469 lines
22 KiB
Markdown
469 lines
22 KiB
Markdown
## Castle Green
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The PCs will spend a lot of chapter 2 exploring Castle Green. Before we
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get to the details of what’s in the castle, we’re going to give you some
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general information about what the castle is like, and why it is the way
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it is.
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### How Castle Green Came to Exist
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When Green was first starting out, he didn’t have a Castle. He searched
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for people who might be interested in drawing cards from the Deck, then
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he brought them out into an empty field to have them draw cards. One
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day, one of these people - Alyssa Varn - drew the Bricklayer card. Where
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once there was an empty field, suddenly there was a small castle —
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technically, a “keep” for a knight. Alyssa sold the Castle to Green.
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The keep consisted of a ground floor, a single basement level, and a
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small tower.
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The basement contained most of the functional rooms, including a
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barracks for the staff, a kitchen and dining room, an armory and
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sparring room, holding cells, a lounge, a laundry and latrine, a wine
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cellar and a root cellar. Here is a map of the basement:
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{width="5.026042213473316in"
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height="3.9483333333333333in"}
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The ground floor included a nice dining room for guests, a small
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ballroom, an a few general purpose rooms. The tower contained an
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observation room and a general-purpose room. Since the ground floor and
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tower are gone, we have not provided a map.
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Green and his employees used the castle for some time before the next
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event: Borghan also drew the Bricklayer card, and it built the
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labyrinth, underneath the basement. A trapdoor manifested in the
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basement lounge: the trapdoor drops down into the Labyrinth. There is no
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map of the labyrinth, it’s a confusing mess of passages, and nobody has
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bothered trying to map it.
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Both the castle and the labyrinth were created by magic. But neither one
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is inherently magical. The castle is a normal castle. The labyrinth is
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confusing, but it’s not a magic labyrinth.
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The walls of the basement are entirely made of stone blocks. The walls
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of the labyrinth are covered by decorative wooden paneling, with
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decorative moulding, as one might see in a victorian library. By looking
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at the walls, you can easily tell whether you’re in the basement or the
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labyrinth.
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### The Upstairs is Gone
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In the chaos storm, the entire top half of the castle (ground floor and
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up) was ripped away. Everything from about knee-level on up is gone.
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The floors of the ground floor are still intact, as are the bottom two
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feet of the walls. Walking around the ground floor of castle green is a
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lot like walking around a floorplan of a castle. There’s very little
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left to see on the ground floor. There is, however, a set of stairs
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leading down into the basement. The stairs leading to the basement are
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entirely intact.
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### The Portals that Subdivide the Castle
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As a defensive measure against Tymora’s agents, Omta has placed several
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portals designed to make it difficult to move around the basement. The
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portals all lead into the labyrinth. Look at the map: wherever you see a
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red line crossing a hallway, that is a portal to the labyrinth. When a
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PC stands in a hallway, looking at such a portal, the PC will see the
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hall up to the portal, and the labyrinth beyond the portal. When the PC
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walks through the portal, they end up in the labyrinth.
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Sometimes, when you’re in the labyrinth, if Omta wants you to, you’ll
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emerge from one of these portals and end up back in the basement.
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{width="5.026042213473316in"
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height="3.9483333333333333in"}
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Now, let’s talk about how the PCs will perceive the portals. Imagine
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that a PC is standing in the hallway just northwest of Mikhail’s
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bedroom. (Look at the map above, lower-right corner). If the PC looks
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north, they will see the door to Etienne’s bedroom. Beyond that, there’s
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a red line crossing the hall: a portal to the labyrinth. When the PC
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looks through the portal, they see the labyrinth.
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So that means if the PC is standing outside Mikhail’s bedroom, the PC
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*can’t* see the door to the furniture storage room. The furniture room
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is north of the portal, and therefore, line of sight is blocked by the
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portal. Likewise, if the PC walks north, they can’t reach the furniture
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storage room. They will walk through the portal first, and end up in the
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labyrinth.
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So from the perspective of a PC standing outside Mikhail’s bedroom, it
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looks like they’re standing in an L-shaped piece of corridor, both ends
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of which are connected to the labyrinth. It creates the appearance that
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these small sections of hallway are physically inside the labyrinth. It
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looks, for all the world, as if the basement has been broken into
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pieces, and the pieces randomly inserted into the labyrinth.
