# **Vanthelion Hall – Second Floor: Full Room Key** ### **VIP LOUNGES** **Boxed Text:** > “Candlelight glimmers on plush velvet settees and polished wood. Masked nobles recline in whispered conversation; servants pour spiced wine and guard the doors. A small balcony overlooks the glittering ballroom below.” **Features:** - Private deals, blackmail, and dangerous liaisons. - Balcony offers view of main floor—Perception DC 13 to spot a disguised NPC or rival crew below. **Obstacles/Checks:** - **Enter uninvited:** Persuasion/Deception DC 17 (guards at entry). - **Eavesdrop:** Stealth DC 15, Perception DC 14. - **Pickpocket/Plant item:** Sleight of Hand DC 15. **Social Events:** - Lady Corrine blackmails a merchant, asks PCs to deliver evidence. - Ambassador Nyx offers a forbidden deal (fiendish pact, rare item, or secret). **Secrets:** - A hidden compartment under a lounge cushion contains a coded ledger (part of a blackmail plot or vault clue). ### **PRIVATE STUDY** **Boxed Text:** > “Thick carpets and heavy curtains muffle sound. A grand desk sits under a portrait of Lady Ravelle’s ancestor. Books and scrolls are scattered—many about wards, locks, and security. The fire burns low.” **Features:** - Possible location for a _duplicate_ Mask or key evidence. - Ledger with vault maintenance records (including a reference to the decimal dial and a sketch of its notches). **Obstacles/Checks:** - **Pick lock:** Thieves’ Tools DC 16 (study door). - **Find secret panel:** Investigation DC 15; Arcana DC 12 for magical traps. - **Crack code:** Intelligence DC 14 to decipher maintenance notes. **Social Events:** - Inspector Virel may be found here (10% chance, reroll every 10 min). - The Whisperer rifles through drawers; may offer a split for silence. **Secrets:** - Hidden safe in wall (behind portrait): contains clue for vault (the number “.2” circled in red ink). - Coded letter between Ravelle and the previous vault-maker (“always favour precision—second notches, last rounds”). **Description:** A richly appointed chamber visible through frosted glass. A carved desk, fireplace, and ancient tomes fill the room. A single lantern glows blue. **Entry:** - Locked with both mundane (DC 15 Thieves’ Tools) and arcane lock (Dispel Magic or Arcana DC 17). **Features:** - **Investigation DC 16:** Discover a hidden drawer with a letter addressed to "The Hollow Flame," marked by a silver serpent seal. - **Arcana DC 13:** The lantern is fae-touched, emits anti-scrying light. **Secrets:** - Behind a painting is a lever that opens a secret stairwell to the basement. - Touching the desk without gloves triggers a Glyph of Warding (Confusion, DC 15). **Checks:* - **Perception DC 14:** Spot signs of recent use (half-drunk wine, smudged ink). --- ### **LOCKED BEDROOMS** **Boxed Text:** > “The hallway is quiet, doors firmly shut. One or two are watched by bored guards. Some rooms show signs of recent use—perfume on the air, footprints in the dust.” **Features:** - Used for trysts, secret meetings, or for rival thieves to stash costumes or loot. **Obstacles/Checks:** - **Pick lock:** Thieves’ Tools DC 15–17 (bedroom doors). - **Find hidden guest:** Stealth DC 14/Perception DC 13. - **Avoid guard notice:** Stealth DC 16 if moving between rooms. **Social Events:** - PCs may find Valya and Eryk (runaway lovers) plotting to flee. - Dame Giselda hiding from a scandal. **Secrets:** - One room’s mattress is slit open, holding a cache (disguise kit, coin pouch, guest pass, or a rival’s backup mask). - Secret passage between two rooms (DC 15 Investigation, used by staff and spies). ##### Locked Study **Description:** Luxurious room with glowing floor runes and hovering crystals in cages. Books float between shelves. **Entry:** - Guarded by magical lock: Password