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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.
## The Bottom Floors of the Museum
This section lists all the exhibits on the 6th floor and below. That
includes guest services, which is on the bottom floor. This section
contains all the information you need to run the PCs through the bottom
floor exhibits.
If the PCs decide to bypass one of these exhibits, that is fine, with
one exception: the Dreaming Ghost. The PCs will need his help to solve
problems in later chapters. Make sure the PCs meet the dreaming ghost.
If necessary, rearrange and reposition the exhibits so that the PCs
stumble upon him.
### 6th Floor: Harpy Eyrie
From the Guidebook:
The singing voice of the Harpy is magically beautiful, apparently a gift
from a perverse elven god. It is quite difficult to listen to the song
and enjoy it. If one isnt getting ones eyes scratched out by harpy
talons, one is getting charmed off the edge of a cliff. It makes for a
poor concert-going experience.
Fortunately, the harpies in our exhibit lived not far from a school of
martial arts. They rapidly learned that fighting the monks was a
mistake, so instead, the harpies would keep their distance and use their
song.
This presents an opportunity for you. By donning one of the monk robes
in the chest in guest services, you can trick the harpies into singing
for you without physically attacking you. That only leaves the risk of
getting charmed. That chest also contains a potion to help boost your
will-power a little. With these aids, hopefully, you can enjoy the music
the way the elven gods intended.
When Orethys captured some harpies to be in his museum, he also captured
the cliffs that they live on. This makes for a rather large exhibit. The
Harpy island spans the entire width of the cavern. The harpy exhibit is
the entirety of the 6th floor of the museum. When the PCs first arrive
in the museum, they are on the 5th floor, directly *below* the harpy
exhibit.
When the PCs look upward, they see the harpy island hovering over their
heads. They can see some flying creatures swooping out over the edges of
the island, but its hard to get a good look. They probably wont know
that these are harpies until later.
The harpies serve an important purpose: they prevent upward travel until
after the PCs are “ready for it.” To ascend to where the harpies are,
the PCs will need some means of levitating or flying. To be able to
defeat the harpies in combat, the PCs will need the monk robe and potion
described in the blurb. Trying to get past the harpy exhibit without
these items is extremely dangerous, as anyone on a rope is a sitting
duck. But if youre wearing the monks robe, the harpies wont come near
you - not even if youre hanging from a rope.
Note: do not read any of the guidebook blurbs to the PCs until the PCs
have a guidebook.
### 5th Floor: Tavern of the South Gate
From the Guidebook:
If you enjoy a good drinking contest, this is the tavern for you!
Be aware: Liver damage is a real possibility.
When the PCs materialize in the museum, they appear next to the Tavern
of the South Gate. Therefore, the tavern is the exhibit that theyre
most likely to interact with first. Because of that, it is important to
roleplay the tavern very carefully.
Bart Wyntell spends his days in the Tavern of the South Gate. He makes
his living by betting on drinking contests. He will challenge the PCs to
a contest, but he wont play unless they make a bet of at least 5gp. The
“trick” is that he can drink an unlimited amount of liquor. Literally
unlimited. We have no idea why this is the case, and he doesnt know
either. Doesnt matter. He always wins drinking contests.
According to the Guidebook, Bart is the “point of interest” here. But
for the PCs, the bartender Kellia Meeks is actually far more helpful.
Kellia has been a bartender in the Tavern of the South Gate for quite a
long time, and she gets a lot of planar travelers in her tavern. She
likes to eavesdrop on stories about planar travel, and she knows all
about the spells *plane shift* and *sending*. She cant cast them, but
she can advise the players that those are the spells they need if they
want to escape from a demiplane.
When the PCs go in the front door, give Kellias opening speech: “You
walk in, and you see a fairly typical bar. The bartender says: Heh, you
guys dont look like youre from around here. Sit wherever you want,
Ill be with you in a moment.”
If the players sit down, say this, *exactly*: “The bartender walks over
and says: Im having a promotion where first-timers get a free drink.
Just one drink, just this once. What can I get you?”
It is important to get these two lines just right, for reasons well
explain shortly.
If the PCs are in the tavern and theres a lull in the conversation,
Bart comes up to the PCs and says, “You guys want to try a little
drinking challenge? I can out-drink anyone. You interested in a bet?” If
the PCs play along, have a drinking contest. Partway through the
challenge, Bart fumbles an entire flagon of beer on himself. He is
soaking wet: that is important. Let the contest play out - by the end of
the contest Bart is slurring and staggering, but he never goes down no
matter how much alcohol he drinks. For details of the contest, you will
have to improvise.
The above are the basics of what happens in the bar. But where it gets
interesting is when the PCs leave and come back. If they do, Kellia says
her opening speech, in *exactly* the same words, in *exactly* the same
tone of voice: “Heh, you guys dont look like youre from around here.
Sit wherever you want, Ill be with you in a moment.” She continues:
“Im having a promotion where first-timers get a free drink. Just one
drink, just this once. What can I get you?”\
\
This behavior should seem extremely odd. The players will be wondering:
“does this bartender have a memory problem?” Which of course, she does:
shes in stasis, and her mind has been reset back to the state it was in
when the PCs first arrived.
If the PCs had a drinking contest with Bart, have them make a perception
roll, DC 8 (thats so easy that at least one of the PCs should succeed -
but making it a roll makes players think its important). When they
succeed, point out to them: “Bart is no longer soaking wet.” If they
talk to him, he is no longer slurring and staggering. His physical
condition has been reset to the state it was in when the PCs first
arrived.
What were trying to do here is expose the PCs to the strangeness of the
stasis effect. We should really rub their faces in the fact that these
two characters keep getting “reset” every time you leave and return. You
should also look for opportunities to reset the bar itself. If the PCs
break a chair, they return and the chair is fixed. If they empty a
whiskey bottle, they return and the bottle is full. Look for
opportunities to point such things out to the PCs.
If the PCs try to discuss this stuff with Kellia or Bart, they are met
with disbelief. For example, if they say to Kellia “we were just here a
minute ago,” she will say, “Dont mess with me, Ive never seen you
before. I assure you, Id notice a bunch of strange characters like
you.”
If the PCs ask the bartender where they are - which seems likely, the
PCs have just arrived in a demiplane they dont recognize - then Kellia
Meeks says, “You lost? Just go out the front door, turn right, follow
gate street for about two blocks, and youll be at the south entrance to
the city.” This answer is weird. The tavern is on a floating island.
Theres a little chunk of cobblestone road out front, but it just leads
off the edge of the floating island. Yet the bartender seems to think
her tavern is still in a city. She seems to not be aware that anything
is out of the ordinary.
