263 lines
12 KiB
Markdown
263 lines
12 KiB
Markdown
## The Conclusion of the Chapter
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### Meeting Omta
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When the steel door opens, it reveals an extradimensional space, a black
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emptiness. Within the space, the PCs observe a very vague humanoid form
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- just a blurry outline. The form is resting on the vague outline of a
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bed. It is very obviously asleep. This is Omta.
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The black emptiness is the part of the void where Omta hides. The PCs
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can walk out into this emptiness, and approach Omta. They’re not walking
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“on” anything, there’s nothing there. But they can move around
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nonetheless. Lada cannot cross the threshold - only the PCs.
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As soon as the PCs cross the threshold of the door, they immediately
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sense that their telepathic connection with Omta has gotten a lot
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stronger. Tell them that they find it much easier to sense what Omta is
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feeling and thinking.
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As soon as the PCs approach, Omta speaks. Cards cards appear over his
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body, in groups, just like on the scrolls. He is again communicating.
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However, this time, the PCs have no trouble understanding what he’s
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trying to say. They don’t need to “decipher” the cards - they just
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understand. This is because of the much stronger telepathic link. Tell
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your players that from this point forward, the PCs will never have
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difficulty making sense of card-language again.
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In card-speak, Omta introduces himself:
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> I am the roll of the dice, the turn of the cards. I am
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> unpredictability without chaos. I am the Deck, and the Deck is me - it
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> is my avatar. It wants what I want. What I want, is for the universe
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> to remain unpredictable and unknowable. I want to preserve the
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> surprise and wonder.
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>
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> The situation is dire, and I need help. You are the only ones who have
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> made any real effort to understand me. So I will ask you for your
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> help.”
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Omta wants two things from the PCs:
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1. Rennick cannot be allowed to destroy randomness itself. Help me stop
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> him.
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2. Don’t give my avatar, the Deck, to Tymora. She will use it to kill
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> me.
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At this point, the PCs can ask anything they want to Omta. Before
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answering anything, Omta demands: “Promise you won’t betray me to
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Tymora. I don’t want to die.” Assuming the PCs agree, Omta will answer
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any questions the PCs have to the best of his ability.
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If the PCs ask why Omta is trying to take away Tymora’s worshippers,
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Omta replies: “I have no interest in worshippers. I don’t need them. It
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is true that some of her former worshippers are directing worship
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towards me now. This is something they have done of their own
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initiative, and I find it odd and confusing.”
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If the PCs ask what Omta means by “I am unpredictability without chaos,”
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Omta explains: “If you roll a die, it could come up 1, 2, 3, 4, 5, or 6.
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It is random. But the die will not turn into a mouse and walk away,
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because it is not made of Limbo’s pure chaos. Pure chaos reduces the
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universe to nonsense. I harnessed chaos, chained it, and turned it into
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randomness. Randomness adds unpredictability without destroying
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meaning.”
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If the PCs explain that the Deck’s presence and the Deck’s power are
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what is attracting worshippers, Omta will say, “I sent the Deck to stop
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Rennick. By its own rules, the Deck cannot vanish until its goal is
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accomplished. If you want the Deck to go away, help me stop Rennick.”
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If the PCs ask what Rennick has done, Omta explains that Rennick has
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devised a way to predict the outcome of random events, and that if
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random events can be predicted, then they’re not random at all. Omta
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wants this technology gone. If the PCs suggest killing Rennick, Omta is
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fine with that.
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If the PCs ask why Omta hasn’t taken a more direct approach, like just
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killing Rennick, Omta seems puzzled. He says, “I did act directly, I
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sent the Deck, and the Deck is me. The Deck might kill Rennick, or
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imprison him, or stop him in any one of a number of other ways. That is
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as direct as I can be. Anything else would not be random.” Omta is tied
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up by his own ideology.
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Assuming the PCs ask a lot of questions (which they should), the
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conversation with Omta should clear up just about everything about
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what’s really been going on. The only puzzle piece that’s still missing
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is Rennick’s perspective: the PCs still don’t know exactly what Rennick
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has done, or why.
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At the end of the conversation, Omta again pleads that the PCs not to
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lead Tymora to his doorstep. He is clearly terrified of Tymora.
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When the conversation with Omta is over, the PCs must exit the void
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through the steel door. As soon as they do, the steel door vanishes.
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### Negotiating with Green
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After the steel door vanishes, all that remains is the hallway to the
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laundry room. A moment later, the bodyguard Mikhail sticks his head
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around the corner and then shouts, “HEY! The Barrier is GONE!” Within
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moments, Green and his entire entourage is there in the hall.
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Green asks, “Are my employees safe? Where is Penny? Where are Tommel and
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Zim?” He won’t talk about anything else until he is reassured that
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everyone who works for him has been delivered to safety. If there’s
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anybody who hasn’t been saved, then Green will immediately ignore the
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PCs and go searching for the missing employees.
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When Green’s employees are safe, Green profusely thanks the PCs for
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helping. He gladly offers them a cash reward. Green will answer any
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question, but he doesn’t have any new information: he’s been trapped in
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the laundry room ever since the chaos storm, along with his entourage.
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They tried everything to get out, but the barrier was impenetrable.
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At this point, Lada does the job she was sent to do. She makes Green the
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following offer:
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> “Excuse me sir, I am here as a representative of Tymora. I have been
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> authorized to make you an offer for the Deck. If you sell it to
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> Tymora, Tymora will grant you five wishes. Bear in mind, that’s five
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> wishes from a trustworthy goddess who will do her best to make sure
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> you get exactly what you truly desire.”