required (“The serpent’s masquerade ends at moonrise.”) **Features:** - **Investigation DC 17:** Reveal a document linking the host to the Hollow Flame. - **Arcana DC 16:** Disarm floating crystals used to surveil the house. **Secrets:** - One drawer contains a vial of Lethean Draught (memory-wiping elixir). **Checks:** - **Stealth DC 15:** Avoid alerting magical sensors. - **Dexterity Save DC 14:** Triggering runes causes psychic lash. --- ### **BALCONIES** **Boxed Text:** > “A cool breeze stirs the silk banners above. From here, the masked throng seems a living tapestry. Laughter and music drift up, but the shadows along the balcony’s edge are deep.” **Features:** - Overlooks ballroom and gallery—ideal for casing the crowd or planning escape. - Climbing down (or up) is possible with Athletics/Acrobatics DC 15. **Obstacles/Checks:** - **Spot rival crew:** Perception DC 12. - **Hide:** Stealth DC 14. - **Climb/escape:** Athletics/Acrobatics DC 15 (if making a rooftop/vertical getaway). **Social Events:** - Mina the Dove (rival crew) attempts a daring climb or leap, challenging a PC. - Sable the Cat uses this vantage for a pickpocket attempt. **Secrets:** - Small “guest tokens” left here by lovers, or a coded note (part of a safe combo clue). **Description:** Overlooks the ballroom. Glass floor tiles give a partial view below. Draped curtains and two ornate chairs suggest it’s a space for elite observers. **Features:** - **Perception DC 13:** Spot a ledger left on the chair containing names, symbols, and marks (coded guest list). - **Investigation DC 15:** Ledger reveals who's marked for watching or elimination. **NPCs:** - **Lady Inqualta (Masked noble):** Claims to be watching for fun, but actually orchestrating movements. **Secrets:** - Pulling a specific curtain ring reveals a crawlspace that bypasses ballroom and leads to the host’s private study. **Checks:** - **Insight DC 14:** Detect Lady Inqualta's manipulative intent. - **Deception DC 16:** Convince her you’re one of her agents. ### **Basement: Full Room Key** --- ### **WINE CELLAR** **Boxed Text:** > “The air is cool and thick with the scent of oak, dust, and fermenting grapes. Racks of bottles line the walls, and casks rest in deep shadow. Lanterns flicker, illuminating worn flagstones and the faint outline of a hatch in the floor.” **Features:** - Main access from kitchen/service stairs. - Casks and racks provide cover or hiding spots. **Obstacles/Checks:** - **Find hatch:** Investigation DC 15. - **Find combo clue:** Perception DC 13 (barrel etching), “seven, but two toasts more” (7.2). - **Open secret passage:** Turn the “fire” labelled bottle, or Arcana DC 13 to sense the mechanism. **Social Events:** - Rival crew using the tunnel, or trying to double-cross the PCs. - Drunk noble lost in the casks (comic relief or unexpected witness). **Secrets:** - Access to **Secret Tunnel** (see below). - Spare set of servant uniforms, key to garden shed. **Description:** Rows of dusty bottles stretch the length of this damp, cool chamber. Shelves curve in an arc around the far wall. The scent of mildew mixes with expensive aged wine. **Features:** - **Perception DC 13:** One shelf’s dust is recently disturbed. - **Investigation DC 15:** A hollow behind one shelf conceals a locked iron box (Thieves’ Tools DC 16). **Secrets:** - The box contains coded correspondences between the host and a known crime syndicate in Kalteo. - Hidden panel leads to Room 11 (Ritual Chamber) if pressure point is found (Investigation DC 17). **Checks:** - **Stealth DC 14:** Avoid alerting cellar staff who rotate in every 10 minutes. **Puzzle Clue – Bottle Label:** One bottle on the top shelf has a worn label that reads: > _“Vintage 210: A leftward tilt to taste, near two and one-tenth upon the dial.”