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Note that on the map, we have drawn red lines not just where the portals
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are in the hallways, but we’ve actually drawn red lines around eight
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“chunks” of the castle. The PCs will perceive the castle as being made
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up of these eight chunks. To move from one chunk to another, they will
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have to pass through the labyrinth.
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The portals in the basement are in fixed locations, indicated on the map
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by red lines. The portals in the labyrinth, however, are in
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ever-shifting locations. The portals are being moved around regularly by
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Omta. Some of the portals in the labyrinth lead to other portals in the
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labyrinth. Some of the portals in the labyrinth lead back to the portals
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in the basement. All of the portals in the basement lead to the
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labyrinth.
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### Navigating the Portals
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When the PCs first enter the labyrinth, they will get stuck in there.
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They just move in circles: tunnel after tunnel. None of the passages
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lead anywhere. Omta is just portaling the PCs around the labyrinth to
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keep them confused. He figures: if I keep the agents of Tymora in the
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labyrinth, they can’t hurt me.
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In the backs of their minds, the PCs can feel the “presence in the
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Labyrinth,” Omta, because of their telepathic bond. They can feel his
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anxiety and fear. They can try communicating with this presence, and
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they quickly realize that the presence is listening, paying attention,
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because it reacts when they say things.
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To get unstuck, the PCs have to do two things:
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**Step 1: Reassure Omta**
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When the PCs sense the presence in the labyrinth, and his fear, they
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need to say something reassuring, such as “We are not here to hurt you.
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We just want to talk.” If the PCs say some things like this, then Omta
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will calm down a little. The PCs can feel the anxiety level drop a
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little.
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**Step 2. Ask for Navigation Assistance**
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The following only works *after* the PCs have reassured Omta: to get
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around the basement, the PCs can simply ask Omta for assistance in
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navigating the labyrinth. Just speak out loud, and say something along
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the lines of, “Hey, could you guide us to the Kitchen?” Then, start
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walking, in any direction. Omta will rearrange the portals in order to
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bring the PCs to the kitchen area. Note that the PCs won’t end up
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*exactly* in the kitchen: they’ll end up at the closest basement portal,
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in the correct basement region to go to the kitchen.
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It’s odd that Omta is putting up portals to confuse the PCs, but then
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he’s also helping the PCs to navigate the portals. Omta is asleep, and
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he’s using dream logic, and his emotions are conflicted. He wants Tymora
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to stay away, but he also wants a relationship with the PCs. So his left
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hand doesn’t know what his right hand is doing.
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So for now, Omta is both hindering and helping. Whether he can actually
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bring you to any particular place depends on a number of factors:
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- In general, if you ask for a room type, like “take me to the
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> Kitchen,” or “take me to the Armory,” that works. Omta understands
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> what a kitchen or an armory is.
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- If you say “take me to the bedroom,” that’s ambiguous, because there
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> are a dozen bedrooms in the castle. In this case, Omta will take
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> you to the bedroom farthest away from the Deck.
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- If you ask for a specific employee, eg, “take me to Zimmi,” that
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> usually elicits no response, because Omta doesn’t know most human
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> names. However, Omta does know the name “Green.”
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- If the PCs ask for an employee by profession, that is more likely to
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> work. “Take me to the wizard’s bedroom” will get you to Etienne’s
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> bedroom.
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- If you ask for “take me to the woman who drew the bricklayer card,”
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> that *does* work. When Omta looks at humans, he is more likely to
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> remember their cards than their names.
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- If the PCs ask for something broad, like “Food”, Omta will do a
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> reasonable job of complying: in response to that query, he would
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> take the PCs to the kitchen. The DM may have to be creative
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> interpreting such queries.
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- If you ask to be taken to Green (who has the Deck), or to the
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> Laundry (which contains the Deck), or to the Lounge (which is
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> close to the Deck), then Omta will project an intense emotion of
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> fear, and will not take you anywhere.
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Under no circumstances must you allow the PCs to reach the lounge area
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or the laundry area until certain trigger events take place.
