1321 lines
63 KiB
Markdown
1321 lines
63 KiB
Markdown
## The Deck-Touched NPCs
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Throughout the town, the PCs will find deck-touched NPCs: people who
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drew cards from the deck. Some of these will show up early in this
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chapter, others are hard to find and will not be found until the PCs
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search for them. We are putting this list here, early in the chapter
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description, because these NPCs will make appearances throughout the
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chapter. Finding and speaking to them will become an important goal for
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the PCs.
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When the PCs do start searching for the deck-touched NPCs, the most
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reliable way to get a lead is to pay attention to Deck Dreams. Each
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dream comes from a different deck-touched NPC. The dreams contain all
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kinds of clues about who these people are and where to find them.
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### Pig: The Ogre King
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The Ogre King is an ogre named Pig.
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Pig is not a standard Ogre: he is a Ysgard Ogre. The giantish races that
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live in Ysgard tend to be much larger than the giants in other parts of
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the multiverse, and Pig is no exception. He stands a full 10 feet tall.
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A stat block for Pig will be given later.
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Pig used to be the leader of his tribe, and for good reason. He was very
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strong, even by the standards of a Ysgard Ogre, and among ogres, being
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the strongest makes you the leader. A few years ago, Pig contracted a
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wasting disease which left him physically weak (STR: 13). He became the
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target of derision and mockery by the other ogres, his mate rejected
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him, and he became the laughing stock of his tribe. Desperate, he left
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his home.
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Somebody suggested to Pig that he might find a cure if he drew from the
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Deck. This was terrible advice. If any of the PCs asks a real medical
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professional about Pig and his condition, the professional will
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immediately be able to identify the disease that he suffered from,
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*Wasting Rot*, and they will know the standard treatment: *Greater
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Restoration*. Of course, *Greater Restoration* is very expensive, but
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it’s the right treatment. Drawing cards from the Deck, on the other
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hand, was extremely unlikely to result in a cure. Pig was not
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intelligent enough to realize that. He drew these cards:
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- *Key*: Pig gained great skill as a musician.
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- *Jester*: Nobody takes Pig seriously.
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- *Throne*: Pig is going to become the king of a nation.
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That an ogre should be a musician is quite odd. At some point, Pig
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picked up a mandolin from a merchant booth and started playing it,
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skillfully. The merchant, rather taken by this turn of events, decided
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to give him the mandolin as a gift. Pig has learned to use this as a
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source of income: he plays the mandolin (quite beautifully) in the
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market square, and people give him food.
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The Jester card is particularly humiliating for Pig. He used to be the
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object of mockery among ogres. Now he can’t even scare humans.
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The Throne card says that Pig will be the king of a nation. Nobody has
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the first clue how that could possibly be the case. It just seems
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utterly implausible that a feeble ogre, that nobody takes seriously,
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could be a king. Pig certainly *isn’t* a king: he’s a homeless musician
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who panhandles for food. If you ask Pig about the throne card, Pig says,
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“Throne card say me king! That’s dumb. Pig not king, Pig weakling.
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Weakling can’t be king.”
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The monster manual says that Ogres are evil. But for the purpose of this
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campaign, we’re taking the view that Ogres are actually too close to
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animal intelligence to be really “evil.” Instead, we view them as
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dangerous predatory animals. Ogres have simple desires: food and mates.
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Like most apex predators, they respect the biggest, strongest
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individual. Their approach to problem solving boils down to fight or
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flight. Because Ogres are such apex predators, it’s usually fight.
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If you encounter an apex predator like a lion, and it is well-fed and
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has no reason to feel threatened by you, then it will often just ignore
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you. Ogres are the same. Ogres form bonds with other Ogres, and they can
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be protective of their mates. If you treat an Ogre well, they can learn
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to trust you.
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Pig is not that hard to get along with. Like most animals, he prefers an
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easy meal, and he has lots of access to easy meals: the people of St
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Parnas are providing him with food. Because of this, Pig has no urge to
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eat the PCs. Also, Pig knows that he is physically very weak, because of
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the *Wasting Rot,* so he instinctively knows he needs to be submissive,
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even to humans.
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Pig is very unhappy. He’s still physically weak - the deck didn’t change
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that - and now everyone laughs at him. The only bright spot in his life
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right now is that he enjoys playing the mandolin. When he speaks, it is
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in a melancholy, depressed tone.
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The PC have the following dream, as seen through Pig’s eyes:
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> You sitting in the market square. You see that you are not human, you
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> have enormous legs and arms, and huge clawed hands. You are playing
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> the mandolin expertly, and you are telling a sad story about how you
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> became sick, and your bride left you. You are surrounded by a crowd,
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> they laugh at everything you say, even though your story is sad. They
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> keep coming up to you and dropping coins at your feet, and fruit, and
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> meat, and they tell you what a great comedian you are. You don’t
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> understand, but you like the fruit and meat.
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Because Pig hangs out in the market square, which is the hub of St
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Parnas, Pig is probably the first other deck-touched individual the PCs
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will meet. This will probably be the first time their *Deck Awareness*
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power allows them to see three cards over an NPC’s head. Pig says “You
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have cards on your head! Me too.” This confirms to them that they’re
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members of a community who are all experiencing some of the same things.
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Pig’s *jester* card warps the perceptions of the townsfolk, making them
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think that Pig is funny. But because the PCs drew their own cards, they
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have a special power: *Deck Immunity*, which means they are immune to
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the effects of other people’s cards. So Pig’s *jester* card cannot warp
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their perceptions. They see Pig as he as: a frustrated, sad,
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stressed-out Ogre.
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At some point, Pig notices that the PCs aren’t laughing at everything he
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says. “Why you not laugh! Everyone laugh! Why no laugh?” Pig is
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extremely grateful to have somebody, anybody, who isn’t laughing at him.
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This immediately ingratiates him to the PCs.
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Of course, Pig also has *Deck Awareness*. If Pig sees the *jester* card
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above any of the PCs’ heads, Pig immediate commiserates: “You got bad
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card! Everyone laugh at you! Pig got bad card!” This makes him feel even
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more connected to the PCs. If he sees the *key* card, he asks, “You get
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music too?”
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If the PCs ask questions, Pig will willingly answer, but remember, Pig
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has an INT of 6. He cannot answer any difficult or abstract questions.
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Mentally, he’s the equivalent of a toddler. Pig doesn’t know how to use
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his inside voice: he yells more or less all the time.
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*Asking Pig about Key:*
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If you ask Pig about the Key card, he says “Key teach me music! I can do
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it now! Watch! (He plays). Now music is job, I work here, play music.”
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So Pig has actually mentioned several concepts: teaching, skills,
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careers. This is the essence of the key card, and it should be enough.
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The PCs won’t be able to get much more out of him than that.
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There’s one thing that’s confusing about Pig’s explanation: it might
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sound as if the deck gave him a mandolin: it didn’t. Pig was given the
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mandolin by a merchant named Brunna, who we will tell you about later.
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What the deck did is give Pig the necessary skill.
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*Asking Pig about Jester:*
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Pig says, “Card make everyone laugh. Pig not like it. You not laugh. Pig
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like you.” He really can’t say anymore. Fortunately, none of Omta’s
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scrolls contain the jester card.
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*Asking Pig about Throne:*
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Pig says: “I was big, strong, king of my tribe! Now not king, weak. Card
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say I be king again. I don’t understand. Biggest strongest ogre is king!
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Pig not biggest, not strongest, so not king.”
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There’s a subtle distinction embedded in this explanation. When Omta
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uses the throne card as symbolism, it doesn’t mean a king who rules by
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authority, or by respect. It means someone who rules by raw power, by
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being the biggest and toughest. Pig accurately captures that intention
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when he says “Biggest strongest is king!” Pig, with his INT of 6, is not
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great at explanations, but he really does grasp the meaning of the
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throne card.
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*Helping Pig:*
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Pig suffered from *Wasting Rot*, which caused his muscles to atrophy. He
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now has STR 13, which is pathetic for an Ogre. Before the disease, he
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was by far the strongest, toughest Ogre in his tribe - he was the King
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of his tribe. The disease has already run its course, there is no need
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to get rid of the bacterium. What’s needed is to undo the damage: what
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Pig needs now is *greater restoration*. That spell will cause his
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muscles to return, gradually, over a few weeks. There is nobody in town
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who can cast Greater Restoration. The medics in town say, “you will need
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to go to a large city.” If the PCs want to cure Pig, this is something
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they can do in Chapter 3, which takes place in a larger city.
