##### **VANTHELION HALL: GROUND FLOOR – FULL ROOM KEY**
### **FOYER**
**Description:** A vast, opulent entry chamber with black marble flooring, crystalline chandeliers suspended by magic, and columns carved with scenes of celestial figures in masquerade masks. A butler dressed in a long indigo cloak stands near a guest book.
**Features:**
- **Passive Perception 14+:** Notice a faint shimmer in the corners of the ceiling—magical scrying sensors.
- **Arcana DC 15:** Identify the enchantment as _scrying eye_ connected to an unseen watcher.
- **Investigation DC 17 (Guest Book):** Names are magically rewritten every few minutes.
**NPCs:**
- **Greeter (Disguised Mage):** Offers champagne and inspects guests subtly with _Detect Magic._
- **Masked Nobles:** Engaging in idle chatter; some are double agents.
**Secrets:**
- Whispering the phrase "Moonlit Clemency" to the bust of a lion-headed angel temporarily disables magical surveillance (10 minutes).
**Checks & Consequences:**
- **Deception DC 16 or Performance DC 14** to bluff your way past subtle questioning.
- Failure triggers suspicion; two guards follow the party discreetly.
**Boxed Text:**
> “Golden light spills across marble floors. A pair of masked stewards check invitations. Laughter, music, and the scent of rare perfume float from deeper within. On the grand staircase above, a string quartet plays a haunting waltz.”
**Features:**
- Entry point; all guests (and party) are checked here.
- Stewards (Insight +5, Deception +2) inspect invitations and glance for weapons.
**Obstacles/Checks:**
- **Invitation Required:** Without one, Persuasion/Deception DC 17 to bluff entry (guards will escort to gate on fail).
- **Smuggling:** Sleight of Hand DC 16 to conceal a weapon or illicit item. Failure leads to subtle marking (chalk on shoe hem—DM clue).
**Social Scenes:**
- Lady Ravelle or Lord Grell may make a grand entrance, pausing to size up new guests.
- Early NPC opportunities: Giselda greeting, The Whisperer eavesdropping, Olly offers to “lose” a suspicious item for a price.
**Secrets:**
- Floor mosaic conceals a magical glyph—Detect Magic DC 15. (Alarm triggers if someone draws steel here.)
### **BALLROOM**
**Boxed Text:**
> “Crimson curtains drape gilded windows. Mirrored walls reflect a hundred swirling masks. Musicians play as dancers whirl. Tables overflow with delicacies. The hum of gossip and intrigue is everywhere.”
**Features:**
- Central party space.
- Dance floor, tables for mingling, platform for performances.
- Two disguised guards (Stealth +6) circulate, watching for trouble.
**Obstacles/Checks:**
- **Blend In:** Performance or Deception DC 14 to avoid standing out.
- **Pickpocket:** Sleight of Hand DC 15 to swipe a key, pass, or note. On fail, target spots attempt (draws attention).
**Social Events:**
- Lady Ravelle announces the riddle contest here.
- The twins stage a prank (pie catapult, illusion, or loud joke) as a distraction.
- Rival crew can be seen (roll Perception DC 13)—Reynard flirts, Sable cases pockets, Mina performs.
**Secrets:**
- A masked servant may pass secret notes here (Perception DC 13 to spot).
- Chandelier rigged to fall (investigate with Investigation DC 16).
**Description:** A grand domed chamber lit by floating motes of light. A dozen couples dance to an invisible orchestra. A massive tapestry depicts a historical war—one that subtly changes over time.
**Features:**
- **Insight DC 13:** Many guests are tense, eyes flicking to the upper balcony.
- **Arcana DC 15:** Identify the self-playing instruments as minor conjurations.
- **Perception DC 16:** Spot a blood-red mask above the fireplace—symbol of the Hollow Flame syndicate.
**NPCs:**
- **Ravonel (Steward):** Tall, powdered wig, unnerving gaze, secretly a vampire spawn.
- **Eladrin Emissary (Feywild):** Distracted, drinking heavily. Knows a secret exit.
- **Masked Tiefling Pair:** Smugglers with forged invitations.
**Secrets:**
- Dancing within the innermost ring of the ballroom (after being invited) allows overhearing key intel: "The vault opens only when the moonlight breaks the glass serpent."
**Checks & Challenges:**
- **Performance DC 13:** Impress dancers, gain access to inner circle.
- **Sleight of Hand DC 15:** Steal a key from Ravonel.
- **Failure on above checks:** Results in social embarrassment and loss of disguise bonus.
### **GALLERY HALL**
**Boxed Text:**
> “Domed ceilings arch over velvet-lined displays. The Mask of Shadows rests on a glass plinth, lit by shimmering blue glyphs. Two guards and a grim captain watch the crowd, hands never far from sword-hilts.”