If the PCs lead Kellia outside, and show her the floating islands, she
says, “Thats weird, that definitely wasnt like that before. There used
to be a city here. I shouldnt leave Bart alone with the liquor, hell
drink it all - I need to go back inside.” Then she dashes back inside.
She is very uncomfortable looking at anything thats not on her island -
the compulsion to ignore it is strong. Shes just looking for any excuse
to look away from the floating islands.
If the PCs follow her back inside, she gives her opening speech again:
“Heh, you guys dont look like youre from around here. Have a seat
anywhere, Ill be with you in a moment.” That should really drive the
players nuts.
This bar is a good environment for the PCs to experiment with the stasis
effect. Give them every opportunity.
Aside from just being a good place to learn about the stasis effect, the
bar is also a good place to learn about the spells *sending* and *plane
shift*.
If the PCs talk about the outlands, or being in a demiplane, or any
other plane for that matter, Kellia overhears them talking about it, she
comes over and asks “Are you guys planar travelers? I get a lot of you
guys in here. Are you outsiders?” She is curious about planar travel.
She injects herself into the conversation. She is happy to talk about
such things. Look for excuses for Kellia to mention *plane shift* or
*sending*. For example, she might say “How long have you guys been away
from home? Doesnt it get lonely? Do you use magic to talk to your
families back home?” That could lead to a point where Kellia suggests
casting *sending*.
It is difficult to discuss escape plans with Kellia. The problem is that
she has a mental block against knowing shes not at home any more. If
you show her the floating islands, she gets agitated, runs back inside,
and tends to reset. At some point, though, the PCs will get the
*stabilization iron*, which can make it much easier to talk to Kellia
(or any NPC). If they stabilize Kellia, she will lose the mental block
and will be able to stand outside her tavern, talk about being stuck in
a demiplane, and make plans to get home. If the PCs dont think of
stabilizing Kellia, theyll just have to converse with Kellia without
showing her that shes trapped in a demiplane. It is perfectly possible
to do that: just speak to her in generalities, she will be happy to
discuss hypotheticals.
The tavern can also be a useful source of mundane supplies. There is a
storeroom with plenty of food (the tavern serves dinner at night), and
it also contains a bunch of odds and ends that can be used for repairing
things around the bar. That includes about 50 feet of rope, which might
turn out to be useful. Getting Kellia to part with these items might
take some creative deception (or money).
Speaking of money: any coins the PCs spend in the museum will eventually
“reset” back to where the PCs first appeared in the museum. If the PCs
travel the museum and spend money in some exhibits, and then they return
to the tavern of the south gate, they will find their coins scattered on
the ground just outside the tavern. In planescape, gold coins are minted
by organizations all over the multiverse. Every gold coin has somebodys
face on it, or the holy symbol of a temple, or something to indicate
where the coin was minted. When the PCs find their coins on the ground,
point out that the coins were minted in the PCs hometown. These arent
somebody elses gold coins: these are the coins that the PCs brought
into the museum, and they can be identified as such by the faces on the
coins.
Kellia can be a useful source of information and supplies. But even more
important than that, she can be an NPC that the players care about. But
you should play her in such a way as to make the players like her. When
players care about NPCs, it makes them feel invested in the world and
what happens to it.
### 5th Floor: Golden Goats
From the Guidebook:
These goats come from the slopes of Mount Olympus, at an elevation where
the cold forces them to grow thick, lustrous coats. But most remarkable
is the fact that the divine nature of Mount Olympus has caused these
goats to evolve hair made from real Gold. The sight of a tribe of these
goats is breathtaking.
Some of our more enterprising guests have attempted to shear the goats.
Be warned: goats can be ornery. Also remember: is is physically
impossible to remove a piece of an exhibit from the demiplane. If you
attempt to plane shift away with a pocket full of pure gold hair, then
when you go home, you will find your pocket to be empty. Perhaps
shearing the goats is an exercise best left to the imagination.
You can fight the goats to get some hair, but this is largely pointless.
The total value of the hair is only about 100 gp. Like almost everything
taken from an exhibit, it vanishes after an hour or two, or upon leaving
the museum.
There is nothing particularly useful about the golden goat exhibit. But
theres some important information in the blurb: it is physically
impossible to remove a piece of an exhibit from the demiplane, even
using plane shift. This will be important later.
### 4th Floor: Library of Dame Kenere
From the Guidebook:
Dame Kenere once possessed one of the finest personal libraries in the
multiverse. Now that library is part of the Museum!
Of particular interest are the books that she authored herself. Some
people say that theres nothing safe to eat in the Abyss. Thats
*mostly* true. But where theres a will, theres a way. For decades,
Dame Kenere has been writing survival books about how to find food in
the most hostile environments.
Her manor also contains her butler, who can be a bit of a nuisance. If
you tell him you work for Shiny Stone Publishing House, and are there to
read her latest manuscript, hell leave you alone with her books. Or you
can just chop his head off, but if you do, youll have to repeat the
process every fifteen minutes.
This exhibit consists of Lord Keneres manor. The only thing of any real
interest inside the manor is the library. The library does indeed
contain a large collection of abyssal recipe books. Heres an example
entry:
> *The Plane of Thorns* - on this plane, it is possible to hunt meat,
> which does provide nutrition. But eating local meat will almost
> immediately cause a burning rash in the back of the throat, which can
> only be eased by drinking water. Surprisingly, water found here is
> safe to drink, and it does provide relief from the burning. But the
> relief is short-lived, lasting only seconds. Consuming the water
> continuously to neutralize the itch leads to constant urination, which
> in turn leads to burning in the nether regions. The key to avoiding
> this cycle is to learn how to properly neutralize the meat before
> eating it. Doing so requires a mixture which can be concocted from
> local flora.”
It is not likely that Dame Keneres recipes are of any immediate use to
the PCs. The real utility of Dame Keneres library is that the PCs can
research almost anything here. Of particular relevance is a book called
“An Index of the Spells of the Multiverse.” The author of this book
wrote down summary descriptions of every spell he could find. The book
doesnt teach you how to cast spells - its just a listing of spell
names and spell descriptions. In particular, it is possible to look up
*sending* and *plane shift*.
If they players do look up *sending* and *plane shift*, give them the
spell descriptions from the players handbook. Tell them that they should
read the descriptions very carefully. Tell them that to succeed at
escaping the museum, they will need to truly understand the spells they
are trying to use. This is actually only half-true. They will have many
more opportunities to learn about the limitations of these spells, so it
isnt crucial that they learn now. But they will enjoy the campaign more
if they feel like they have a handle on how things work and whats going
on.
