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