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### Bypassing the Portals
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On the map, there are several red dots, positioned on top of walls.
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These represent holes in the walls. During the chaos storm, several of
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the stone blocks teleported out of their normal positions in the walls,
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and ended up scattered around the castle: as the PCs walk around, they
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will occasionally find these stone blocks. A small person like a gnome
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or halfling can fit through the hole, but a medium-sized person cannot
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fit. The PCs could use spells like *enlarge/reduce* to get the whole
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party through a hole.
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Interestingly, holes in the wall circumvent the portals. It is possible
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to move from one region to another through a hole in the wall, *without*
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getting portaled into the labyrinth. Currently, there is only one hole
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that crosses a red line. But the PCs could conceivably dig more.
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If you use holes to move around the castle, the castle appears much more
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mundane than if you try to walk around the halls. The halls have portals
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in them, and the portals make everything confusing. But the holes in the
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walls have no portals, so you just move around the castle in the normal
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way.
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However, if the PCs try to dig a hole into the laundry area, a steel
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barrier will materialize in the hole, looking much like the main steel
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barrier in the hall that leads into the laundry area. Omta really
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doesn’t want anyone crossing into the laundry until Omta is ready.
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### Green’s Trapped Employees
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Several of Green’s employees are trapped in the basement. They are not
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in immediate danger, but most of them don’t have access to food and
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water, so they do need to be rescued from the castle relatively soon.
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When the chaos storm hit, Green yelled “evacuate the castle!” Everyone
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upstairs evacuated, however, nobody emerged from the basement,
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presumably because the basement had been turned into a confusing magical
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labyrinth. Green cares about his employees, he wasn’t about to just let
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them rot in the basement. So he and his bodyguards went down in the
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basement to round up the employees and get them out. Balanestra went
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with them, because she is loving the life of adventure. They vanished
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into the basement, and didn’t come back.
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They didn’t come back because Omta portaled them to the laundry room
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region, and then trapped them inside by building a giant steel door. The
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laundry room region now contains Green, his bodyguards, and Balanestra -
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and the Deck. They are annoyed and concerned about being trapped, but
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are otherwise unharmed. One of the bodyguards, Harkon, is a cleric who
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can conjure food and water.
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The gate guards, Bran and Inya, watched as Green and his bodyguards went
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into the basement. Bran and Inya are much lower-level than Green and the
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bodyguards, so they assumed that they weren’t needed. But when Green and
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the bodyguards didn’t emerge, Bran and Inya also went down into the
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basement, in the hopes of rescuing the others. They too got trapped -
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they’re in the sparring room region.
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Here is an inventory of all of Green’s employees who are stuck behind
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the steel door:
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- Green.
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- Mikhail, Male Half-Orc, Fighter LV8. Natural peacemaker.
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- Etienne Vireaux, Male Tiefling, Diviner LV8. Tries to help people.
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- Siduri, Female High Elf, Duelist LV8. Reserved. Graceful movement.
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- Harkon, Male Dwarf, Cleric of Helm LV8.
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- Balanestra, Female Aasimar, deck-touched.
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Here is an inventory of all of Green’s employees who are trapped in the
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Basement:
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- Bran, Gate Guard. Male Dwarf. Overly talkative, but helpful.
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- Inya, Gate Guard. Female Tiefling. Has learned to let Bran talk.
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- Zimmi, Cook. Female Gnome. Loud and a little pushy.
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- Edric, Steward and Bookkeeper. Male Bariaur. All business.
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- Penny, Helper. Teen Female Tiefling. Super smart, skill with
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> languages.
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Here are the ones that are not in the basement: they are at the Inn in
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St. Parnas:
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- Wim, Janitor. Male Kobold. Avoids eye contact.
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- Tommel, Gardener. Male Earth Genasi. Aloof.
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Green and his bodyguards are trapped by the big steel barrier. The
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others are not physically trapped: they can leave the areas that they’re
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in, and go out into the labyrinth. But when they do, they get lost,
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wander around for a while, and end up back in the areas where they
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started. All of them have tried leaving, and none of them have gotten
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anywhere.