There is one problem with accessing Dame Keneres library: the butler,
Nolan Levant. He opens the door, and asks the PCs what they want. For
almost all possible answers, he replies: “Im sorry gentlemen, Dame
Kenere is not interested. Goodbye.” Then he slams the door. Because he
is in stasis, he immediately forgets doing this. If the PCs knock again,
he will open the door again in the exact same way, and ask the PCs what
they want, in exactly the same way. Again, for almost all possible
replies, he says “Im sorry gentlemen, Dame Kenere is not interested.
Goodbye.”
There is really only one thing that can get him to take interest: if the
PCs claim to be from Shiny Stone Publishing, then Mr. Levant will
hesitate for a moment. This is the course of action recommended by the
guidebook. But theres a catch: Mr Levant will take one look at the PCs,
and say, “Gentlemen, you give the impression of being mercenaries, not
publishers. My apologies if I am mistaken, but I cannot let you in.”
Then he slams the door again.
To actually get in the front door, the PCs will have to do all of the
following:
- They have to claim to be from Shiny Stone Publishing.
- They have to look like professional publishers, not mercenaries (ie,
> not armed to the teeth).
- They must convince Mr Levant that they have an appointment.
The deception is quite difficult. The PCs may have to hide some of their
group members (the ones who cant look normal), and they may have to
“borrow” some clothes from another exhibit. They will also have to
choose their words carefully. Fortunately, the PCs can try over and
over, because Mr Levant is in stasis and doesnt remember anything. If
the PCs fail to convince him, they can simply alter their approach and
try again.
The other approach to dealing with Mr. Levant is to kill him or tie him
up. Hes not good at combat - hes a butler. He fights with a dagger. He
doesnt know how to use defensive stances: he attacks all-out, which
means he usually hits, but he leaves himself wide open. If he hits, he
does 3HP of damage. He rarely survives long enough for a second attack.
When he dies, which should happen quickly, he will respawn elsewhere in
the mansion 15 minutes later. When he sees the PCs in his house, he
attacks again. The downside of this approach is that the PCs will
probably have to fight Nolan several times, and these repeated fights
will slowly chip away 3HP here, and 3HP there. But this is a feasible
approach, if its your style.
Much later in the campaign, the PCs will be visiting a plane of the
abyss. Perhaps they will remember the recipes of Dame Kenere. Dame
Kenere herself was not captured into the museum. She continued writing
books, and those books can be found in libraries all over the
multiverse.
Because Dame Kenere was never captured into the museum, she is still
“out there” in the multiverse. That means that when the players finally
gain the ability to cast *sending*, they have the option of trying to
contact Dame Kenere. If they do, they will successfully reach her, and
she will respond that her mansion disappeared sixty years ago. She is
now very elderly, 101 years old. She is no longer able to help in
person. However, she says she will contact some powerful friends and
that a rescue attempt will be arranged. She says the PCs should sit
tight and wait to be contacted again. The upshot is that just like
contacting any other friend, contacting Dame Kenere will lead to a
rescue party being sent.
### 4th Floor: Breakneck Chariot
From the Guidebook:
Heres a fun money-making scheme: build the fastest chariot in
existence, then charge people for rides. Now that the chariot is part of
my museum, you get to experience the joy and terror of it!
Of course, its not *really* the fastest chariot in existence - thats
just marketing - but it is hellaciously fast. It *feels* even faster
because you feel like youre definitely going to die.
A ranger named Viggart was traveling through the feywild when he was set
upon by a half-dozen quicklings. This turned out to be a mistake on the
quicklings part. Viggart killed several of them, and the quicklings
fled. But Viggart wasnt satisfied. He hunted the quicklings back to
their home base, snuck in, and drugged their wine. When the quicklings
were all unconscious, he bound them, threw them in his saddlebags, and
carried them home. In this way, he collected two dozen squirming
quicklings.
When he got home, Viggarts wife was furious - she demanded to know
exactly what he intended to do with several bags full of angry
quicklings. Viggart thought fast, and a money-making scheme was born.
Viggart had a friend build a kart and yoke, and the quicklings were
bound into servitude, as “horses” for a racing kart. The yoke has four
rows of six quicklings: 24 total.
Needless to say, the quicklings are not happy with this state of
affairs, but theres not much they can do about it. Viggart keeps them
under control primarily by binding them tightly to the yoke: it is a
rigid design that keeps them physically in front of the chariot while
still allowing them to move their feet and hands. Viggart can also pull
a “choke-rope” which is tied to the quicklings necks, to motivate them
to cooperate.
At night, the quicklings discuss their escape plans. They have two
ideas. First idea: if one of them could just grab a knife from
somewhere, theyre sure they could cut their neighbor free from the
harness. Then, they could hand the knife to the freed quickling, who
could (very quickly) free more. From there, all hell would break loose.
Second idea: if they could get Viggart to fall off the chariot, then
they could all just start running. They could be half a mile away (with
the chariot) before Viggart could even pick himself up. With no Viggart
to pull on the choke-rope, theyre pretty sure they could find a sharp
rock or something and cut themselves free.
When the PCs look down at the exhibit, they see a barn. In front of the
barn is a packed earth road that snakes around and then comes back to
where it started. It also has a branch that leads right off the edge of
the exhibit.
The dirt road is a racetrack, and the barn is being used as a parking
garage. The barn contains the chariot, the quicklings, Viggart, and a
paying passenger named Althune. They are getting ready to go for a ride.
Viggart has to do many preparatory steps: Althune must be given a
briefing, and then Althune must be strapped to the chariot so that he
doesnt fall off. Viggart doesnt need straps, he has done this enough
times to be able to keep his footing.
All the players see when looking down is the dirt road, the barn, grass,
and a scattering of trees. The best place to climb down (a place where a
rope can be tied to a tree) leads the players descending to a spot just
inside the racetrack. Nothing interesting happens until they are on the
exhibit. Suddenly, they hear the quicklings shrieking, a clattering of
wood on dirt, and Althune yelling his head off, and they see the entire
contraption hurtling down the track. The quicklings are not a blur -
theyre encumbered by the kart, so theyre not moving as fast as usual.
The PCs can clearly see whats coming at them.
The quicklings also see the PCs and they immediately recognize that
theyre armed. This is the perfect opportunity to grab a dagger and
execute their escape plan. The quicklings steer the cart directly toward
the PCs - the plan is just to ram the party at speed. You see, the kart
is going “fast” from the perspective of a human, but its not especially
fast to a quickling. The quicklings are sure that as the PCs are bowled
over, they will be able to pick up weapons dropped by the PCs.
When the cart goes off-road, Viggart starts yanking on the choke-rope,
but the quicklings stubbornly keep going: this is their one and only
shot.
The PCs have one melee round to prepare before the kart crashes into the
party. If the PC are bunched up, the kart will ram the party as a whole.
If theyre spread out, the kart will pick the biggest bunch of PCs and
ram that bunch. The kart is 10 feet wide at its widest point (the front
of the yoke).
