MIS-001-EAE-006: Solitary Sorrows

Prerequisite: The party’s second visit or later

The Seeker speaks of a problematic prisoner who they believe deserves better. They describe a medusa gifted world-ending powers that amplify her petrifying ability based on her mood. Her suffering once turned an entire nation to stone, and she has since been placed in Time Out (area A6). If the party can improve her mood, she could reside in the Rockyard Block (area A2).   The medusa is in a pitch-black, labyrinthine realm, filled with petrified simulacra of the Seeker frozen in visages of fear and annoyance. Once inside, the party must make a saving throw against her Petrifying Gaze once every four rounds. Characters who succed on a DC 16 Charisma (Persuasion) check can convice the medusa to move to a happier cell. The medusa conveys that she’d be happy to hear beautiful music or have some way to express herself through art. She assents to the idea of rehabilitation.   On a failure, the medusa commands five of her petrified Seeker simulacra to apprehend the party and keep them trapped here too (see the “Seeker Simulacra” sidebar). As an action, a character can make another DC 16 Charisma check, to convince her to call off the attack.  

Developments

The shop’s NPCs and magic item selection change depending on how the characters resolve this Event. Freedom in Art. If the party succeeds, the Time Out room glows vibrantly, and Gu’Gu opens a door to the Impound Block (A2). The medusa is given a cell with instruments, paints, and a library. She thanks the party and gifts them a cloak of protection.   Stone Cold. If half the party is petrified by the medusa, the Seeker intervenes, pulling them from Time Out. They then travel to the Aviary Block (A3), where they can barter with a couatl for use of its greater restoration.   Defensive Mechanism. If the party fails to persuade the medusa or the petrified simulacra put them in mortal danger, the Seeker saves them and applauds their attempt. They’re welcome to try again another time.
Prerequisite
The party’s second visit or later
Questgiver
Aset, the Seeker
Quest Beginning
The Seeker is lost in thought, and is jolted out of their reverie by the characters’ approach
Suggested Level
5th through 10th
Plot type
Quest Hook