_ **Interpretation:** Clue for **L 2.1**, the second step in the combination. **Puzzle Clue – Bottle Label:** One dusty bottle has a worn label: > _“Vintage Z two, one, zero : A leftward tilt to taste.”_ **Checks:** - **Investigation DC 14:** Discover the bottle and interpret the phrase. - **History DC 12:** Recognise that this vintage doesn’t exist. - **Arcana DC 15:** Bottle radiates transmutation magic—designed to reveal meaning only to the correct viewer (those who found Gallery clue). **Consequences:** - Removing the bottle triggers a brief illusion: a serpent slithers across the wall and coils—visually reinforcing the second part of the code (**L 2.1**). - **Intelligence (Puzzle) DC 13:** Correlate this number to the second position in the safe code. --- ### **SERVANT QUARTERS** **Boxed Text:** > “Narrow beds, battered trunks, and old uniforms. The air is thick with the scent of soap and candle wax. Servants come and go quickly, avoiding eye contact.” **Features:** - Possible hiding place during alarms. - Staff may be bribed or intimidated for info (see Olly stat block). **Obstacles/Checks:** - **Hide:** Stealth DC 13 if pursued. - **Find clue:** Investigation DC 13 (note with '7.2' or other decimal reference). - **Interrogate staff:** Intimidation/Persuasion DC 14. **Social Events:** - Rival crew may try to blend in here if pursued. - Staff gossip—pass on vital info, or sell out the party for a price. **Secrets:** - Hidden coin pouch under a cot. - Note: “The decimal’s edge counts, not just the mark.” --- ### **VAULT** **Boxed Text:** > “A massive steel door stands embedded in black stone, covered in gleaming glyphs. The dial is strange—numbers with tiny tick marks between. Two elite guards stand watch, grim and silent. The air crackles with contained magic.” **Features:** - Two vault wardens (see stat block), alarm glyphs (Arcana DC 20), physical and combination lock. - Vault dial: clearly marked, with notches for .1, .2, etc. - Inscriptions (handout) and all previously delivered combo clues. **Obstacles/Checks:** - **Combo lock:** Must enter R 3.2, L 2.1, R 7.2 (see handout/clues; three failed attempts triggers alarm, guards reinforced). - **Physical lock:** Thieves’ Tools DC 22. - **Magical ward:** Arcana DC 20 (can dispel or bypass with Vanthelion Ring). - **Bypass guards:** Deception/Bribe DC 17, Stealth DC 18, or create distraction (Performance/Deception DC 16). **Social Events:** - Inspector Virel may arrive to check security (if he’s suspicious). - Rival crew may attempt a “double-cross” or try to sabotage the PCs. **Secrets:** - If the alarm is triggered, hounds released, exits sealed (see Chase rules). - Vault contains: Mask of Shadows, 1d3 minor magic items/art objects, ledger with future adventure hooks. ##### Ritual Chamber **Description:** Stone chamber with a crescent moon mosaic on the floor. A shimmering arcane lock seals a grand reinforced door. Faint lunar light from above strikes a crystal serpent set into the floor. **Features:** - **Arcana DC 16:** Identify the moonlight-triggered locking mechanism. - **Religion DC 14:** The moon mosaic references Sehanine Moonbow. **Secrets:** - Only opens when true moonlight is reflected off a mirror in the Private Gallery above (which can be angled magically). **Checks:** - **Sleight of Hand DC 15:** Adjust the mirror using Mage Hand or reflected light. - **Failure:** Causes the vault guardian (see Room 12) to awaken prematurely. **Description:** Lit by eerie blue flames, this chamber is inscribed with concentric glyph circles. The air smells of burnt incense and cold iron. **Features:** - **Arcana DC 17:** Glyphs are of planar binding and memory extraction. - **Insight DC 14:** The runes suggest this was used on unwilling subjects. **NPCs:** - **Bound