**Features:**
- The Mask of Shadows is displayed here (until midnight).
- Two guards (Veteran), Captain Henric (Elite), magical alarm glyphs, invisible ward (Arcana DC 17 to sense).
- Gallery cases with valuable art objects.
**Obstacles/Checks:**
- **Case Alarm:** Investigation DC 18 to spot alarm; Thieves’ Tools DC 18 to disable. Magic glyph requires Arcana DC 20 or Dispel Magic.
- **Distraction:** Social scene (Performance/Deception DC 15) to draw eyes away for 1d4 rounds.
- **Disguise as staff:** Deception DC 15 if in servant garb.
**Social Events:**
- Guests gossip about the Mask’s legend, past theft attempts, and who is watching whom.
- Lord Grell openly disparages Ravelle (“It’s a gaudy bauble, unworthy of legend!”)
**Secrets:**
- Clue to vault combination (“Luck favours the trio, but fortune is found in the shadow’s second gaze”—see R 3.2)
- Secret: A painting swings open to reveal a code fragment (Perception DC 16).
##### Gallery Paintings
In the **Private Gallery**, one painting appears to shift based on emotional state. When a player is calm or introspective (Insight DC 13), it flickers to display:
> "Three turns and none true; the serpent coils from right, then left, then strikes."
**Interpretation:** This is the directional order for the safe (Right, Left, Right).
Additionally, hidden beneath the frame of this painting (Investigation DC 16) is a silver plate engraved: “Begin at three and two-fifths.”
**Features:**
- **Insight DC 13:** While observing calmly, the painting flickers to display:
> "Three turns and none true; the serpent coils from right, then left, then strikes."
- **Interpretation:** Clue for directional order (Right, Left, Right).
**Interactable:**
- **Investigation DC 16:** Hidden silver plate beneath the frame reads:
> “Sterling three, two, five.”
- **Arcana DC 14:** Painting radiates minor enchantment reacting to mood.
**Failure Consequence:** Touching the canvas directly without calming first triggers a backlash (DC 12 Wisdom save or be frightened for 1 minute).
### **DRAWING ROOM**
**Boxed Text:**
> “A hush fills this room, lined with oil portraits and deep chairs. The fire crackles. Nobles converse in measured tones, sharing private words under the watchful gaze of ancestors.”
**Features:**
- Retreat for high-level negotiations, blackmail, or plotting.
**Obstacles/Checks:**
- **Eavesdrop:** Stealth DC 13, Perception DC 14 (gain rumour or secret).
- **Social Chess:** Persuasion/Deception DC 16 to win favour or fish for dirt.
**Social Events:**
- The Whisperer invites a PC for a private “business opportunity.”
- Lady Corrine seeks someone to deliver a note.
**Secrets:**
- A hidden drawer (Investigation DC 15) holds a blackmail note (see “favour” event).
---
### **DINING HALL**
**Boxed Text:**
> “An immense table stretches beneath banners of House Vanthelion. Silver, crystal, and wine. Servants glide among the guests, refilling goblets. The conversation is lively—and sometimes dangerous.”
**Features:**
- Food, drink, drunken nobles.
**Obstacles/Checks:**
- **Poisoning/Prank:** Sleight of Hand DC 14 to spike a drink or plate (for Baroness Vilda).
- **Sober Up:** Constitution DC 12 to avoid being tipsy.
- **Notice rival crew:** Perception DC 14.
**Social Events:**
- Baroness Vilda “accidentally” spills wine on a rival.
- The twins rig a salt shaker to explode with illusionary confetti.
**Secrets:**
- Clue to combination (a toast references the number of guests at the “last supper”—see R 7.2).
---
### **LIBRARY**
**Boxed Text:**
> “Bookshelves soar to the ceiling, dimly lit by lamps and the crackle of a single hearth. The air is thick with dust, ink, and secrets. Several guests browse, but a masked poet quietly recites a verse at the window.”
**Features:**
- Collection of rare tomes, hidden passage (behind bookshelf), clues.
**Obstacles/Checks:**
- **Find Secret Door:** Investigation DC 16, Perception DC 15. (Book on “Stonework” tilts the shelf.)
- **Unlock Passage:** Sleight of Hand DC 14, Arcana DC 13 (if magically sealed).
- **Find combination clue:** Investigation DC 13, Insight DC 14 (find poetry reference for L 2.1).
**Social Events:**
- Elin of Sable trades a rumour for a secret.
- Lady Venla seeks a forbidden tome.
**Secrets:**
- Hollowed book with the combination clue: “Double debts weigh most. Yet the poet's sigh counts for a single more.” (2.1)
- Second passage to servant corridor (hidden, DC 17).
#### Private Gallery:
**Description:** Dimly lit hall of magical paintings. Each canvas has an illusory frame showing historical, sometimes prophetic, scenes.