The PCs who are rammed must make a DEX save DC13. Any PC who succeeds is
next to the kart, rather than in front of it. The quicklings will reach
out and try to grab a weapon from such a PC. They will not attempt to
wrestle a weapon out of a PCs hand: the quicklings are not strong
enough to win a tug-of-war. But if the PC has a small sharp weapon
(dagger, shortsword, ninja star) that is still in a holster, a quickling
will easily grab it. Large weapons are too much for the quicklings -
they cant grab longswords or larger. The quicklings have no interest in
bows or other weapons that they cant use to cut themselves free.
Any PC who fails his DEX save against being rammed is knocked prone and
trampled, taking D4 damage. Such a PC is also subjected to the quickling
weapon-grab attempt. But they might also drop their weapon, DEX save DC
13, which would give the quicklings an additional opportunity to grab a
weapon without a tug-of-war.
Any quickling who has a weapon gets one of the following actions on his
turn:
- If the quickling is still tied to the kart, the quickling will cut
> himself free.
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- If the choke-rope is intact, the quickling will cut the choke-rope.
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- Otherwise, the quickling will cut one other quickling free.
Any quickling who is free and who does not have a weapon can try to grab
one.
If the plan to grab a weapon fails, the quicklings may at your
discretion bring the kart around and try again. But this time, the DEX
saves are only DC10, because the PCs know what to expect.
If three or more quicklings get weapons, theyll immediately try to stab
Viggart to death, and will very likely be successful - Viggart doesnt
have his weapons on him.
If the plan to grab a weapon is a total failure, the quicklings will go
for plan B: crash the cart into a tree, knocking Viggart off. Then,
theyll try to head for the hills, but they will stop short at the edge
of the exhibit. When they realize a chasm prevents them from leaving,
theyll turn around and try to run Viggart over with the kart, as many
times as possible.
If Viggart is killed and all the quicklings get free, then the
quicklings will begin mocking the PCs for being so slow and stupid.
Eventually, theyll lose interest in this and will grab some rope from
the Kart, and escape from the edge of the island.
The quicklings are highly atypical in that they are willing to leave
their exhibit. Most museum NPCs have a mental block against leaving
their exhibit. The quicklings have that mental block too, but the
quicklings were desperate to escape from Viggart long before they were
captured into the museum, and escaping from Viggart necessarily means
they have to leave Viggarts island. Their intense desire to escape
overrides their mental block against leaving their island. If the
quicklings do escape into the museum, they will eventually reset back to
being in their own exhibit.
The only thing really useful about this exhibit to the PCs is the
supplies it contains. For example, the karts “choke-rope” is actually
25 separate lightweight but strong ropes that go to 25 quickling necks.
The total amount of rope is 25 x 6 feet = 150 feet of rope. Thats
enough rope to descend 5 floors of the museum. Viggarts shed may also
contain a variety of other shed-typical items, at your discretion.
If the PCs leave the exhibit and come back, then naturally, everything
will be back in the shed where it all started. One way to avoid having
to fight the kart again is to simply time it so that the PCs dont climb
onto the exhibit until the race is done and the kart is reentering the
shed. That will give a full 20 minutes before the cycle repeats. Another
way to avoid the confrontation is to yell to Viggart “dont start
racing, theres an obstacle on the track,” or something to that effect.
### 3rd Floor: Clarens Tapestries
From the Guidebook:
Take it from me, making magic items is *hard*. So I always find it
amazing when people can craft magic items without even trying.
Claren weaves tapestries, and when shes done, the tapestries can create
remarkable phantasms. Those phantasms can persist in the physical world.
Try it out! Surprisingly, the phantasms are more stable than other items
taken from exhibits.
Claren Lusk is a weaver who makes tapestries, and she invests a lot of
effort into each one. Her tapestries are magical. If you stare at one
for several minutes, you will find yourself in a dream-like trance where
you think you are “inside” the tapestry. This is just an illusion. You
are still actually sitting on a chair in front of the tapestry, staring
at the tapestry, but the illusion feels real to you. If two people both
stare at the tapestry at the same time, then both people can enter the
tapestry-dream at the same time.
When youre experiencing the illusion, you feel like youre in a world
made of woven fabric. Even though things look like fabric, they work
like normal items. For example, a soup bowl that looks like its made of
fabric can still sit upright on the table and hold soup. The soup itself
looks like yarn, but you can eat it and it tastes like soup.
Anything pictured in the tapestry can be explored. For example, if the
tapestry shows a cabin, then you can enter the cabin, and theres normal
furniture in the cabin, even though the inside of the cabin wasnt
visible from “outside” the tapestry.
The tapestries all have fringes around the edge. If you are inside a
tapestry, and you walk outside the area which is pictured in the
tapestry, you find yourself in a “grassy” but otherwise empty field,
where the grass is actually tapestry fringes. From there, you can easily
walk back to the area pictured in the tapestry.
To exit the illusion, all you have to do is tell the DM that you want to
go back to reality. Just wanting it makes it happen. When you exit,
anything that you were holding in the illusion is still in your hands.
For example, suppose youre in a tapestry, in a cabin, eating soup, and
you decide you want to exit the illusion. You find yourself back on the
chair in front of the tapestry, but now youre holding a fabric bowl of
soup. The bowl, which is now in your hands, is an illusion/phantasm.
However, everyone in the room can now see it, and they can taste the
soup if they want. If you bring a tool out of the tapestry, it is solid
enough to actually be used as a tool.
Phantasms stick around for anywhere from 6 hours to 3 days, depending on
how emotionally invested you are in them. Mundane household objects
typically dont create emotional investment, so they usually last about
6 hours.
Many of the tapestries contain living animals - squirrels, birds,
butterflies, the like. Sometimes a small animal will exit the tapestry
with you, depending on the situation. The animal will be drawn to the
person who conjured it and will stay nearby. The animal is, for all
practical purposes, alive. It will vanish in the same 6 hours to 3 days
time frame.
Clarens tapestries do not contain any people. This is deliberate on
Clarens part. She does not want to know what would happen if she caused
a fabric person to exist, she dreads the thought of creating an
intelligent person with a 6-hour lifespan.
It is possible to hurt yourself inside a tapestry, but the damage
vanishes when you exit.
Clarens shop is a well-built, well-maintained wooden building. The
inside is single large room, which is a gallery. All of the walls are
covered in tapestries, and in front of the tapestries are wooden
benches. In the middle of the room is a work area consisting of a large
loom and work-table covered in yarns and paper sketches. Claren is at
the loom, working.
Claren is an aged elven woman. Her demeanor is gracious and warm, but
she is also serious about selling tapestries, she wants to make a sale.