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To rescue the employees, the PCs will have to find them one by one. The
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following section, “List of Basement Areas,” lists every region in the
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basement, including which of Green’s employees are trapped in that area.
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The reason that Green’s employees are stuck is because they didn’t draw
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cards from the deck. Therefore, they lack the telepathic connection to
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Omta which makes it possible for the PCs to communicate with Omta. The
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PCs are navigating the labyrinth by asking Omta for what they need.
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Green’s employees don’t have that option.
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### Ants are Taking the Castle by Force
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The castle was built very close to an anthill containing intelligent
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giant ants.
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Prior to the chaos storm, the ants were a minor nuisance at the castle.
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Occasionally, a worker would enter the castle via the root cellar, take
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some food from a storage room, and leave. Stealing is not actually
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sanctioned by the ant queen, but some workers aren’t that bright.
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Green’s employees view the ants as a relatively insignificant issue -
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pretty much how you would feel if your kitchen had ants.
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However, the chaos storm has upended the situation. The chaos storm has
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severely damaged the complex series of tunnels in their anthill, it’s
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caving in all over the place. The ant queen is angry, and she is intent
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on being compensated for the damage: you castle idiots destroyed our
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anthill, so we’re taking over yours! The ants are moving into the
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castle.
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These ants are not, by nature, hostile creatures. Construction,
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maintenance, farming: those are the things they normally care about. The
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ants attitude toward other ants is “be a productive member of the
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community.” Their attitude toward non-ants is “live and let live.” By
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that, we mean that if you are not an ant, they won’t go out of their way
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to help you, but they won’t do anything to hurt you either. They will
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most likely just walk right past you, too busy to talk. Overall, they
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are somewhere between true neutral (to outsiders), and lawful good (to
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each other). However, the queen is angry about the destruction of her
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home. Even so, she is not bloodthirsty. She intends to take the castle
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by force, but she is willing to let the humans go away without bloodshed
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as long as the humans are willing to depart.
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The ants can tell that the PCs don’t live in the castle, and that
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they’re not the ones responsible for the chaos. They know that when a
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person lives in a house for a long time, the odors rub off on each
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other: the house begins to smell like the person, and the person begins
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to smell like the house. Because of this, they can tell that the PCs
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don’t live in the castle. The queen’s anger is toward the people in the
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castle who caused the chaos storm, not toward the PCs. Because of this,
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the ants will generally pass the PCs without aggression.
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Ants do not perceive mammals or other animals as prey. The ants are
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fungus farmers, they eat a fungus that they grow on a substrate of
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rotting organic matter.
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There are three types of ants: workers, soldiers, and the queen. Workers
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are about the size of a small dog, soldiers are about the size of a
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large dog, and the queen is the size of a small horse.
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The ants are intelligent, and can communicate, but they do not speak
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verbal languages: they communicate by waving their antennae. You will
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need some tricks if you want to talk to them. Here are some potentially
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relevant spells:
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- *Tongues*: This will allow full communication.
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- *Comprehend Languages*: This will allow you to understand everything
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> they say. However, it won’t enable them to understand you.
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- *Speak with Animals*: Doesn’t work. They’re too intelligent to count
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> as animals.
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The queen is smart enough to be creative about communication. For
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example, if you cast *comprehend languages*, she will say, “That spell
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doesn’t enable *me* to understand *you*, so I’ll ask you questions, and
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you can raise your right hand for yes, and left hand for no.” The
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workers and soldiers are not bright enough to come up with tricks like
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that, but if the PCs suggest things like that, the workers and soldiers
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are smart enough to play along.
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Worker and soldier mentality is extremely task-focused, and very
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specialized. For example, the workers will give sophisticated
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explanations of the steps necessary to cultivate food fungus, they can
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go on at length about the antibiotic properties of the plants they use
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to prevent biological contamination. But the workers only understand the
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basics about things unrelated to their job. For example, if you ask them
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what happened to their anthill: “Things were moving everywhere,
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including the walls. It seemed like magic. It’s all crumbling.” No
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deeper insight. Soldiers are extremely knowledgeable about tactics. In
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combat, they don’t just attack mindlessly: they use their special
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abilities and the environment to get the best advantage they can get.