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Making an ally of Pig can be a big boon for the party. Pig is a heck of
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a tank, if he is healed, then he can help the PCs in some big combats
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later in the campaign.
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However, there is a downside to restoring Pig: if the PCs do this, they
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will have an oversized Ogre who is capable of killing a person with a
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single blow, who has a short attention span and the intelligence of a
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toddler. Disaster could result. If the PCs are going to restore Pig,
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they need to have a plan to make sure that Pig is properly supervised.
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If they don’t think of this, Lada mentions it.
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Healing Pig’s muscles goes a long way toward making him happy. But
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fixing the jester card would really make things complete. Fixing that
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will take a Wish or the intervention of a god.
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### Borghan: The Caged Beast
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The caged beast was once a human man named Borghan. He drew cards from
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the deck because of his debts. He drew these cards:
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- *Gem*: Borghan received a shower of gems. His debts are paid.
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- *Beast*: Borghan has been transformed into an oversized Grizzly bear
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> with a few humanoid characteristics.
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- *Bricklayer*: The deck has built a labyrinth for Borghan to inhabit,
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> under Castle Green.
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Borghan looks like a werebear, but he does not have the curse of
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lycanthropy, and he is not a shapechanger. He is permanently in half-man
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half-bear form. He has animal intelligence and operates mostly on animal
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instinct.
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Green wasn’t sure what to do with Borghan, so he temporarily put Borghan
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in a holding cell. A few hours later, Borghan bashed open the cell by
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sheer strength, and quickly found his way to the labyrinth to which he
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was attracted by the compulsion of the Bricklayer card.
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There is no food in the labyrinth, Borghan hasn’t eaten in days. But he
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can’t overcome the bricklayer card’s magical compulsion to stay in the
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labyrinth. He is the “Caged Beast” because he is imprisoned in the
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Labyrinth by his own compulsion. With animal intelligence, he is not
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smart enough to reason his way out of the situation. If something
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doesn’t change soon, he will starve to death in the labyrinth.
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The PCs experience the following dream, as seen through Borghan’s eyes:
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> You are ravenously hungry, but you’re in an empty corridor, there’s
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> nothing to eat. You run down the corridor, turn, run some more, turn
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> again, and run some more, but there’s nothing but corridors. You see a
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> door, already smashed - you feel like you’ve been here before. You
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> pass through the broken door, and on the other side, there’s more
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> corridors. You’re so hungry, and there’s no food.
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When the PCs are exploring under Castle Green, they will stumble into
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Borghan’s labyrinth. They should immediately recognize the labyrinth
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from Borghan’s deck dream. If they think back on the deck dream, they
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will remember that in the dream, they were ravenously hungry.
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Wandering through the labyrinth will eventually cause the PCs to
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encounter Borghan. Borghan is ravenously hungry. When he sees the PCs,
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he sees food. He will attack with the intention of eating a PC.
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The PCs, for their part, will see a werebear-like creature, with three
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cards hovering over its head, one of which is “Beast.” They should be
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able to figure out that this is a person who has been transformed into a
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beast by the Deck.
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Very likely, the PCs will have to fight Borghan, unless they are very
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clever and prepared. If the PCs reduce Borghan to 0 HP, he doesn’t
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immediately die. Instead, like a PC, he gets death saves. If Borghan is
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down, and the PCs cast *cure wounds* or the like, then Borghan’s life is
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spared. In that case, Borghan will become submissive, even though he is
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intensely hungry: he knows he has been beaten.
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But even though he’s submissive, he’s still starving to death, and he
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can’t think about anything other than food. To enable Borghan to think
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about anything other than food, the PCs must sate his hunger. Borghan
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will not think of anything else other than eating until he is fed. To
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feed him requires a *lot* of food. A few rations from the PCs’s backpack
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isn’t even going to make a dent. A whole pig or sheep would do it. If
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the PCs manage to sate his appetite, he actually becomes reasonably
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cooperative.
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Once Borghan has eaten, the next step is to cast *Speak with Animals,*
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or something else along those lines. Telepathy might work. If there’s a
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druid in the party, they can probably do it. If the PCs don’t have any
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way to speak to animals, remember this: the marketplace in St Parnas is
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experiencing a glut of magic items because of the Deck. If the PCs look
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for a useful magic item, make sure they find one - maybe even let them
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rent it. Alternately, the PCs may be able to recruit an NPC helper who
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can cast *Speak with Animals*. There are lots of helpful people in St
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Parnas.
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Once the PCs have some sort of communication channel opened up, the PCs
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can try to learn about the cards that Borghan drew.
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*Asking Borghan about Gem:*
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It isn’t that hard to guess the meanings of the Gem card, so it probably
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isn’t necessary to ask Borghan. If the PCs want to ask Borghan, then
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coaxing this information out of him can be tricky. Probably the best way
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is just to show him some gems. His first reaction, “Gems Beautiful!
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Sparkly,” covers the concept of beauty. His second reaction relates to
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the fact that he drew cards because of his debts. He says, “I wanted
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gems before. I don’t remember why.” The PCs can probably figure out that
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he needed money, and that gems represent money.
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*Asking Borghan about Bricklayer:*
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The PCs can easily guess that the Bricklayer card means “building
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things.” They don’t need Borghan’s help to figure that out. What they
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won’t be able to easily guess is that the bricklayer card also instills
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a compulsion to be possessive and territorial about the structure that
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was built. So therefore, bricklayer can also mean “possessive” and
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“territorial.”
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Borghan cannot explain abstract concepts, with his animal intelligence.
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If the PCs ask him an abstract question like “what are the non-obvious
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meanings of the bricklayer card,” Borghan will just stare blankly. But
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if they ask a simpler, more concrete question like, “what did the deck
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build you,” he says “Labyrinth is for me. My territory!” If the PCs ask
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any other question about the labyrinth, Borghan gets agitated: “My
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territory! My territory! You only allowed because you feed me! My
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territory! Mine! Not yours! Mine!”
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This reaction is very similar to what Alyssa Varn says about “her”
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castle. Perhaps the PCs will put two and two together - both the people
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who drew the bricklayer card are being very territorial and possessive.
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If the card instills possessiveness and territoriality in everyone who
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draws it, then perhaps the symbolic meanings of the card include
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possessiveness and territoriality.
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*Helping Borghan:*
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Borghan is trapped in a maze with no food. He will starve to death.
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There are quite a few ways that the PCs could theoretically help him.
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The simplest thing they can do is hire somebody to feed him for a month
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or two. Over time, the compulsion of the bricklayer card will start to
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wear off, and Borghan will be able to go out into the woods and hunt for
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himself. Turning Borghan back to a human is probably not feasible: it
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would take a Wish or an act of a god. Another temporary solution for
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Borghan is to capture him into the Museum of Orethys. This will
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effectively put him on ice until later, which will keep him from
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starving for now. It may also be possible to find magic items that make
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Borghan a little more capable of coping with his situation. For example,
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a *headband of intellect* would bring back his intelligence, which would
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make it possible for him to figure out that he needs to leave the
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labyrinth temporarily in order to hunt.
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> Borghan
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>
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> *Large Monstrosity, Unaligned*
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>
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> Armor Class 12 (natural armor)\
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> Hit Points 200 (16d10 + 112)\
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> Speed 40 ft.
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>
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> STR 21 (+5) DEX 10 (+0) CON 24 (+7) INT 7 (–2) WIS 16 (+3) CHA 9
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> (–1)
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>
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> Saving Throws Con +10, Wis +6\
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> Skills Perception +6\
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> Senses darkvision 60 ft., passive Perception 16\
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> Languages understands Common and Sylvan, but cannot speak\
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> Challenge 6 (2,300 XP)\
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> Proficiency Bonus +3
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>
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> Keen Smell.\
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> Borghan has advantage on Wisdom (Perception) checks that rely on
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> smell.
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>
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> Multiattack: Borghan makes two claw attacks and one bite attack.