This is difficult for her - even though the tapestries are amazing,
theyre also expensive, and there just arent that many people who can
afford them. She evaluates the PCs and if they dont seem like people
who can afford magic tapestries, she may get a little impatient.
When the PCs enter, Claren says, “Here to buy tapestries?” If the PCs
say yes, she says “Why dont you try them out - sit on a bench, and just
gaze at one for a while. Dont worry, the effect is safe.” If the PCs
conjure a phantasmal object, Claren says “Keep it, its yours. It will
vanish in a few hours, though.” If the PCs say theyre thinking about
buying and theyll come back later, Claren is fine with that.
Claren has no idea how she does what she does. It just happens. If the
PCs discuss something other than tapestries with Claren, shes an
intelligent woman who can discuss a variety of subjects. Feel free to
give her a detailed backstory, and an interesting personality.
The following tapestries are present in the gallery, among others:
- A cute log cabin on a hill overlooking a beach, with seagulls.
- A well in a clearing in the woods, with sunlight streaming through
> the trees.
- An apple orchard, with ladders, fruit baskets, a cart, a wooden
> fence, and more.
- Waves crashing on a rocky shore, with a scraggly tree.
- A view of a forest from on top of one of the trees, with
> butterflies.
Clarens tapestries is here as a catch-all place where PCs can find
objects that they need. If theres some specific object the PCs have
been looking for, then you have the option of adding a tapestry to the
list, in order to give the PCs the item they want.
In the gallery is an aarakocra named Algion. He is mesmerized, staring
at the forest/butterfly tapestry. Tapping him on the shoulder doesnt
wake him up. To get his attention, you have to enter the tapestry with
him.
Algion is a medium-wealthy merchant who is in the business of
transporting wines. Hes friendly and curious, and he likes nice things.
He is a potentially useful NPC because he can fly, which means that he
can facilitate travel upward in the museum. Algion cant carry a PC (not
strong enough), but he can carry a rope upward, tie it to a tree, and
dangle it down for the PCs to climb up.
If you encourage Algion to come with you, he is initially enthusiastic:
it sounds like fun! But as soon as he sees the edge of the exhibit, the
mental block kicks in. He freaks out and returns to the building, then
his memory resets, forgetting that anything happened. This is utterly
unproductive.
However, later in the campaign, the PCs will discover a magic item
called the “stabilization iron” which prevents objects from resetting,
and a “potion of willpower” that gives a +5 to wisdom saves. The
stabilization iron can be used on Algion, this prevents his memory from
resetting. He still freaks out at the edge of the exhibit, but when he
returns to the building, he says, “That was weird. I felt like I was
compelled to turn around, like I was under the effect of a charm spell
forcing me to turn around. Let me try again.” Then he goes back to the
edge again, and he tries to grit his teeth and overcome the compulsion.
But moments later, he turns around again and reenters the building, and
he says, “Ugh, that magical compulsion is strong! I dont know what to
do.” At this point, if the PCs think of giving Algion the potion of
willpower, then Algion will be able to overcome the magical compulsion.
Once you do both of these things, Algion can join the party. He is
surprisingly good at taking the strangeness of the museum in stride.
Apparently, Algion is a person who is comfortable with change. Algion is
curious about the museum and is happy to explore with the PCs. He is not
a combatant, he will not fight.
### 3rd Floor: Wasted Wino
From the Guidebook:
Take it from me, making magic items is *hard*. I always find it amazing
when people can craft magic items without even trying. But Rixmort is
the only person Ive ever found who can make a magic item in less than a
minute.
Hes a bartender, and when he improvises, you never know what the drinks
are going to do.
Rixmort is a green slaad bartender. The sign over the front door of his
bar says: “The Wasted Wino: a Purveyor of Artisan Cocktails.” The bar
used to be in Acheron before it was pulled into the museum. Rixmort can
indeed make drinks with magical effects. However, its not because hes
an amazing bartender. Its because he sometimes spits in the drinks.
When he does spit in the drinks, some of his chaos essence mixes with
the alcohol making a potion.
Rixmort is pretty good at sleight-of-hand, so he usually manages to spit
without anyone noticing (Orethys didnt notice). He only does this when
hes in the mood to be funny, and he doesnt care at all what his
patrons want him to do.
The potions arent especially useful magic items, though, for one
reason: the identify spell identifies the drink as a “potion with a
random effect.” Thats all that the identify spell tells you. The reason
for this is that the chaos essence that makes them work is constantly
shifting and changing, so the potion might be a potion of giant strength
one minute, and a potion of water breathing the next minute. You have to
roll randomly at the moment the person drinks it.
Rixmort is a terrible bartender. He just mixes ingredients randomly, and
the taste is usually disgusting. However, he *does* always include a lot
of alcohol. No matter what you order, he just gives you whatever he
feels like giving you. But, in Acheron, most people dont really care.
Theyre there for the alcohol, and the entertainment value of seeing the
random potion effects.
The bar is usually pretty busy, but in order to capture the bar into the
museum, though, Orethys had to clear out the patrons, so in the museum,
the bar is empty except for Rixmort.
Rixmort is useless at conversation. No matter what you say to him, he
*immediately* goes off on a tangent, and then goes off on another
tangent, ad infinitum. To make matters worse, he uses pronouns in a
confusing way. For example, if you say, “which way to the bathroom,” he
might say, “You see that hallway, with the paintings of mushrooms? They
\[mushrooms\] go great in kobold stew, you should simmer it a long time.
They \[kobolds\] buy a lot more drinks than you would think for their
size.”
If for some irrational reason the PCs decide to fight Rixmort, use the
standard green slaad stat block.
Rixmort serves no real purpose in this chapter other than just to
entertain the PCs.
### 3rd Floor: Orb Conclave
From the Guidebook:
> One large hovering eyeball, and ten small hovering eyeballs.
>
> Although it doesnt look like a beholder, Im pretty sure this thing
> is beholder-kin, because of its eye rays. If aggravated, it will
> attack you with death, disintegration, telekinesis, charm, sleep… and
> an anti-magic cone from the large eye. That combination of rays just
> screams “beholder.”
>
> The personality, however, is very unlike a normal beholder. I find
> that it just looks at me, impassively, no matter what I do - unless I
> touch it or attack it, in which case it rains death. I advise you to
> leave it alone unless you are prepared to deal with its destructive
> energies.
>
> I would love to know what this thing is thinking, why it exists, or
> what its purpose is. But I cant get any reaction, other than staring
> and all-out attack.
The *orb conclave* doesnt look like a beholder, because its “body” just
consists of the eyes. There is no mouth, no skin, no scales, no
eyestalks. Just hovering eyes. Each eye looks like a perfect white
sphere with an iris and cornea, but nothing else - no optic nerve, no
veins, no imperfections.
