parnas, they ship them to Tradegate where theres a broader clientele.
If any PC didnt receive anything of material value from the Deck, then
Green owes them 5000 gp. When the PCs were cast into the *donjon*, Green
assumed they would never be heard from again, so he gave the money to
the PCs family or friends. When the players created characters, they
were instructed to invent at least one friend. If the PC talks to their
friend, the friend will have the money (unless the friend has issues.)
So again, they will have enough money to buy one serious magic item.
So none of the PCs will feel left out - everyone will have about enough
money for one serious magic item, unless they already received a magic
item directly from the deck.
When the PCs created characters, they were expected to have a reason to
draw cards from the deck. Some of the players may have given their
characters backstories that they needed to pay a debt, or to rescue a
family member. In that case, a PC may have used up their money. This may
make the player feel left out. Try to avoid that situation. For example,
if the PC used their money to rescue a family member, perhaps the family
member in their gratitude raised money to pay the PC back. Try to find
an excuse to make sure that every player still has the money they won
from the deck.
### The Ogre in the Market Square
In the corner of the market square is huge Ogre, just standing there
holding a mandolin. His name is Pig, and he is deck-touched: the PCs can
see cards over his head. A detailed description of Pig is given in the
upcoming section, “Pig: The Ogre King.” The Deck gave Pig the ability to
play the mandolin - just before the chaos storm, Pig was playing music
for a small crowd. When the chaos storm hit, Pig stopped playing and the
crowd scattered. Pig is now just standing there looking perplexed. Pig
has an INT of 6, so when hes perplexed, he stays perplexed for quite a
while.
If the PCs approach Pig, then Pig is not that hard to have a
conversation with. Refer to Pigs character bio to know how to play Pig.
At this time, Pig is not willing to leave the market square. Pig will
tell the PCs anything they want to know, but remember that Pig has an
INT of 6, so he cant tell them anything that isnt straightforward and
obvious.

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