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>
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> Claw. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
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> *Hit:* 10 (2d6 + 3) slashing damage.
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>
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> Bite. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
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> *Hit:* 12 (2d8 + 3) piercing damage.
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>
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> Rage and Hunger (3/Day). Borghan lets out a blood-curdling roar and
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> enters a state of primal fury. It immediately ends any of the
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> following conditions on itself: charmed, frightened, paralyzed,
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> stunned, and any effect causing it to be incapacitated or unconscious
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> without reducing it to 0 HP. Until the end of its next turn, it has
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> advantage on all attack rolls and cannot be charmed or frightened.
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### Sam Link: The Chosen One
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The chosen one is a elven man named Sam Link. One day, he felt compelled
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to take a few hours off work. He wandered until he arrived at castle
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Green. When he got there, he drew cards from the deck. He would not be
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able to tell you exactly why he did this. He drew these cards:
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- *Star*: Sam has been given a ring of feather falling.
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- *Cripple*: Sam has developed serious lower-back pain.
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- *Sun*: Sam has been granted a divine spark. He is now on the path to
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> godhood.
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Sam knows he now has a divine spark, and Sam is the sort of person who
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believes that there’s a reason for everything that happens in the
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universe. Therefore, he believes he was chosen for some purpose.
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However, he has no idea what that purpose might be. He does know that
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his new power can be used for healing, though he suspects there’s more
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to it than that. He’s not sure what to do now that he is “chosen,” but
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he figures if he was given the gift of healing, he should use it, so now
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he’s out on the streets healing people.
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He also doesn’t know what to do with his ring of feather falling. He
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considered pawning it, but once again, he thinks there’s a reason for
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everything, so he decided he better keep the ring. He is wearing it
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around town, fully expecting to be thrown off a tower or something.
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The PCs experience the following dream, as seen through Sam’s eyes:
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> You are walking through the streets of St Parnas. You see several
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> buildings with broken windows and minor damage. You see a woman on the
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> ground. You run up to her and ask, “are you hurt?” She says, “my leg.”
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> Looking more closely at her leg, you can see that it’s bent at a weird
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> angle, and there is severe bruising. You put a hand on her leg, and
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> you allow energy to flow. The leg straightens, and the bruising fades.
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> She says, “thank you, cleric.” You say, “I’m not a cleric, but you’re
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> welcome.”
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The town of St. Parnas, where this chapter takes place, has experienced
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a “chaos storm” (we’ll explain that later). There are broken windows and
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injured people everywhere. In the immediate aftermath, Sam was walking
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around, healing everybody he could. He does not randomly encounter the
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PCs.
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By the time the PCs learn about Sam’s existence, the worst of the chaos
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storm is already over. At this point, Sam is searching around town
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looking for anyone who still needs help. Nobody knows where Sam is,
|
||
because he’s moving around too much. The best way to find Sam is to go
|
||
somewhere where there are injured people.
|
||
|
||
One place where you can find injured people is after the basilisk fight,
|
||
later in this chapter. When the PCs arrive, several civilians have
|
||
already been petrified by the basilisk. The civilians will remain
|
||
petrified for 24 hours while the effect wears off. The PCs will fight
|
||
and probably kill the basilisk, then they’ll have to figure out what to
|
||
do with the petrified civilians. One of those civilians is severely
|
||
injured: her hand broke off at the wrist after she turned to stone. When
|
||
she turns back to flesh, she will bleed out rapidly.
|
||
|
||
Sam hears about this injured petrified person, and he goes to help. He
|
||
will sit with her for a long time while he waits for her to turn back to
|
||
flesh, so that he can heal her as soon as she does. This effectively
|
||
locks Sam in one location for quite some time (you, as DM, can decide
|
||
how long).
|
||
|
||
The PCs can learn about Sam’s location in any one of several ways: by
|
||
talking to the mayor, by talking to the guards, or by having a deck
|
||
dream. If they go to the location right away, Sam is still there with
|
||
the petrified woman.
|
||
|
||
While they sit there, Sam is willing to have a conversation with them,
|
||
on one condition: Sam will answer the PC’s questions, but only if the
|
||
PCs agree to answer Sam’s questions. He will trade question for
|
||
question: Sam asks one, then the PCs ask one, then Sam, then the PCs,
|
||
back and forth like that. That’s his condition. If the PC’s question is
|
||
about one of the cards, Sam will do his honest best to provide detailed
|
||
information about that one card - but only that one card. Before we get
|
||
to Sam’s questions, here is what Sam has to say about the cards:
|
||
|
||
*Asking Sam about Star:*
|
||
|
||
Sam tells the PCs that the star card is what gave him the ring of
|
||
feather falling. He says it always conjures a wondrous magic item. He
|
||
then explains that therefore, the card can mean *wondrous magic item*.
|
||
He also says it can just mean wonderful non-magical item, or even a
|
||
wonderful place, or the emotion of wonderment.
|
||
|
||
*Asking Sam about Cripple:*
|
||
|
||
Sam will tell them: “The cripple card gave me serious lower-back pain.”
|
||
Sam explains that it can mean any kind of infirmity: lack of strength,
|
||
lack of dexterity, lack of health, or the like. It can mean just a
|
||
physical flaw in general. If you wanted to say that a teapot is broken,
|
||
you would again use the cripple card to represent the state of being
|
||
physically broken.
|
||
|
||
*Asking Sam about Sun:*
|
||
|
||
Sam tells the PCs that the Sun card is the one that gave him a divine
|
||
spark. He explains that therefore, the Sun card can mean divine
|
||
ascension, or the state of being a god or goddess, or any variant of
|
||
that - it can mean divinity, divine, godlike, etc.
|
||
|
||
*Helping Sam:\
|
||
\
|
||
*Sam agrees to answer the PCs questions, if in exchange the PCs agree to
|
||
answer Sam’s questions. As it turns out, all of Sam’s questions are
|
||
existential questions about the purpose and meaning of life. He
|
||
absolutely insists that he won’t accept brief, thoughtless answers. He
|
||
wants insights!
|
||
|
||
Sam is the kind of person who believes strongly that the gods have a
|
||
plan, and that there must be a reason for his divine ascension. But he
|
||
is utterly baffled as to what the reason might be, or what he’s supposed
|
||
to do about it. Here are his four questions, in the order he asks them:
|
||
|
||
- Q1: Why do you think I was chosen for divine ascension? Why me?
|
||
|
||
- Q2: What is the proper way I should be using the gift I’ve been
|
||
> given?
|
||
|
||
- Q3: How can I ascend further up the ladder toward godhood? What
|
||
> should I do?
|
||
|
||
- Q4: What the heck is this ring of feather falling for?
|
||
|
||
In response to Sam’s questions, the PCs are likely to have a
|
||
philosophical discussion. The PCs can tell Sam their theories for why
|
||
Sam was given a spark, and they may have their own philosophies about
|
||
what Sam ought to be doing with his gift. Sam will take these theories
|
||
into serious consideration, but he won’t make any hard-and-fast
|
||
decisions just yet.\
|
||
\
|
||
There are no “right” answers to Sam’s questions, but there are wrong
|
||
answers: any answer that is glib, or that doesn’t seriously grapple with
|
||
the difficult issues, is a wrong answer. If he gets a glib answer, Sam
|
||
will refuse to move on to his turn until the PCs really tackle the
|
||
question.
|
||
|
||
In truth, the best way to help Sam is to get him to stop obsessing so
|
||
much. He is so fixated on trying to solve the puzzle of why he was
|
||
chosen, what he’s supposed to do, and the like, that he’s making himself
|
||
crazy. He needs to slow down and just let things unfold naturally.
|
||
|
||
In my version of this campaign, the PCs put Sam in a situation where he
|
||
met a fun and playful woman. That gave him something else to do other
|
||
than obsess about his role in the universe.
|
||
|
||
### Alyssa Varn: The Squatter
|
||
|
||
The squatter is a tiefling woman named Alyssa Varn. She is a gambler,
|
||
and she was deeply in debt. She was one of the first people that drew
|
||
cards from the Deck. She drew these cards:
|
||
|
||
- *Tiger*: She gained a lot of limberness, she is now basically a
|
||
> contortionist.