If an eye is captured and dissected, the inside is just clear jelly,
with no retina, no blood vessels, nothing that would suggest that this
being has any kind of biology. It is more the abstract impression of an
eye, than an actual eye from a living animal.
The orb conclave is hovering calmly above a patch of icy tundra. It is
quite cold, but the PCs dont need protective equipment for a short
visit, its not *that* cold. It is rare to find a beholder outside of an
extremely well-defended lair, but this entity doesnt seem to be in any
kind of lair, and it isnt surrounded by defenses. This is very atypical
of beholders.
Talking to the *orb conclave* has no effect - it stares, but it doesnt
respond. Telepathic contact is possible, making it obvious that the
entity has a mind, and that it is receiving your message, but it doesnt
respond. Spells like *message* provoke no reaction other than staring.
It will look at visual illusions, making it clear that it can see them,
but again, no response.
Doing damage to the *orb conclave*, or even just physically touching it
with your hand, will provoke an all-out attack. Likewise, spells that
alter the *orb conclave* without doing damage, such as a shrinking
spell, or a teleport spell, will provoke an attack. Provoking an attack
is the only way to get the conclave to move.
Spells that dont do damage, and which dont directly affect the *orb
conclave*, may or may not provoke an attack. For example, if you were to
cause it to rain, that would not damage it, but it might provoke an
attack - but thats not 100% certain. Or, it might just hover calmly in
the rain.
Normally, the smaller eyes hover about three feet of the large central
eye, moving in a slow dance around the central eye. But if attacked, the
eyes will spread out. They can spread to any distance away from the
central eye - they can move around the area as individuals. Spreading
out is a tactic to protect against area-of-effect attacks.
Eyes can be destroyed in a fight. Each eye can survive on its own, even
if the large central eye is destroyed. If the *orb conclave* appears to
be losing a fight, the eyes will flee, they will all go in different
directions in order to make it difficult for the party to catch them
all. If any one eye survives, the *orb conclave* survives. The remaining
eyes will regroup, and then they will slowly conjure more eyes at a rate
of 1 small eye per day, and then another 5 days for the large central
eye, until the *orb conclave* is fully regenerated.
If the PC provoke a fight, use the standard beholder stat block, with
the following alterations:
- The eyes move independently, and can fan out around the room.
> Although the eyes appear independent, they act collectively, like
> a beholder. They only get one collective initiative roll. Like a
> beholder, the OC fires three rays per turn. Like a beholder, it
> chooses its attacks unpredictably.
- Each small eye has 5 hit points. The large eye has 50 hit points.
> The PCs must specify which eye they are attacking. If they destroy
> an eye, the OC is still alive, but it (obviously) cannot use that
> eye any more. As long as the OC has at least three eyes remaining,
> then it will continue to make 3 ray attacks per turn.
- Each small eye has a different color: charm=pink, paralyzing=purple,
> fear=green, slowing=brown, enervation=blue, telekinesis=yellow,
> sleep=white, petrification=grey, disintegration=red, death=black.
> This makes it possible for the PCs to announce, “I am attacking
> the red eye.”
The *orb conclave* does not hold a grudge. If you attack it, leave, and
then return later, it will just stare at you as it stares at everyone.
This is not just because of the stasis effect, this is how the OC would
act if it were somehow released into the multiverse.
The *orb conclave* is indeed beholder-kin. It was generated during a
strange dream of a particularly odd beholder. At the time of this
writing, there is only one *orb conclave* in the multiverse. So far,
nobody has figured out what it is thinking of, why it stares, or why it
doesnt respond.
If the PCs fight the *orb conclave*, given that the PCs are low-level,
it seems likely that the creature will annihilate the PCs almost
immediately. If that occurs, the PCs will respawn in the same way that
they would for any other death in the museum. The OC is much weaker than
a normal beholder, though, in that it is sometimes possible to destroy
an eye in a single hit (only 5 HP). If the PCs are smart and target the
most dangerous eyes first, they may be victorious.
If the PCs provoke an attack and then attempt to flee, the conclave will
not leave its floating island. It is bound by the rule that all museum
NPCs refuse to pay attention to things outside their exhibit.
In the unlikely event that the PCs do substantial harm to the *orb
conclave*, the conclave flees, scattering in all directions. In this
event, the conclave will leave its exhibit. It doesnt want to pay
attention to things outside its exhibit, but if its life is on the line,
it will overcome that hesitation. In this event, the conclave doesnt
need to regenerate in the way that it normally does. Instead, the stasis
effect of the museum will respawn the conclave in its original condition
in its original location in a matter of an hour or so.
The PCs can learn from this exhibit: they can learn that death in the
museum is not permanent, and that they respawn back at the Tavern of the
South Gate.
### 2nd Floor: Dreaming Ghost
From the Guidebook:
A shack with a man asleep on a bed. Nothing much to see… unless you wake
him up. Then, theres even less to see. If you wake him, he vanishes,
and he will reappear, asleep, about 15 minutes later.
I cannot figure out what is happening here. Ive included him in the
museum as a curiosity. If you figure out whats causing this, let me
know. - Orethys
Heres whats happening here: the sleeper, a man named Johann, enjoyed
sleeping and dreaming so much that he made a deal with a powerful fey
creature. He would gain the ability to explore other peoples dreams,
and affect them. The price he paid, however, is that he lost the ability
to enter the waking world, and affect the waking world.
For Johann, being in the museum has been a boon. His physical body is in
stasis, he cannot age, and his shack and bed need no maintenance. But
his *mind* is not in stasis - because his mind is not in the museum. It
roams the planes, visiting the minds of other dreamers throughout the
multiverse. This has worked out to Johanns liking.
If you wake up Johann, he vanishes. But he *knows* he has been awakened,
and he knows which PC did it. The next time that PC takes a long rest,
the PC has a dream:
> The sleeping man from the shack is walking toward you - you recognize
> him. He stops in front of you, and he says, “Did you want something?
> You tried to wake me up, when I was sleeping in my shack.”
At this point, the PC can have a dream-conversation with Johann.
Johann knows a trick: he can make you have a lucid dream. That way, the
PC can have a clearheaded conversation with Johann, and remember it in
the morning. The PC can say whatever he wants to Johann, and ask
questions. Johann is willing to have a nice chat. Johann explains that
his existence is just exploring the dreams of people all over the
multiverse. If the PCs ask for specifics, Johann laughs and says, “oh,
you know how dreams are. A lot of crazy stuff.”
Johann is potentially quite useful to the PCs. One of the things that
the PCs need to do to escape the museum is to call for help, using the
spell *sending*. But there is an alternative to casting *sending*. You
can ask Johann to visit somebody in their dreams. Johann can deliver a
message for you. He asks no payment for this, hes happy to help.
