## The Market Square of St Parnas The PCs manage to leave the Museum of Orethys, with Joycie’s 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: they’re 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, it’s 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. She’s 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 they’ll 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 Lada’s 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 she’s so low-level is that she doesn’t aspire to be a combatant: she’s 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, that’s 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 don’t sell in St. Parnas, they ship them to Tradegate where there’s a broader clientele. If any PC didn’t 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 PC’s 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 he’s 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 Pig’s 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 can’t tell them anything that isn’t straightforward and obvious.