|
||
|
||
- *Knight*: She received a staff of withering.
|
||
|
||
- *Bricklayer*: The Deck built her a castle.
|
||
|
||
Alyssa quickly sold the staff, she is not a combatant and has no use for
|
||
a weapon. That paid off half her gambling debts. However, she did not
|
||
want to sell the castle: the bricklayer card instilled a strong
|
||
compulsion to live in the castle. Her husband told her that if she
|
||
didn’t sell the castle and pay off her debts, he would divorce her.
|
||
Under pressure, she sold the castle to Green, and it became Castle
|
||
Green.
|
||
|
||
Alyssa resents being forced to sell, her compulsion to live in the
|
||
castle is overwhelming. She has convinced herself that a contract “made
|
||
under duress” (the threat of divorce) is invalid, and so therefore, the
|
||
sale is invalid, and the castle is still hers. So she keeps sneaking
|
||
back in.
|
||
|
||
The PCs have the following dream, as seen through Alyssa’s eyes:
|
||
|
||
> It’s nighttime. You’re standing next to a sturdy stone building, which
|
||
> has a narrow vertical window, like a castle window. You try to squeeze
|
||
> yourself through the window, and you almost make it - you’re an
|
||
> unusually thin woman, and you’re really flexible, a contortionist. A
|
||
> male voice behind you says, “stop it, you’re being absolutely crazy.”
|
||
> You say, “This is my castle!” He says: “It’s not yours, you sold it!”
|
||
> You cram yourself into the window again, and this time, you actually
|
||
> succeed in getting through. The male voice says, “You’re nuts, and I’m
|
||
> done. Goodbye.”
|
||
|
||
Alyssa is currently living in the basement of castle Green. The castle
|
||
came furnished with lots of furniture. Green moved a lot of that
|
||
furniture into a storage room in the basement. Alyssa took some of the
|
||
bookcases in the storage room and improvised a small hidden “room” (with
|
||
bookcase walls) hidden behind a giant pile of furniture.
|
||
|
||
Green has a lawsuit pending against Alyssa in the courts of St Parnas,
|
||
he’s trying to have her committed to a mental institution. However, the
|
||
Mayor is slow-rolling it, mainly as retaliation for the fact that Green
|
||
and the Deck are upsetting the calm of what was once a safe little small
|
||
town. So, for now at least, Green is on his own. From time to time,
|
||
Green’s guards catch Alyssa. But Green isn’t cruel: he knows that Alyssa
|
||
is just a sad crazy woman, and that her craziness is in part Green’s
|
||
fault, so he can’t bring himself to physically harm her. So he just
|
||
kicks her out of the castle for the umpteenth time, and he hopes the
|
||
courts will take action soon.
|
||
|
||
Unfortunately for Green, that means that for now, Alyssa can pretty much
|
||
harass Green with impunity. Alyssa is a zero-level NPC, so she cannot
|
||
take on Green and his guards directly. She knows that if she gets too
|
||
close to the guards, she’s going to get kicked out again. So instead,
|
||
she harasses Green mainly using traps.
|
||
|
||
None of Alyssa’s traps are deadly - at least, not intentionally. She is
|
||
annoying and even dangerous, but not a murderer. She often will lurk in
|
||
the shadows, watching her own traps. The PCs encounter the following
|
||
traps set by Alyssa:
|
||
|
||
- In the Armory, a tripwire. See the subsequent section on the Armory
|
||
> for more information.
|
||
|
||
```{=html}
|
||
<!-- -->
|
||
```
|
||
- In any room, she puts a bucket of yellow liquid on top of an open
|
||
> door. Dexterity save DC 12 to dodge it. You can determine the
|
||
> in-game effects, if any.
|
||
|
||
- In the event that one or two characters separate from the party, and
|
||
> end up in a room, Alyssa jams a triangular wedge into the door,
|
||
> then she nails the door shut. It’s not specified what is required
|
||
> to get the door back open, but make it a not-too-difficult project
|
||
> that takes up 15 minutes of game time. Do not do this if all the
|
||
> party members are in the room, and don’t do it if the party
|
||
> members in the room are strong enough to simply force their way
|
||
> out. Make it interesting, wait until a few party members who don’t
|
||
> have the strength to break out can be trapped.
|
||
|
||
Her traps usually come with a written note: “Get out of my castle,” or
|
||
“Serves you right, trespassing in my castle!”
|
||
|
||
While the PCs are exploring the castle, they never find Alyssa: she’s
|
||
too good at hiding after months of experience. But they may find her
|
||
sleeping quarters. If they look in the storage room with the furniture,
|
||
they may notice that most of the room is covered in thick dust, but
|
||
there’s a path through the dust (perception DC 13). To follow the path
|
||
you have to be very small, or a contortionist, or ideally both. It leads
|
||
to Alyssa’s hidden room, which contains a matress and some personal
|
||
effects. There’s nothing interesting in the personal effects, but the
|
||
size of the garments reveals that Alyssa is very small. Inside the
|
||
hidden room is a stone wall with one of the stones carved out. If you’re
|
||
small, you can squeeze through.
|
||
|
||
The tiny passage through the wall emerges in Mikhail’s bedroom, into the
|
||
back of his wardrobe. She has loosened part of the back of the wardrobe,
|
||
she can take it off quickly, pass through the passage and into the
|
||
wardrobe, then out the doors of the wardrobe.
|
||
|
||
Alyssa wants her castle back. However, she has been trying for months,
|
||
and now the upper half of the castle is gone. She is losing hope. When
|
||
the PCs finally rescue all of Green’s employees from the labyrinth - not
|
||
counting Green and his entourage - they will have achieved Alyssa’s goal
|
||
for her: get rid of Green and his employees. However, by this time, the
|
||
castle is being invaded by giant ants. This causes her to lose even more
|
||
hope.
|
||
|
||
The next time the PCs visit the labyrinth after rescuing all of Green’s
|
||
employees, they find Alyssa just sitting on a sofa in the lounge,
|
||
watching the ants glumly. The PCs can see her cards using *deck
|
||
awareness*. She looks up and says:
|
||
|
||
> “Hey, you guys drew cards, didn’t you. I’ve seen that effect on
|
||
> Borghan and Balanestra (pointing at the cards over everyone’s heads).
|
||
> Wait, are you the ones I wedged in such-and-such room?”
|
||
|
||
If the PCs ask why she’s not in hiding any more, she says:
|
||
|
||
> “For a long time, I was fighting to get Green out of my castle, my
|
||
> home. Well, Green and his employees are finally leaving, but the top
|
||
> half of the castle is gone, and now the ants are moving in. It’s just
|
||
> getting more and more clear that I’m never getting my castle back. I’m
|
||
> on the brink of giving up. That’s why I’m sitting here just taking one
|
||
> last look at what remains of my home.”
|
||
|
||
If the PCs complain about the shit that Alyssa has been doing to them,
|
||
she says:
|
||
|
||
> “Sorry about the traps. I was just getting more and more angry that
|
||
> more and more people were in my castle, and I sort of overreacted. I
|
||
> guess everything I did was pointless. Sorry I took it out on you
|
||
> guys.”
|
||
|
||
If the PCs say anything to suggest that maybe Alyssa is being irrational
|
||
trying to live in a castle that she doesn’t need, when she has a
|
||
perfectly good house in town, especially given that she sold the castle,
|
||
she completely transforms into a crazed person:
|
||
|
||
> “This is my home! My territory! It’s mine, the deck built it for ME!
|
||
> Don’t be telling me it’s not mine, this is my territory, and I’m going
|
||
> to protect it! Get the fuck out of my house!”
|
||
|
||
Then, she starts screaming at the PCs and kicking and hitting (no
|
||
damage). She won’t calm down for about a half hour. This transformation
|
||
is magical: it’s the effect of the *bricklayer* card. The card instills
|
||
a powerful compulsion to live in the space, to make it your own. Notice
|
||
that Alyssa used the word “territory” twice. That’s a word that people
|
||
mostly use in reference to animals who mark their territory - that’s
|
||
intentional. The bricklayer card is strongly tied in to the concept of
|
||
animalistic territorial possession.