There is a catch, though: most people dont pay much attention to their
dreams. You will need to send the message to somebody who is in the
habit of listening to their dreams, otherwise the message wont be acted
on. In general, priests are a good choice in the D&D universe. Gods
often communicate with their servants in dreams, so priests try to
remember their dreams. Another good choice would be a fortune-teller or
soothsayer - they take signs and portents seriously.
After Johann tries to deliver a message, Johann will once again enter
the PCs dreams. He will report on whether or not he was successful on
getting a message through. If the recipient was paying attention to
their dream, Johann will know. He will tell the PCs that their message
got through. But if the recipient was the kind of person who ignores
their dreams, Johann will apologize, saying “some people just dont put
much stock in dreams, theres not much I can do about that.”
The PCs will need Johanns help not just in the museum, but in later
chapters. Make sure that you roleplay Johann in a particularly friendly
and outgoing manner. Make sure the PCs get to know him a little. If
necessary, make Johann a little nosy - he pops into their dreams whether
the PCs call for him or not.
### 2nd Floor: Reggies Boots
From the Guidebook:
Take it from me, making magic items is *hard*. So I always find it
amazing when people can craft magic items without even trying.
Reggie Drums family thought he was a normal human child. They were
wrong: Reggies mother had been deceived by a clever fae, and Reggie was
conceived. The wild magic of faerie runs in his blood. Yet, he has the
most boring life imaginable. His father was a shoemaker, and Reggie was
apprenticed at an early age. He spent his days sitting in a gray room,
making shoe after shoe after shoe.
The enchantment of faerie calls to Reggie, but he loves his family, and
his sense of duty is strong. So he stays in his shop, and provides for
his family. But while he works, his mind drifts. Reggie does not
deliberately enchant the boots he makes. He simply allows his hands to
craft, while his mind wanders to the fey realms.
Reggies workshop is a sturdy building on a cobblestone street. The door
has a sign that just says “Boots and shoes, Reasonable prices, Please
come in.” Inside is a workshop: a big workbench, piles of leather and
catgut, lots of tools in good condition. Its obvious that Reggie is
making good money. Reggies bedroom is upstairs. Reggie is standing by a
bench, working on a pair of boots.
Reggie is all business. When the PCs walk in, Reggie doesnt even look
up, he just says, “Here for quality shoes, or magical shoes?” If the PCs
say “quality,” Reggie says, again without looking up, “racks over
there, try them on until you find a pair you want.” The rack is full of
normal shoes. If the PCs say “magical,” however, Reggie finally looks
up. He says, “Theyre expensive. You have money?”
All of Reggies boots, even the so-called “non magical” ones, have one
minor effect: if youre wearing them, your legs never get tired. You can
be on your feet all day. In addition to this one minor effect, Reggie
has a few pairs of boots with major effects:
- Boots of Speed. 4000 gp.
- Boots of Elvenkind. 2500 gp.
- Boots of Levitation. 4000 gp.
- Boots of Striding and Springing. 5000 gp.
The boots of levitation can be used to climb upward in the museum. These
are important quest items.
The boots are all *very* expensive - the PCs do not have the money to
buy a pair of boots. If one of the PCs drew the *Gem* card from the
deck, they may have gems worth thousands of GP. But if they show the
gems to Reggie, he says, “I dont know anything about appraising gems. I
have no idea what those are worth. Go sell them to a jeweler and bring
me gold coins. I wont accept anything other than gold.”
Some PCs might think about raiding other exhibits to get the coin. That
is impractical. There are very few exhibits that have a lot of gold
pieces. Remember also that items taken from exhibits are transient, and
will vanish in an hour or two - and scraping together thousands of GP by
finding 50 gp here, 50 gp there would take a very long time. You can
stabilize gold coins using the stabilization iron (see the chapter on
*Magic Items of the Museum*), but if you do that, every coin will have a
glyph on it. Merchants are always on the lookout for conjured coins that
might vanish when the conjuration spell wears off, so they carefully
look for warning signs that suggest that a coin might be of magical
origins. A glyph is a huge red flag that would make any merchant refuse
to accept coins.
Like it or not, if the PCs want the boots, theyll have to steal them.
Of course, its not really immoral to steal the boots: they are just
going to reappear in the exhibit anyway. Reggie will be completely
unaffected by the theft. If necessary, point this out to your players.
The magical boots are not out in the open. Reggie doesnt want people
stealing his boots, and he figures the best way to avoid the problem is
if people dont know where the boots are. They are under some
floorboards, under a cabinet. If you pay for some boots, Reggie will ask
you to step outside for 5 minutes. Then he will lock the door, retrieve
the boots from under the floorboards, unlock the door, and hand the
boots to you. If you say you wont pay without seeing the boots, he
says, “Anyone in town will tell you Im honest. Go ask around, and when
you trust me, come back.”
Here are some things the PCs can do:
- There are windows in the shop. It is possible to spy on Reggie. When
> he finishes the boots hes working on, he stashes them under the
> floorboards.
- If you can get Reggie to be fatigued, he will go to his bedroom and
> take a nap.
- It is possible to kill Reggie, but hes a tough opponent.
If the PCs decide to fight Reggie, hes a fourth-level fighter with a
longsword and leather armor. He is wearing “Boots of Kicking and
Jumping.” These boots grant two useful abilities:
- As a bonus action, after attacking with his longsword, Reggie can
> also kick with the boots for 1D6 damage. He can kick any target,
> it does not necessarily need to be the same target he attacked
> with the longsword. He can do this every melee round.
- As a bonus action, Reggie can take the dodge, disengage, or dash
> action. If he uses this ability, his jump distance is also
> doubled. After using this ability, Reggie cannot use it again for
> two melee rounds.
> Reggie Drum
>
> Level 4 fighter with longsword, leather armor, wearing magical boots of
> kicking and jumping.
>
> Armor Class 13
>
> STR 14 (+2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
>
> Hit Points 40
>
> Speed 30 ft.
>
> Passive Perception 14
>
> Longsword: Action, +6 to hit, reach 5 ft. Hit: 7 (1d8 + 3) slashing
> damage.
>
> Kick (because of boots): Bonus Action, +4 to hit, reach 5 ft. Hit: 4
> (1d6 + 1) blunt damage.
>
> Dodge, Disengage, or Dash (because of boots): Bonus Action, two melee
> rounds cooldown.
To get the boots, the PCs will need to execute an interesting heist. Let
them plan anything they want. You will have to improvise the layout of
Reggies workshop. Note that fighting Reggie doesnt automatically get
you the boots: youll still have to find them.
### 1st Floor: Tiny Men
From the Guidebook:
> Most people think sprites are the smallest humanoids. Turns out,
> thats not even close. I dont know what these things are called, but
> theyre less than two inches tall. (Theyre hiding in the rocks.)
