185 lines
8.6 KiB
Markdown
185 lines
8.6 KiB
Markdown
## 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.
|
||
|
||
```{=html}
|
||
<!-- -->
|
||
```
|
||
- An index of residents. If you know the name of an person, you can
|
||
> find the name of the exhibit they’re 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 guidebook’s 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 person’s name. Unfortunately, it’s not useful for
|
||
finding exhibits by content. If one of your players says, “I’m 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
|
||
aren’t 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. There’s no information about whether he can cast *sending* or
|
||
*plane shift*. There’s no mention of what magic items he might have in
|
||
his house. It doesn’t even say what level of spellcaster he is. The
|
||
point is: trying to use the blurbs to search for specific things just
|
||
isn’t working.
|
||
|
||
The rule for the guidebook is: if you know a person’s 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 don’t have a name, it can’t
|
||
help. Be upfront with the players about that simple rule.
|
||
|
||
The other thing the guidebook can do is tell you what exhibit you’re
|
||
standing on. This can be useful, for example, if you find an exhibit
|
||
that contains a building, and you aren’t 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 you’re 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 they’re
|
||
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 aren’t, 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 doesn’t work inside the museum. You can’t capture what’s
|
||
> 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 it’s not inside a structure, the device doesn’t 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 DM’s 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 doesn’t 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. Don’t
|
||
allow this to happen: just make up an excuse. There are several excuses
|
||
built-in to the device: it can’t 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 don’t 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.
|
||
|