Spirit (Victim):** Trapped soul can answer 3 questions truthfully if freed. **Secrets:** - Removing the soul anchor (Arcana or Religion DC 18) grants the party an apparition ally for the final encounter. - Failing the check releases a hostile wraith. **Checks:** - **Constitution Save DC 15:** Stay conscious after prolonged exposure to the circle. ##### VAULT OF MASKS **Description:** A circular chamber filled with hundreds of unique masks hung upon obsidian walls. The central pedestal holds a crystal orb pulsing with red light. **Features:** - **Arcana DC 15:** The orb is the Masque Core, storing memories and identities. - **History DC 16:** Several masks belong to famous figures—some presumed dead. **Guardian Encounter:** - **Mask Warden (CR 6 Construct):** Animates from the orb if touched without correct sequence. - Combat triggers if any mask is removed without solving the puzzle. **Secrets:** - Wearing three specific masks in correct order opens a drawer in the pedestal with a contract detailing the Hollow Flame’s next target. **Checks: - **Investigation DC 17:** Determine which masks relate to the prophecy glimpsed in the Private Gallery. - **Intelligence (Puzzle) DC 15:** Solve the mask sequence. Add this to Secrets: **Safe Access Puzzle – Masque Core:** Upon solving the mask sequence and opening the pedestal drawer, the players discover a recessed cylinder safe behind the pedestal. The safe has a **three-part dial** with direction indicators. Runes nearby glow faintly. **Safe Puzzle Challenge:** Each player may contribute by recalling or solving parts of the clues: - The order of rotation was in the Gallery painting. - The numbers were hidden in the bottle label and the painting engraving. - A hidden plaque inside the Ritual Chamber altar (Investigation DC 15) contains the final clue: > _“When all else is coiled, the serpent stretches to seven and two fifths before striking true.”_ **Code Solution:** R 3.2, L 2.1, R 7.2 **Failure Consequence:** Entering the wrong code three times triggers a magical feedback blast (4d6 force damage, DC 14 Dex save halves), and the safe becomes magically locked for 1 hour. **Success:** The safe opens, revealing the **true Hollow Flame ledger**, sealed contracts with infernal entities, and a vial of soul ink used for binding names to forgotten deals. **Safe Access Puzzle – Masque Core:** Upon solving the mask sequence (see prior entry), players reveal a recessed dial safe behind the pedestal. **Features:** - **Arcana DC 16:** The lock is magically attuned and punishes brute force. - **Perception DC 15:** Runes near the base glow faintly as the dial is turned. **Player Interaction Options:** - **Investigation DC 17:** Detect and interpret symbols matching earlier clues. - **Arcana DC 15:** Safely adjust the dial with magical precision. - **Dexterity (Thieves’ Tools) DC 18:** Manually manipulate the dial with care. - **Intelligence (Puzzle) DC 14:** Recall and piece together all three clues from Gallery, Cellar, and Ritual Chamber. **Clue from Ritual Chamber (if found):** - **Investigation DC 15:** Hidden plaque inside altar reads: > _“When all else is coiled, the serpent stretches to seven and two fifths before striking true.”