|
||
|
||
If the PCs leave and come back, Alyssa says:
|
||
|
||
> “Sorry about that tantrum. I don’t know what got into me. Every time
|
||
> somebody tells me to leave, I just turn into that crazy woman. I can’t
|
||
> control it.”
|
||
|
||
People who draw the bricklayer card have to make a Wisdom saving throw,
|
||
DC 15 in order to escape from the compulsion to live in the building. If
|
||
they fail, they get to try again once per month. Alyssa’s wisdom is only
|
||
8. She has failed the saving throw multiple times.
|
||
|
||
To help Alyssa, what the PCs really need to do is:
|
||
|
||
> 1\. They need to figure out that Alyssa is under a magical compulsion.
|
||
>
|
||
> 2\. They must help her to escape from that compulsion.
|
||
|
||
Once they figure out that that’s their goal, interrupt and say, “As your
|
||
DM, this is how we’re going to roleplay this. Alyssa gets one wisdom
|
||
saving throw to escape from the compulsion. Do what you can to prepare
|
||
her, then roll the saving throw for her. You get one and only one
|
||
chance.”
|
||
|
||
There are actually lots of things the PCs can do to prepare Alyssa:
|
||
|
||
- Any spell that helps with wisdom saving throws is a good idea,
|
||
> including *bless*, *beacon of hope*, or *resistance*. However, it
|
||
> will be very difficult talking Alyssa into letting some strangers
|
||
> cast spells on her.
|
||
|
||
- If the PCs can very delicately help Alyssa to understand that she’s
|
||
> under a magical compulsion, that will help a lot. Nobody likes to
|
||
> be magically controlled. +4 to save.
|
||
|
||
- If the PCs (somehow) offer Alyssa a really nice alternative home, +4
|
||
> to save.
|
||
|
||
- I said that they get only once chance, but I lied: if they offer
|
||
> Alyssa an inspiration point, they can get a second roll.
|
||
|
||
- PCs are inventive. Let them be creative here.
|
||
|
||
Regardless of whether they succeed at helping her, she will talk to the
|
||
PCs and answer their questions willingly, when she’s in a calm mood.
|
||
|
||
When it comes to answering questions about the cards, Alyssa (being a
|
||
low-wisdom individual) is not that insightful. She tells the PCs the
|
||
basics, but she may leave out details:\
|
||
\
|
||
*Asking Alyssa about Tiger:*
|
||
|
||
FILL ME IN
|
||
|
||
### Balanestra: The Wish-Keeper
|
||
|
||
The wish-keeper is an aasimar woman named Balanestra. She is a wealthy
|
||
woman who drew cards because she was profoundly dissatisfied with her
|
||
life, feeling that it was mundane and boring. She was desperate to have
|
||
a more exciting life, even if that meant great risk. She drew these
|
||
cards:
|
||
|
||
- *Gem*: She received gems, which she didn’t need at all, being quite
|
||
> wealthy.
|
||
|
||
- *Skull:* She had to fight an avatar of death. The bodyguards mostly
|
||
> did it for her.
|
||
|
||
- *Moon*: She was granted three wishes.
|
||
|
||
She wished for the following:
|
||
|
||
- Wish 1: To be highly skilled at plotting, manipulation, and
|
||
> intrigue: Wish Fully Granted.
|
||
|
||
- Wish 2: To gain the ability to magically scry on anyone: Wish Mostly
|
||
> Granted.
|
||
|
||
The second wish gave Balanestra the ability to look into mirrors and see
|
||
the people she’s thinking about. She can do this three times per day,
|
||
for 15 minutes. However, her target gets a saving throw, WIS DC 20. All
|
||
gods can resist, as can a few powerful people.
|
||
|
||
Having made two wishes, Balanestra was supposed to make her third wish
|
||
on Green’s behalf. Instead, she said to Green, “There are powerful
|
||
people all over the multiverse who are scheming to take that Deck away
|
||
from you. Now that I have these new talents, you should hire me to be
|
||
your advisor. I can keep you one step ahead of those guys.” Green
|
||
agreed, but then Balanestra named her conditions: “My price for working
|
||
for you is this: I get to keep my third wish.” Green hesitated, but
|
||
decided to accept the offer.
|
||
|
||
Balanestra didn’t make a third wish. Instead, she decided to hold onto
|
||
her third wish for a rainy day. She thinks of it as the ultimate
|
||
emergency get-out-of-jail-free card.
|
||
|
||
There is an old trope that says that if you get three wishes, you’ll
|
||
somehow end up miserable. Balanestra is the proof that that’s just
|
||
moralizing nonsense. She’s loving her new life, she’s ecstatic.
|
||
|
||
The PC has the following dream, as seen through Balanestra’s eyes:
|
||
|
||
> Green, at his desk: “I can’t fight a goddess. What do we do if she
|
||
> attacks?”\
|
||
> Balanestra: “We teleport away, of course.”\
|
||
> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
|
||
> Balanestra: “She can follow us *almost* anywhere.”
|
||
>
|
||
> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
|
||
> no!”
|
||
>
|
||
> Balanestra: “Trust me.”
|
||
|
||
Balanestra is with Green, in the basement of the castle, on the other
|
||
side of Omta’s steel door. Therefore, it is not possible to get help
|
||
from Balanestra. Fortunately, for every card that Balanestra drew, there
|
||
is no need to seek help from her:
|
||
|
||
- *Gem*: The gem card has many complicated meanings. If none of the
|
||
> PCs drew the gem card, they are likely to need help. Fortunately,
|
||
> they can ask Borghan (the Caged Beast) instead.
|
||
|
||
- *Skull:* In Omta’s scrolls, he uses the skull card several times. In
|
||
> one case, it means “wants to kill me,” in another case it means
|
||
> “would kill me.” If none of the PCs drew the skull card, they will
|
||
> have to guess the meaning, but *skull=killing* is a pretty easy
|
||
> guess.
|
||
|
||
- *Moon*: Lada tells you that the card grants three wishes, and that
|
||
> hasn’t changed. The symbolic meaning of the card is wishes,
|
||
> granted wishes, desires, or fulfilled desires. The PCs will have
|
||
> to guess that, based on what the card does.
|
||
|
||
The PCs will meet Balanestra, very briefly, at the end of Chapter 2,
|
||
after they get through the steel door. She will become an important
|
||
figure later in the campaign.
|
||
|
||
### Brunna: The Antiquarian
|
||
|
||
The Antiquarian is a Dwarven woman named Brunna. She used to make a
|
||
living selling musical instruments. She was quite successful, and lived
|
||
a comfortable life. But she wasn’t happy - he was bored and full of
|
||
malaise. However, the comfort of her life made it hard to change. She
|
||
knew she needed a push, and she thought the deck might give her that
|
||
push. She drew these cards:
|
||
|
||
- *Vizier*: she can now ask the fates a question, once a month.
|
||
|
||
- *Comet*: she can hold an item in her hands and know its past.
|
||
|
||
- *Idiot:* she lost 2 points from charisma. She now looks down her
|
||
> nose at people, purses her lips, and speaks in a know-it-all
|
||
> manner.
|
||
|
||
She has gained two abilities that both allow her to learn about the
|
||
past. The *comet* ability lets her hold an item in her hands and know
|
||
something about its past. If that isn’t enough, she can ask the fates a
|
||
question once a month, because of the *vizier* card.
|
||
|
||
Meanwhile, her musical instrument business went bad. The charisma loss
|
||
made it much harder to land a sale. In the week after she drew cards,
|
||
she sold half as many musical instruments as normal. She realized that a
|
||
salesperson needs charisma, and she just didn’t have it any more.
|
||
|
||
She sold the music business, and went into a new line of work:
|
||
antiquarian. She figured that coming across as a know-it-all was
|
||
expected from an antiquarian, and the *comet* card made it pretty easy
|
||
to learn the history of the items she handled. So antiquarian was a
|
||
natural choice. She’s actually enjoying the new job, it’s different, a
|
||
real change of pace.
|
||
|
||
The PCs have the following dream about Brunna:
|
||
|
||
> You are holding a rusty saber, which is resting across your two palms.
|
||
> You say, “This saber was made by a dwarven man named Jorrell. It was
|
||
> one of a set of three, one of which was sold to your grandfather.”