The ground on this floating island is very rocky terrain. Cut into some
of the bedrock rocks are small caves, with wooden doors. The doors are
only about three inches high, and theyre positioned to make them hard
to notice. When the PCs first arrive, describe the island as “completely
empty, except for dirt and rocks.” Only if the PCs get down on hands and
knees and root among the rocks do they notice the doors.
Behind the doors are a miniature cave system containing tiny men. They
are a primitive hunter-gatherer society. If you manage to get them out
of their holes, and do something about the language barrier, you can
talk to them about hunting insects and foraging for seeds. They dont
have much else to say. The tiny men are not important to the main quest.
What makes this island interesting, for the PCs, is its size and its
position. Orethys only captured as much land as he needed to fully
capture these tiny men and their underground lair - and thats not much
land. So this island is only about ten feet in diameter.
This floating island is positioned about thirty feet below Reggies
Boots. If youre on Reggies island, you can peer over the edge and see
this tiny island below. But actually getting *onto* this tiny island is
a tricky problem. If you dangle a rope down from the edge of the large
exhibit, it will not reach the tiny island. It will just hang down into
empty space. If you extend the rope too far, it will dangle down into
the mist at the edge of the cavern. See the diagram below, showing the
large island, this tiny island, and a rope dangling from the large
island.
### ![](media/image2.png){width="2.3387674978127735in" height="2.3387674978127735in"}
If the rope touches the mist, thats not a big deal, it is unaffected by
the mist. But if a person enters the mist, they will vanish and respawn
back at the Tavern of the South Gate. Thats probably not what the PC
wanted to do. Swinging the rope is not helpful - the PC hanging from the
swinging rope will swing into the mist before they swing onto the tiny
island. The most likely solution will involve tying a rope that hangs
underneath the large island, like this:
![](media/image1.png){width="2.307292213473316in"
height="2.307292213473316in"}
Actually getting a rope installed like that is tricky. The easiest way
to do it is to walk around on the underside of the large exhibit using
*spider climb*. But it is possible to do it without any magic at all. If
two people hold the two ends of the rope, and they push the middle of
the rope off the edge of the large exhibit, and then the two people walk
to opposite sides of the large exhibit, they can get the rope into
position.
Another possible issue is that some PCs may not be strong enough to
“hand-over-hand” down the rope. In that case, it may be necessary to rig
up some sort of harness.
Of course, it may also be possible to invent other solutions entirely.
Give the PCs room to be inventive here, and try to respect their
solutions, even if those solutions arent entirely logical. If the PCs
come up with a solution that makes sense to *them*, then let them have
their small triumph. They need to succeed here, so make sure they do
succeed.
### Bottom Floor: Guest Services
When you enter the front door of guest services, you are in the dining
hall. There is a dinner table with seating for eight, and a nicely
stocked buffet table. On the rear wall, there is a ten-foot-tall
painting of Orethys, who as it turns out, was an aarakocra. In the
corners of the room are pedestals with busts of Orethys. He did not have
a small opinion of himself.
The fact that Orethys was an aarakocra explains a few things. Aarakocras
originate from the elemental plane of air. Any land in the elemental
plane of air naturally forms a floating island. When Orethys created
this demiplane, it naturally took on several of the characteristics of
the plane of air, because thats what Orethys was familiar with. The
fact that he, his guests, and his caretakers were aarakocras explains
why he did not provide any mechanism to fly from one island to island:
they could already fly.
Around the dining room are other areas. A door leads to a clean
restroom. A corridor leads to a row of bed chambers with well-made beds.
An open archway leads to *Featured Exhibits*. All three areas are
clearly labeled.
Guest services is in stasis, like everything else in the demiplane. The
bathrooms always return to their clean state, the buffet table
replenishes itself, and the beds remake themselves. Convenient!
The archway labeled *Featured Exhibits* leads to a large room. Just
inside the archway is a pedestal, with a guidebook on it. Like
everything else in the museum, the pedestal is in stasis. If you take
away the guidebook, then next time you look, there will be another
guidebook on the pedestal. With the help of this magic, you can get as
many guidebooks as you want. The guidebook is described in the chapter
*Magic Items in Guest Services*.
Also close to the archway is a second pedestal containing what looks
like a tiny branding iron. The *stabilization iron* can apply a glyph to
any object taken from an exhibit. Whereas an object taken from an
exhibit will tend to vanish if you stop paying attention to it for an
hour or two, an object with a stabilization glyph will last three or
four days. The iron is described in *Magic Items in Guest Services*.
The back of the *Featured Exhibits* room divides into two showrooms.
One showroom is labeled *Monsters of Divine Beauty*, which contains
readable information about three of the floating islands: *The Harpy
Eyrie*, *The Golden Goats of Olympus*, and *The Medusas Visage.* All of
these exhibits are described in subsequent chapters*.* The walls of the
showroom are covered in paintings of the three creatures, and there are
three large posters containing the guidebook blurbs for these three
islands. There is also a chest containing stuff meant to be used at the
harpy exhibit.
The other showroom is *Innately Magical Craftspeople*, which contains
information about *Clarens Tapestries*, *Reggies Boots*, and *The
Wasted Wino.* There are paintings of the three craftspeople at work,
paintings of their work, and again, three posterboards containing the
guidebook blurbs.
Most of those exhibits have already been listed in this chapter, *The
Bottom Floors of the Museum*. The exception is the medusa exhibit, which
is listed a little later, in the *Escaping the Museum* chapter. This
book includes an appendix, *The Posters in Guest Services*, which
contains copies of the relevant blurbs. You can easily print out the
appendix and hand it to your players.
In the back of the *Featured Exhibits* room is a locked door that says
“caretakers only.” In the event that the players manage to pick the
lock, they will find a closet containing a small pedestal. On the
pedestal is the *Capture Device*. The PCs cant do anything useful with
the capture device yet, because it doesnt work inside the museum, but
if they want to examine it, they can. It is described in the upcoming
chapter *Magic Items in Guest Services*.
Because guest services has bed chambers, it is an excellent place for a
long rest. If the players do take a long rest, they experience their
next deck-related feat: *Deck Dreaming*.
People who have drawn cards from the deck are all telepathically linked.
A *deck dream* is actually a true vision of what is happening to
somebody else who drew cards from the deck, as seen through the eyes of
that person. If the players remember the deck dreams they have, this
will give them a preview of several of the NPCs they will meet later in
the campaign. It will also allow them to have insights into how to
handle those NPCs. The deck dreams that the PCs can experience are all
listed in the upcoming chapter, *The Deck Dreamers*. Feel free to skip
ahead and look over the options.
Now that the players have a guidebook, the most obvious next step is to
go talk to Diometron.
## 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.
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- 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.
## 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.
## 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.