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But they really have very little to say about anything that doesn’t
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involve defense or security.
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Only the queen is smart enough to speak broadly on a range of topics.
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She can cast a few spells, too. One of those is comprehend languages.
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She can hear and understand what the PCs are saying, even if the PCs
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have no way to translate. However, she can’t *talk* to the PCs without
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assistance. She can, however, communicate if the PCs suggest things such
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as “raise your right antenna for yes, raise your left antenna for no.”
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The ants have surprisingly little trouble moving around the castle. They
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are just as subject to the portals as anyone else, but they navigate
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almost entirely by odor chemicals. For example, if they’re looking for
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the queen, they sniff the air for the scent of the queen, and they walk
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toward the scent. When the portals move, the scents move, and so they
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can easily follow the scents even if the portals have moved. They do
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have to go through the portals, but they’re just not as confused as a
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human would be.
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Another thing the ants can do is form a long line of ants. When they do
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this, forming a trail of ants through the labyrinth, Omta seems hesitant
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to break the line by moving a portal. He prefers to move portals when
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nobody is watching, and the ants are forming a continuous line of
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“watchers.” In effect, the line of ants becomes an island of stability
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in the labyrinth. You can get to new places by walking alongside a trail
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of ants.
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The ants could break through stone walls, but it would be a very slow
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process of tedious grinding. They haven’t done this yet. Instead, they
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prefer to enter through existing openings. The best entrance to the
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castle (for the ants) is the root cellar, which has an earthen floor.
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The floor of the root cellar is full of ant-sized holes, and the wooden
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door of the root cellar has an soldier-ant-sized hole chewed through it.
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The queen did not go through the hole in the door: the queen is smart
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enough to know how to open human doors.\
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\
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The ants have selected Green’s bedroom as the queen’s new chambers. They
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have a large number of soldiers on both sides of the bedroom door,
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blocking all access. You can enter the lounge, but no further. The queen
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is their most valued asset, and they protect her aggressively. They are
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incidentally blocking access to Edric’s bedroom as well, but that’s only
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because the door happens to be in the same hallway as Green’s bedroom.
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The ants have selected Tommel, Bran, and Wim’s bedroom as the new brood
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chamber. The room is full of eggs. Again, there are soldiers on both
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ends of the hallway, because this is a high-value area.
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The ants have selected the Kitchen as the new fungus farm. The workers
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are swarming in there, moving rotting organic matter into the kitchen.
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There are a handful of soldiers in the kitchen, but they’re not blocking
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access to the kitchen: the fungus farm isn’t a high-value asset. They’re
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just there to protect the workers.
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Here are some hallway encounters:
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- Two soldier ants come down the hall, followed by a group of workers.
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> The workers are carrying rotting plant material. The soldiers
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> approach, and move to one side of the hallway. They then look at
|
||
> you, and wait to see what you do. (If the PCs move to the other
|
||
> side of the hallway, the ants will simply walk past).
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||
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||
- A long line of worker ants carrying eggs come down the hallway. They
|
||
> stop, and start waving their antennae around. Then they turn
|
||
> around, and head back in the opposite direction.
|
||
|
||
- A group of six soldiers and four workers come down the hall. Two
|
||
> soldiers are injured (they have been in a fight with Borghan). The
|
||
> workers are helping the injured soldiers. They see you, and pause.
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||
> Then the four healthy soldiers approach. They close their
|
||
> mandibles, and use them to shove you into a corner. Then, they
|
||
> pass.
|
||
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||
Feel free to improvise more.
|
||
|
||
The ants are not central to the PCs’ quest. They are there to let the
|
||
PCs know that the world is alive, and there are people everywhere who
|
||
have their own agendas and their own issues.
|
||
|
||
Although the ants are not central to the PCs quest, they can
|
||
theoretically be helpful to the PCs. For example, if the PCs figure out
|
||
how to talk to the queen, they may be able to arrange some sort of
|
||
cooperative expedition to deal with Borghan (the queen would be very
|
||
happy to have Borghan under control.) The PCs may also be able to work
|
||
with the ants to dig holes in the walls, to make it easier to navigate
|
||
the castle.
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||
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||
\<TODO: Add stat blocks for the Ants\>
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