|
||
|
||
Brunna is now running a consulting firm in the building that used to be
|
||
her music shop. The building is not far from the St. Parnas market
|
||
square. The front of the building has the faded outline of a lute on the
|
||
brickwork, where the previous sign used to be. In its place is in a new
|
||
sign that says “historical research: antique objects investigated.”
|
||
Brunna sits in a comfortable chair, with a little coffee table in front,
|
||
and a few other chairs across.
|
||
|
||
As Brunna has settled into her new job, she is starting to really like
|
||
it. She thinks it’s kind of fun explaining various facts about history
|
||
to people - she enjoys storytelling. Also, since she doesn’t actually
|
||
*know* history until she handles an item in her hands, when she tells a
|
||
story, she’s learning it herself at the same time as she tells it to her
|
||
customer. So she’s enjoying the feeling that her knowledge is expanding
|
||
all the time.
|
||
|
||
The idiot card caused her to act like a know-it-all and look down her
|
||
nose at people. She knows that people now perceive her as a know-it-all,
|
||
but she can’t understand why: this is the negative effect of the *idiot*
|
||
card, she can’t understand her own lack of charisma. Still, she feels
|
||
that it’s an acceptable sacrifice for the new job, which she thinks is a
|
||
great new direction for her life.
|
||
|
||
She has not used the *Vizier* power yet. She is excited to try it for
|
||
the first time, but she knows she can only use it once a month, so she’s
|
||
saving it for a special occasion. Maybe something the PCs ask her will
|
||
inspire her to ask her first question of the gods.
|
||
|
||
If the PCs want to ask Brunna about the cards, they will have to pay her
|
||
5 gp consulting fee.
|
||
|
||
*Asking Brunna about Vizier:*
|
||
|
||
Brunna explains that the Vizier card gave her the ability to ask one
|
||
question per month, and have it answered by the gods. She says the card
|
||
can mean, literally, a vizier or seer, or a scholar, or researcher, or
|
||
scientist. It can also mean the act of asking questions, or any other
|
||
form of investigation. It can also just mean “knowledge,” especially
|
||
secret knowledge or hidden knowledge.
|
||
|
||
*Asking Brunna about Comet:*
|
||
|
||
Brunna explains that the comet card allows her to hold an object in her
|
||
hands and learn its history. The meaning of the card is generally just
|
||
“time,” but it also encompasses all kinds of things related to time,
|
||
like “the past,” “the future,” or “waiting.” It can also be a reference
|
||
to knowledge of the past or the future, ie, history and prophecy.
|
||
|
||
*Asking Brunna about Idiot:*
|
||
|
||
Brunna explains that the idiot card somehow made her less charismatic.
|
||
She says the card can refer to lack of intelligence, lack of social
|
||
skill, lack of wisdom, or any other sort of mental incapacity. It can
|
||
also mean “making a mistake” or “a bad decision.” The card can also
|
||
mean, literally, an idiot. It can also mean somebody who is intelligent
|
||
but with some kind of mental handicap - for example, a smart person with
|
||
an alcohol addiction.
|
||
|
||
*Handing a Scroll to Brunna:*
|
||
|
||
If the PCs hand Brunna one of Omta’s scrolls, she holds it in her hand,
|
||
and she says she knows something important about its history. But she
|
||
says: “I’m willing to tell you what I know, but in exchange, you have to
|
||
help me with something. I help you with a difficult puzzle, you help me
|
||
with a difficult puzzle.” If the PCs agree, then this is what she has to
|
||
say about the scroll:
|
||
|
||
> Well, this scroll itself doesn’t have much history, it’s only a few
|
||
> days old. But the communication method that is being used in this
|
||
> scroll is very, very old. This goes back before written history.
|
||
>
|
||
> Language as we know it was invented by mortals. So how did the gods
|
||
> communicate before the gods created mortals, and mortals invented
|
||
> language? Well, gods can easily conjure little illusions, little
|
||
> images. So that’s what they did. They showed each other little
|
||
> pictures. There was no standard set of symbols. Each god would make up
|
||
> whatever images made sense to them. Unsurprisingly, there was a lot of
|
||
> miscommunication. That’s why this form of communication died out when
|
||
> language as we know it was invented. The gods learned how to speak
|
||
> from mortals, and they stopped using these images.
|
||
|
||
*Helping Brunna:*
|
||
|
||
Brunna has a problem: she doesn’t have enough customers. She’s not
|
||
making enough money, the business isn’t profitable. Apparently, there
|
||
just aren’t enough people who need their family heirlooms read. She asks
|
||
the PCs for ways to improve her business.
|
||
|
||
Brunna’s core problem is that she is suffering from a failure of
|
||
imagination. Her *comet* power can be used for so much more than just
|
||
investigating heirlooms. What the PCs really need to do is work with
|
||
Brunna to brainstorm alternative ways to use her power. Here are some
|
||
options:
|
||
|
||
- *Crime Investigation*: She can hold a murder weapon in her hands,
|
||
> and tell you who used it.
|
||
|
||
- *Private Investigation*: She can hold some underwear in her hands,
|
||
> and she can tell you who slept with your spouse.
|
||
|
||
- *Industrial Espionage*: She can hold your competitor’s product in
|
||
> her hands, and tell you how it was manufactured.
|
||
|
||
- *Art Authentication*: She can hold a piece of art in her hands, and
|
||
> tell you if it is the original or a forgery.
|
||
|
||
- *Archaeology*: She can hold a relic of a past civilization, and tell
|
||
> you something about that civilization.
|
||
|
||
- *General Espionage*: She can hold objects stolen from diplomats or
|
||
> politicians, and possibly learn their secrets.
|
||
|
||
If Brunna branches out and advertises all of these services, she will
|
||
have much more business than before.
|
||
|
||
If the PCs help her brainstorm at least four new ideas for how to use
|
||
her power, then she will be grateful and she will perceive the PCs as
|
||
friends. She still charges 5 gp per item investigated, though. A
|
||
consultant has to eat, you know.
|
||
|
||
*Using Brunna as a Resource:*
|
||
|
||
Brunna is a valuable investigative resource. Once the players figure out
|
||
that Brunna can do all kinds of useful research, they will probably
|
||
visit her fairly frequently. That’s actually a good thing.
|
||
|
||
Do not let Brunna short-circuit major questlines. If there’s some
|
||
information that you don’t want her to reveal, then don’t reveal it.
|
||
Instead, reveal something else, like this:
|
||
|
||
> PC: Can this sword kill the bad guy?\
|
||
> Brunna: Here, give it to me. Hmmm. I can see that this sword was made
|
||
> by a Dwarven man named Jorell, who works in Moradin’s keep.
|
||
>
|
||
> PC: Yeah, but can it kill the bad guy?
|
||
>
|
||
> Brunna: No idea.
|
||
|
||
As the DM, you decide what Brunna knows, and what she doesn’t. If you
|
||
don’t want her to have the answer to a question, then she doesn’t have
|
||
the answer to that question. She always knows *something* about an item,
|
||
but not necessarily what the PCs want her to know.
|
||
|
||
The real value of Brunna is that you can use her to feed the PCs exactly
|
||
the clues that *you* want to feed them. Try to encourage the PCs to
|
||
visit Brunna regularly, by letting Brunna reveal little tidbits of
|
||
useful information here and there (without major spoilers.) Then, if the
|
||
players ever seem like they’re stuck, and they’re not making progress
|
||
solving the major puzzles of this chapter, then you can feed them a big
|
||
clue through Brunna.
|
||
|
||
If the PCs get in the habit of visiting Brunna frequently, and it starts
|
||
to get repetitive, then just start abbreviating the interaction:
|
||
|
||
> PC: We go ask Brunna about whether the sword can kill the bad guy.
|
||
>
|
||
> DM: OK, you go visit Brunna. She reveals that the sword was made by a
|
||
> man named Jorell at Moradin’s keep. You learn nothing else. She
|
||
> charges you 5 gp.
|
||
|
||
That way, it only eats up a few seconds of table-time.
|
||
|
||
### Asatya: The Sleepwalker
|
||
|
||
The Sleepwalker is a woman named Asatya, who used to be a gardener in
|
||
the orchards. She’s getting older and her hands are getting arthritic.