**Features:**
- **Arcana DC 14:** Paintings respond to viewer’s emotional state.
- **Perception DC 15:** One painting depicts the players—moments from now.
**Secrets:**
- Touching a specific portrait causes a temporal flicker: players glimpse a future where the party is captured.
**NPCs:**
- None visible. A ghost (former painter) may appear if the wrong painting is tampered with.
**Checks:**
- **Wisdom Save DC 13:** Resist psychic backlash from interacting with temporal painting.
---
### **KITCHEN & SERVANT CORRIDOR**
**Boxed Text:**
> “Steam, clatter, and a dozen busy voices echo from the sprawling kitchen. The smell of fresh bread and roasting meat is overwhelming. A halfling in a mouse mask barks orders from atop a barrel.”
**Features:**
- Olly, the halfling chef, is king here.
- Doors to wine cellar, servant corridors, secret hatch.
**Obstacles/Checks:**
- **Bribe Olly:** 10 gp (or a clever story) buys access, info, or disguise.
- **Stealth through staff:** Stealth DC 14 (hustle as a servant).
- **Find passage:** Investigation DC 13.
**Social Events:**
- Rival crew uses kitchen for disguise swap.
- Staff gossip about guests, guards, and odd deliveries.
**Secrets:**
- Fake servant pass (Perception DC 13 to spot a forgery).
- Secret note: “Turn the fire bottle in the cellar for a secret way out.”
**Description:** Dimly lit hallway lined with barrels, crates, and laundry carts. The scent of roasted meat and soap lingers. Walls are narrow, causing sound to travel.
**Features:**
- **Perception DC 12:** Notice footprints leading into a cold pantry door.
- **Investigation DC 14:** Find a delivery manifest with inconsistencies (missing crate).
**NPCs:**
- **Zellin (Young Server):** Nervous, stammers, carrying a suspicious wooden box.
- **Mia (Cook):** Sharp-eyed, loyal to the steward.
**Secrets:**
- The box Zellin carries contains documents smuggled in—encrypted invitations to a secret meeting in the basement.
- A vent above the corridor leads to the study (Dexterity (Acrobatics) DC 15).
**Checks:**
- **Persuasion DC 14 or Intimidation DC 12:** Get Zellin to talk.
- **Failure:** Zellin runs and alerts a guard.
---
### **BARRACKS**
**Boxed Text:**
> “Spartan cots, racks of polished arms and armour, and a heavy smell of sweat and oil. Off-duty guards dice for copper; a large half-orc sergeant scowls as you enter.”
**Features:**
- Three off-duty guards at all times; change every 20 min.
**Obstacles/Checks:**
- **Blend in:** Deception DC 17 (with disguise), else challenged.
- **Steal equipment:** Sleight of Hand DC 15, with Perception DC 15 from guards to spot.
- **Gain info:** Bribe DC 15, or Intimidation DC 13.
**Social Events:**
- A guard boasts about the new “decimal dial” vault.
**Secrets:**
- Key to hound kennel is in the sergeant’s footlocker (locked, Thieves’ Tools DC 14).
---
### **GARDENS/MAZE**
**Boxed Text:**
> “Lanterns hang from sculpted trees. Hedges wind into a labyrinth of shadows. The laughter and music of the ball fade here, replaced by the distant howl of a hound.”
**Features:**
- Possible escape route (to basement tunnel).
- Patrol of magical hound (see stat block).
**Obstacles/Checks:**
- **Dodge Hound:** Stealth DC 16, Animal Handling DC 14 to calm.
- **Secret Hatch:** Investigation DC 16, clue from wine cellar.
- **Find tryst or NPC:** Insight/Perception DC 13.
**Social Events:**
- The peacock and stag mask lovers plot escape.
- The twins hide here after a prank.
**Secrets:**
- The garden shed contains old blueprints (map of secret passages).
**Description:** Moonlit hedges shaped like mythical beasts. A marble fountain gurgles at the centre, and ancient statues line the outer wall.
**Features:**
- **History DC 13:** The statues represent forgotten deities of duality.
- **Perception DC 15:** Find faint footprints near the wolf statue—someone used it recently.
**Secrets:**
- The wolf statue conceals a riddle:
> _"What walks masked, speaks true, and hides flame beneath frost?"_ (Answer: "Spy" or "Liar")
- Answering correctly opens a concealed passage to a viewing tunnel overlooking the basement vault.
**NPCs:**
- **Masked Cleric:** Pretending to give blessings, actually mind-reading guests.
- **Two lovers (NPCs):** Can be bribed or tricked for info about suspicious movements.
**Checks:**
- **Insight DC 14:** Sense the cleric is probing mentally.
- **Religion DC 12:** Notice the blessing gesture is reversed (a mocking symbol).