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