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Balanestra, Greens’ advisor, immediately weighs in:
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> “Boss, I know we’ve been trying all this time to hold on to the Deck,
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> but that’s a damn good offer. The Deck has been getting more and more
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> chaotic, and if you try to extract five more wishes from the Deck, who
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> knows what could happen. This could be a much safer way to get wishes.
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> I think you should very seriously consider it.”
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Green says:
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> “Huh. I’m pretty surprised. I thought Tymora was going to try to take
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> the deck by force. Instead, she sends a representative to buy it fair
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> and square. I guess I misjudged her. Let me think about it for a
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> minute.”
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Then, Green insists that people leave him alone for a bit, while he
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ponders. This creates a window where the PCs can talk to each other, and
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to Lada.
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At this point, the PCs have a problem. It looks like Lada might soon be
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successful at buying the Deck for Tymora. Remember, Lada wasn’t there in
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Omta’s void-space, and she didn’t hear Omta say:
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“Don’t give my avatar, the Deck, to Tymora. She will use it to kill me.”
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Lada doesn’t know that the Deck is sentient, and that it doesn’t want to
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be given to Tymora. So it’s up to the PCs to deal with this situation.
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At this point, the PCs have to negotiate with Lada. Let the PCs do their
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best to talk Lada out of buying the Deck. But, in the end, Lada has
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explicit instructions from Tymora, and Lada is a loyal priestess. She is
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not going to disrespect her patron. She says:
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> “I cannot oppose my goddess, but we can talk to her. She has always
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> been reasonable. Maybe if we talk to her, we can come up with a plan
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> that works for everyone.”
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This is such a reasonable request that the PCs are almost certain to
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agree. Lada says, “I am going to pray now.” She bows her head, and
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softly speaks: “My mistress, negotiation for the Deck has had a
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complication…” \<THUNDERCLAP\> Lada doesn’t get any farther with her
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prayer. Tymora appears, in person, in the room. Green shouts “oh shit,”
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and vanishes, along with the Deck, his bodyguards, and Balanestra.
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If the players are on the ball, they may remember Balanestra’s deck
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dream:
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> Green, at his desk: “I can’t fight a goddess. What do we do if she
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> attacks?”\
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> Balanestra: “We teleport away, of course.”\
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> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
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> Balanestra: “She can follow us *almost* anywhere.”
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>
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> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
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> no!”
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When Green and his entourage teleport away, Tymora looks around, and
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says, “I see. They were afraid I would attack, and they prepared a
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contingency some time ago. They cast a spell so that if I got too close,
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they would all automatically teleport away to my sister’s realm.”
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Tymora then says, “No matter. I don’t need the Deck any more. I wanted
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the Deck because I thought it might help me to find the God who created
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it. But I had a backup plan. I asked you to strengthen your telepathic
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link to this God, so that I could trace the telepathic link. You did
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exactly that. Instead of using the Deck to find him, I can use your
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telepathic link, which I can see clear as day. I will now go and
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challenge him.”
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This should be an “Oh Shit” moment for the PCs. They promised not to
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betray Omta to Tymora, and they already *have*, unintentionally. This
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moment is the moment that Selune warned the PCs about:
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> “Tymora is one of my best friends, and she is as trustworthy and kind
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> as a goddess can be. But she is making a mistake. I encourage you to
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> work with her, but just be aware: there will come a point in time when
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> you have to tell her to stop what she’s doing.
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>
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> Here is what I ask of you: keep your eyes open. Use your brains. If
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> you see her do something that you think is going to cause harm, you
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> must speak up. Tell her, or tell her priestesses. Do not be overawed
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> by her divine presence. You speaking up at an appropriate moment may
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> be all that stands between her and disaster.”
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The PCs must ask Tymora not to pursue Omta. They should be making these
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arguments:
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- Omta means you no harm.
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- He is not deliberately taking your worshippers.
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- He will go away as soon as Rennick is dealt with.
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- He is absolutely terrified of you.
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- His purpose is legitimate: he is trying to protect the universe.
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- Selune, your friend, specifically asked us to tell you not to do
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> this.
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In truth, Tymora is somewhat relieved. She isn’t warlike, she didn’t
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really want a fight, and now she has an alternative path:
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> “I will pause my pursuit of this God. If this God will go away when
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> Rennick is dealt with, then we need to deal with this Rennick. I would
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> like you to find him, question him, and do what is necessary. He is in
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> the city of Sigil.”
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Assuming the PCs agree, Tymora offers a boon:
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> “I wish to thank all of you, you have served me honorably. You did the
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> things I asked you to do. You protected my young priestess, Lada. You
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> also helped to preserve peace. I believe you deserve a boon. As a
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> party, I would like to to make a collective request - one boon for
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> all.”
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One boon that the PCs might ask for is a boon of luck - after all, this
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is a goddess of luck. If the PCs ask for this, they all get the “lucky”
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feat, which grants advantage 3x day on almost any die roll.
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Another boon they may ask for is the destruction of the Museum of
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Orethys. If the PCs ask for it, Tymora says she does not have the power
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to destroy the Museum itself, but she says she *can* free everyone
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inside. She snaps her fingers, and then she says, “The prisoners have
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been sent to my domain. My priests will help them to find new homes.”
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If the PCs ask why she can’t destroy the museum itself, Tymora explains:
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“The Museum represents an ideology: that ordinary people exist for the
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amusement of rich and powerful men. That ideology has many followers, it
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has power. So therefore, the Museum has power. It is empty now, but it
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will fill again.”
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Selune also has a boon for the PCs: all members of the party can now
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cast the “Selune’s Light” cantrip. This differs from a regular light
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cantrip in that it lasts 8 hours, is a little brighter, and looks like
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moonlight.
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