_ **Code Solution:** R 3.2, L 2.1, R 7.2 **Failure Consequence:** - 3 failed attempts cause the safe to flash red with magical backlash: - **Force Blast:** DC 14 Dex save or take 4d6 force damage (half on success). - **Arcane Lock:** Safe becomes sealed for 1 hour. - **Alarm Trigger:** Triggers alert in the Host’s Study (guards may arrive in 1d4 minutes). **Success:** The safe opens, revealing: - **The Hollow Flame Ledger** (contains blackmail, bribes, infernal contacts) - **Sealed Contracts** with infernal entities - **Vial of Soul Ink**, usable for dark rituals or forgery - **Scroll of Memory Erasure (rare)**, written in veiled script --- ### **SECRET TUNNEL** **Boxed Text:** > “A narrow, winding stone passage runs beneath the estate, cold and silent except for the drip of water. The tunnel emerges at a hidden hatch in the hedge maze, overgrown but passable.” **Features:** - Escape route to gardens. - Dimly lit, single file; perfect for chase or ambush. **Obstacles/Checks:** - **Open hatch:** Athletics DC 12. - **Evade pursuit:** Stealth DC 15. - **Blocked path:** If alarm triggered, a warden or hound may wait at exit. **Social Events:** - Possible encounter with a rival or a hidden NPC (the fey prince, assassin, or staff ally). - Secret graffiti: warnings, clues, or potential plot hooks. **Secrets:** - Coded map etched into the wall. - Loose bricks hide a “reset” lever for the estate’s magical wards (DM’s choice: plot device!). **Description:** Narrow stone corridors running beneath the manor. Mold, rats, and old banners from a forgotten house. **Features:** - **Survival DC 14:** Avoid collapsing tunnel. - **Perception DC 13:** Spot one tunnel exit near the harbour. **Secrets:** - A tunnel leads directly to a Hollow Flame meeting site in Kalteo **NPCs:** - **Escaped Informant:** Injured, hiding. Will share info in exchange for protection. **Checks:** - **Medicine DC 12:** Stabilise informant. - **Persuasion DC 14:** Convince him to talk. --- ### **KENNEL** **Boxed Text:** > “Iron cages line the walls; the air is thick with the scent of beast and straw. The growl of hounds echoes as you enter. A battered old whistle hangs from a hook nearby.” **Features:** - Home to the magical hounds (Dire Magic Hound stat block). - Guards rotate in/out to feed, check on animals. **Obstacles/Checks:** - **Animal Handling:** DC 15 to calm or distract a hound. - **Steal key:** Sleight of Hand DC 15 (on warden). - **Find secret:** Investigation DC 14 (a hidden “friend” whistle—calms hound for 1 minute if blown). **Social Events:** - Brack the Bull (rival crew) tries to “make friends” with a hound… poorly. - A servant leaves the kennel unlocked by accident. **Secrets:** - Small tunnel under cages (only accessible to Small creatures or by enlarging). - Old collar etched with “the first of three is always luck”—(another R 3.2 hint). --- ### **GUARD POST** **Boxed Text:** > “A narrow chamber lit by lanterns, with a battered table, battered chairs, and two armoured guards watching the vault. A bell-rope dangles overhead.” **Features:** - Closest security to vault. **Obstacles/Checks:** - **Distract/Bribe/Deceive:** DC 17 (these guards are loyal and hard to sway). - **Grapple or Knock Out:** Athletics DC 16, but raises risk (they’re trained to shout an alarm at first sign of trouble). - **Plant evidence:** Sleight of Hand DC 15. **Social Events:** - One guard is nursing an injury; offers info for healing (Medicine DC 12). - Rival crew may attempt to “join” as backup or sow confusion. **Secrets:** - Backup alarm glyph on the underside of the table (Arcana DC 15 to spot). - List of shift changes (could be forged to buy time). --- ### **HIDDEN PRISONER CELL (OPTIONAL/HOOK)** **Boxed Text:** > “This tiny stone cell is nearly forgotten, its door bolted and unmarked. A thin cot, empty water jug, and old chains hint at desperate times. A message is scratched into the wall: ‘The Mask does not forgive.’” **Features:** - Possible place to stash a captured PC or NPC. - Could hold a rival thief, past traitor, or red herring. **Obstacles/Checks:* - **Unlock:** Thieves’ Tools DC 16. - **Search:** Investigation DC 13 (find hidden clue: a bit of torn map or code). **Social Events:** - A desperate captive pleads for release (truthful, liar, or fey?). **Secrets:* - Piece of the Mask’s lore, or clue for a future job.