|
||
She didn’t think she could do her job much longer, and she felt she
|
||
needed a new direction in life. She drew these cards:
|
||
|
||
- *Owl*: She gained a great deal of intelligence, she is much smarter
|
||
> than before.
|
||
|
||
```{=html}
|
||
<!-- -->
|
||
```
|
||
- *Fool*: She no longer knows how to cook, which turns out not to
|
||
> matter very much.
|
||
|
||
- *Void*: She fell into a deep sleep, from which she cannot awaken.
|
||
|
||
Asatya is now a patient at the local hospice. Her body is being
|
||
well-tended by the nurses there. She is completely unable to sense any
|
||
stimuli or react in any way.
|
||
|
||
While she sleeps, her spirit is sleepwalking around the city gardens.
|
||
Like a sleepwalker, she can see the real physical world - the garden
|
||
she’s walking around in. Like a sleepwalker, her thought processes are
|
||
delirious and confused. But unlike a normal sleepwalker, she has left
|
||
her body behind, and she sleepwalks through the world in the form of a
|
||
spirit.
|
||
|
||
Asatya’s strange state is a reflection of Omta’s own experience. Omta is
|
||
also asleep, and Omta also sleepwalks through the multiverse.
|
||
|
||
The PCs have the following dream about Asatya:
|
||
|
||
> You are wandering through a manicured garden. There are a few other
|
||
> people walking along the paths of the garden. You feel confused, your
|
||
> mind is foggy. You notice a weed that needs pulling. You bend over to
|
||
> pull it, but you don’t seem to be able to. In your confusion, you
|
||
> don’t know why you can’t pull the weed.
|
||
|
||
If the PCs visit Asatya’s body at the hospice, they will find that she
|
||
is breathing deeply, as if in a restful sleep. She is completely
|
||
unresponsive to any stimuli. Any attempt to contact her magically or
|
||
telepathically will yield the impression that there’s nobody in there.
|
||
|
||
One of the most surprising things about Asatya’s body is: *Deck
|
||
Awareness* doesn’t work on her, there are *not* three cards hovering
|
||
over her head! The reason is that the cards aren’t hovering over
|
||
Asatya’s body. They’re hovering over her *spirit*, and her spirit is
|
||
somewhere else: in the orchard.
|
||
|
||
If the PCs ask the nurses, the nurses can tell the PCs a little bit
|
||
about Asatya’s background, including, crucially, that she was a gardener
|
||
in the orchard. This may trigger the PCs to remember the deck dream
|
||
about a woman wandering the orchard, and trying to pick weeds.
|
||
|
||
The PCs may contact Johann, the dreaming ghost from the Museum of
|
||
Orethys, and ask him to enter Asatya’s dreams. When Johann reports back,
|
||
he says:
|
||
|
||
> Are you sure she’s in bed? Because as far as I can tell, she’s
|
||
> sleepwalking. She’s walking around in an orchard. I can tell that it’s
|
||
> a real, physical orchard in the real world, not a garden she’s
|
||
> imagining in her head. Dreams are always fuzzy and mutable, but this
|
||
> garden is real-looking. That’s why I’m very sure she’s sleepwalking.
|
||
>
|
||
> I tried to talk to her, but I have a problem with sleepwalkers. When a
|
||
> sleepwalker opens her eyes, she gains the ability to see the physical
|
||
> world, but she loses the ability to see her imaginary dream world.
|
||
> Unfortunately, her imaginary dream world includes me, Johann. So
|
||
> whereas a normal dreamer can see me and hear me, a sleepwalker can’t,
|
||
> because they’re seeing and hearing the physical world instead. So I
|
||
> couldn’t talk to her. I can never talk to sleepwalkers.
|
||
|
||
If the PCs search the orchard, they eventually find three cards just
|
||
moving around, apparently hovering over an invisible ghost. The PCs
|
||
cannot see or hear Asatya, but because the PCs can see the cards, they
|
||
can tell where Asatya’s ghost is standing, and which direction she is
|
||
facing. Using *see invisible* will reveal Asatya’s vague outline, which
|
||
can be used to confirm that, yep, it’s the same woman from the hospice.
|
||
|
||
Here is one way that it is possible to ask Asatya a question: Tell
|
||
Johann to enter Asatya’s dreams, and tell him to listen to anything she
|
||
says. Then, go to the gardens and stand directly in front of Asatya.
|
||
Face her, and ask her a question. Asatya will see and hear the PC, so
|
||
she will answer the question. The PC won’t hear the answer, because
|
||
Asatya is invisible and inaudible to the PC. But Johann can hear the
|
||
answer, and pass it to the PCs.
|
||
|
||
If the PCs ask Asatya a question in this manner, she gives answers that
|
||
are dreamy and drifty, but still basically correct.
|
||
|
||
*Asking Asatya about Owl:*
|
||
|
||
She says, “I remember his eyes, the wisdom in his eyes. He is so smart.”
|
||
The essential concepts here are intelligence and wisdom.
|
||
|
||
*Asking Asatya about Fool:*
|
||
|
||
She says, “He forgot his job… he forgot his name… then he disappeared.”
|
||
The essential concepts here are forgetting and disappearance.
|
||
|
||
*Asking Asatya about Void:*
|
||
|
||
She says, “An empty place… empty mind… so dark, so quiet.” The essential
|
||
concepts here are emptiness, darkness, and silence.
|
||
|
||
*Helping Asatya:*
|
||
|
||
After Johann helps get information from Asatya, he tells the PCs that
|
||
Asatya is the only other person he knows who is permanently asleep. He
|
||
*desperately* wants to meet her, but he can’t talk to her, because she
|
||
can’t see him. He is very frustrated.
|
||
|
||
Up until this point, Johann has been super-helpful and has done
|
||
basically anything the PCs asked of him, at no charge. Johann points
|
||
this out, and says, “I’ve been helping you. Now you help me. You’re a
|
||
resourceful bunch. Figure it out, I want to talk to this woman.”
|
||
|
||
Making this happen is shockingly easy: just tell Asatya to close her
|
||
eyes. If you do that, she stops seeing the physical world, which makes
|
||
her able to see her own internal dreamworld - which means she can see
|
||
Johann. The minute you do this, the three cards disappear: her spirit is
|
||
no longer in the orchard, it’s somewhere else, with Johann.
|
||
|
||
Another way to get Asatya’s ghost to focus inward is to cast “sleep” on
|
||
her. This will cause her to enter a more normal dream-sleep, in which
|
||
Johann can talk to her. You can cast sleep on her spirit or on her body,
|
||
either way works.
|
||
|
||
This is a difficult puzzle. If the players come up with another way to
|
||
get Asatya to focus inward, allow it, even if it only makes partial
|
||
sense. You need this to work, because the PCs will need Johann’s help
|
||
later.
|
||
|
||
Johann knows a trick: he can make you have a lucid dream. As soon as
|
||
Asatya starts talking to Johann, he uses his method to help her clear
|
||
the cobwebs. She is still asleep, but she can now focus her mind and get
|
||
a better grasp on her situation. Plus, she has a knowledgeable soul
|
||
there who knows all about being trapped in dreams. She is no longer
|
||
alone, she is no longer foggy-headed, and she has somebody who can show
|
||
her the ropes.
|
||
|
||
### Rackle: The Punching Bag
|
||
|
||
The punching bag is a man named Rackle. He developed a medical condition
|
||
that caused him constant pain. Healers were unable to improve the
|
||
situation. In desperation, he decided to draw cards:
|
||
|
||
- *Euryale*: He is now terrified of monsters.
|
||
|
||
- *Ruin*: Items he touches are likely to crumble to dust.
|
||
|
||
- *Rogue*: People think he’s a fraudster and a con man, without
|
||
> evidence.
|
||
|
||
It’s very unlikely to draw three terrible cards from the deck, but
|
||
Rackle managed to do it. His life was bad, and now it’s exponentially
|
||
worse.
|
||
|
||
After drawing cards, Rackle tried to find someplace to stay, but
|
||
everywhere he went, he was ostracised as a fraud and a con man, because
|
||
of the *rogue* card. Lacking any place to stay, he wandered around
|
||
outside the city and eventually came across an old abandoned watchtower.
