# Summary: The Museum of Orethys - Preamble ## Overview The PCs drew the Donjon card and are imprisoned in the **Museum of Orethys**, a demiplane created 100 years ago by the wizard Orethys to collect interesting people as living exhibits. Orethys died 60 years ago fighting an exhibit, but the museum persists. ## The Museum's Nature **Physical Structure:** - Hundreds of floating islands in a cavern, each containing a building/diorama with 1-2 people - Islands organized in "floors" at similar elevations, ~8 feet apart horizontally, ~30 feet between floors - Cavern edges are mist that teleports anyone entering back to their starting point (5th floor) - Each island has its own weather and terrain from its origin **Stasis Effect:** - All exhibits (people, buildings, objects) are frozen in time - People repeat the same day endlessly, cannot form new memories, don't recognize visitors - Injuries/death are temporary - everything resets after hours or if attention shifts - Items taken from exhibits vanish 1-2 hours after being set down (unless held) - Supplies regenerate constantly in pantries/shops - PCs also benefit: death teleports them back to starting location, fully restored **Time and Magic:** - Time passes at inconsistent rates vs. the multiverse - Arcane/divine magic, gravity, and physics work normally - No flight allowed for PCs (harpies above block climbing up) ## Key NPCs **Caretakers (Aarakocra):** - **Keira** - Talkative, frustrated caretaker. Has a magical guidebook listing all exhibits and their locations - **Qurak** - Calmer companion who moderates Keira - Bound by geas to patrol museum forever; immortal but bored - Hate Orethys but must serve the museum - Will eventually approach PCs to determine if they're guests or exhibits **Diometron:** - Another exhibit who refuses to stay on his island, explores constantly - Mentioned by caretakers as similar to the PCs ## Starting Situation **Party Formation:** - All PCs drew Donjon but arrived separately due to time distortion - DM runs one PC solo briefly, then introduces second PC - both experience **Deck Awareness** (see hovering cards showing what each drew) - Rest of party spotted on nearby island (~10 feet away) - Must improvise bridge (ropes, ladders) to unite - Start location: 5th floor, near "The Tavern of the South Gate" **Exhibit Assignment:** - PCs are supposed to be exhibit "The Deck of Many Things" inside Castle Green - Castle Green's arrival is "delayed" - exhibit doesn't exist yet - This is why they're wandering instead of frozen in stasis ## Escape Solution **The Puzzle:** 1. Ask NPCs (hypothetically) about planar travel to avoid triggering their mental blocks 2. NPCs suggest *sending* (call for help) and *plane shift* (travel between planes) 3. PCs must find someone in museum who can cast *sending* 4. Contact a friend outside who will eventually find someone powerful to cast *plane shift* 5. Rescue arrives (don't reveal this - let players discover it) **Exploration Constraints:** - Can't climb upward (no flight, harpies on 6th floor cut ropes) - Can descend floors via ropes tied to trees/posts - Ropes vanish after ~1 hour if left unattended (return to origin) - Must explore floors 5 down to bottom ## Key Destinations **Guest Services (Bottom Floor):** - Contains guidebooks that list all exhibits, locations, and inhabitants - Critical for finding spellcasters and locating Diometron - PCs learn about this from Keira **The Harpy Eyrie (6th Floor):** - Directly above starting location - Hostile harpies prevent upward travel ## DM Notes **Teaching New Players:** - Museum's no-death stasis makes it safe for inexperienced players - Use repetition shortcuts: don't roleplay identical conversations/actions multiple times - Emphasize "you have infinite time" to reduce travel/duplication tedium **Pacing:** - Let PCs explore 3+ exhibits randomly to discover stasis effects - Introduce caretakers when PCs tire of random exploration OR reach floor 3 - Caretakers provide direction: "get a guidebook from guest services" **Atmosphere:** - Mix of fascinating people from across multiverse (Orethys chose interesting individuals) - Most are low/zero level (Orethys avoided powerful beings) - Exhibits don't notice other islands unless directly shown - Mental blocks prevent exhibits from processing their imprisonment **Deck Connection:** - Unusual that all PCs arrived together at same time - The Deck is binding their fates together, not just punishing them - More is happening than just standard Donjon card effects