|
||
|
||
The watchtower is one of a set of five posts that were built around St
|
||
Parnas 150 years ago, and abandoned about 80 years ago. They are three
|
||
stories tall, and consist of little more than a tall staircase with
|
||
landings and a platform on top. The stone parts of the building are in
|
||
good condition, but the wood parts are suffering from water damage from
|
||
lack of maintenance.
|
||
|
||
Rackle is living on the middle floor, which is basically just a landing
|
||
between the stairs that lead up, and the stairs that lead down. There’s
|
||
just enough space to lie down.
|
||
|
||
Everywhere Rackle goes, he is sure that he is surrounded by demons
|
||
lurking in the shadows. This is the effect of the *euryale* card. He has
|
||
stolen a bag of salt and he makes salt protection circles on the ground
|
||
wherever he goes, to prevent the demons from getting to him. Of course,
|
||
there are no demons. But that doesn’t stop Rackle being terrified, all
|
||
the time.
|
||
|
||
Because of his Rogue card, he can’t get an honest job - nobody trusts
|
||
him. Rackle tried stealing to make a living, but he discovered that
|
||
anything valuable he stole would often crumble to dust, the effect of
|
||
the *Ruin* card. So now he survives by stealing low-value items - bits
|
||
of food, mostly.
|
||
|
||
His medical condition persists: he is still in pain, an aching pain all
|
||
over his body, with no obvious source or cause.
|
||
|
||
Rackle’s absurd levels of misfortune have attracted the attention of
|
||
Beshaba, goddess of misfortune. She didn’t cause his bad luck: it just
|
||
happened on its own. But now that it has, Beshaba considers Rackle to be
|
||
a “saint of misfortune.” Beshaba is therefore protecting Rackle - she
|
||
has assigned a priestess named Clarissa to watch over him.
|
||
|
||
Clarissa is a strange woman. She is a human in her mid-fifties. She used
|
||
to be a sadist, that is what drew her to Beshaba. But in Beshaba’s
|
||
service, she witnessed such vast and terrible misfortunes that her own
|
||
efforts began to feel insignificant. No matter how hard she tried to
|
||
make people suffer, life did worse — arbitrarily, effortlessly. She kept
|
||
upping her game, but the universe always outdid her.
|
||
|
||
Eventually, she gave up on torturing people and turned instead to
|
||
studying the torments life produced without her help. At first, her goal
|
||
was to learn more about how to inflict pain. But over time, her study
|
||
grew more abstract, and more philosophical. Age crept in. She suffered
|
||
some things herself. She still studies suffering, but she’s not sure why
|
||
any more. Some days she feels tired. And though she’d never admit it,
|
||
she’s begun to care for a few individuals, against her better judgement.
|
||
|
||
Because of this, Beshaba has given Clarissa the responsibility of
|
||
keeping Rackle alive. Clarissa camps near the ruined watchtower where
|
||
Rackle lives, and watches from a distance. She does not interfere with
|
||
his suffering — that would defeat the purpose — but she steps in if
|
||
something threatens his life.
|
||
|
||
That turns out to be harder than expected. After a month of isolation,
|
||
pain, and fear, Rackle tried to take his own life. Clarissa found him
|
||
bleeding out and cast *Cure Wounds* just in time. It wasn't the last
|
||
time. Eventually, Rackle realized he couldn’t die by the blade — so he
|
||
stopped eating. Clarissa tried to force-feed him and nearly choked him
|
||
to death in the process. She hasn’t tried again.
|
||
|
||
Desperate, she turned to the druids of Silvanus, buying *goodberries*,
|
||
which are small enough not to cause choking. But the druids have been
|
||
growing suspicious, and they keep asking what she’s doing. She lies,
|
||
because “I’m keeping a man alive so he can suffer” isn’t a truth that
|
||
sells well. The druids are beginning to see through the lies.
|
||
|
||
The PCs have the following dream, seen through Rackle’s eyes:
|
||
|
||
> You are lying on a wooden floor, in a round stone room about 10 feet
|
||
> across. You are motionless, staring straight up at the ceiling, which
|
||
> contains some holes where the wood has rotted. In your peripheral
|
||
> vision, you can see a set of stairs leading upward. You can also see a
|
||
> woman in her fifties, in purple robes, kneeling beside you. You feel
|
||
> weak, lightheaded, and your vision is blurry. You fade out of
|
||
> consciousness.
|
||
|
||
Finding Rackle is a challenge: all you really have to go on is the
|
||
dream, which tells you that he’s in a round stone room, about 10 feet
|
||
across, with a staircase in it. A fairly easy insight roll (DC10)
|
||
reveals that he’s inside a round stone tower. If you ask the Mayor, he
|
||
has the insight that it’s probably one of the watchtowers: he says
|
||
“Homeless people camp in those all the time.” There’s no easy way to
|
||
know which one is the right one, so the PCs will probably have to make
|
||
the rounds searching them one by one.
|
||
|
||
Information about the contents of the five watchtowers can be found in
|
||
the upcoming section, “Life in St Parnas: The Old Watchtowers.”
|
||
|
||
When the PCs finally find Rackle, he is in pretty much the same
|
||
condition described in the dream above: passed out on the floor of his
|
||
tower, with Clarissa ministering to him. Clarissa has recently given him
|
||
her last *goodberry*, the druids won’t sell her any more.
|
||
|
||
When the PCs come near Rackle, the *rogue* card will attempt to warp
|
||
their perceptions to make them think that Rackle is a con-man, but the
|
||
PCs have *deck immunity*: they cannot be affected by Rackle’s *rogue*
|
||
card. So they see Rackle as he is. Clarissa is also immune, Beshaba
|
||
needs her to be clear-eyed in order to do her job properly.
|
||
|
||
Clarissa knows who the PCs are, because she has been told by Beshaba.
|
||
However, she does not reveal this. She will speak to the PCs and will
|
||
present herself as a friendly cleric who’s just trying to help. She
|
||
says, truthfully, “Hi, I’m Clarissa. This man is starving to death. I’ve
|
||
tried using cure spells, but they don’t help against starvation. I don’t
|
||
have any way to feed him, it’s not safe to just cram food in his mouth,
|
||
he would almost certainly choke. Can you guys do anything to help?”
|
||
|
||
If the PCs interrogate Clarissa, she decides that there is not much
|
||
point in lying to the PCs. She admits that she is a priestess of
|
||
Beshaba, and that she has been sent to protect Rackle because Rackle is
|
||
a saint of misfortune. She omits the part about keeping him alive to
|
||
keep him suffering, though. If the PCs don’t ask Clarissa who she is,
|
||
Lada figures it out anyway - as a priestess of Tymora, Lada can sense
|
||
the influence of Beshaba.
|
||
|
||
While talking to Clarissa, Lada gets a grim, tense look on her face and
|
||
keeps her mouth shut. Later, when out of Clarissa’s earshot, Lada says,
|
||
“That was a priestess of Beshaba. I don’t know what she’s up to, but I
|
||
guarantee she’s up to no good. I don’t care what she says, priests of
|
||
Beshaba are *never* here to help.”
|
||
|
||
If the PCs attack Clarissa, have everybody roll initiative. On her first
|
||
turn, Clarissa casts hypnotic pattern, spell save DC 16. But then, on
|
||
her second turn, she says, “You know what, I can’t do it. I don’t do
|
||
this any more.” She puts her hands in the air, and stops fighting. If
|
||
the PCs keep attacking, they kill her easily.
|
||
|
||
The PCs have two strong incentives to help Rackle: one, it would be
|
||
morally evil to let him die, and two, they need to ask Rackle questions.
|
||
There are several good-aligned temples in town that provide medical
|
||
care, for 100 gp per day. If Rackle gets proper medical care, he will
|
||
regain consciousness in two days. Clarissa doesn’t interfere, she’s out
|
||
of options for keeping Rackle alive and she’s willing to accept help,
|
||
even if doing so could reduce Rackle’s suffering.
|
||
|
||
When Rackle wakes up, he is utterly terrified: there’s no ring of salt
|
||
on the ground! The demons are going to take his soul! He won’t do
|
||
anything but freak out until somebody puts down a protective ring of
|
||
salt. The PCs can get salt inexpensively at a nearby shop.
|
||
|