| Corran Clement |
Corran looks to the rest of the team.
We need to get out of here. We have no idea if our homes are safe, how far this, "police action", of The Grand Prince's is spread. Or...
Corran gets a panicked look on his face and he taps his badge again
Lady Martella! Did The Princess get out? Has she been taken?!?
He moves to the southern door in the bedroom and opens it.
| Dungeon Master S |
"I don't know! I don't have eyes on her. Gotta go, will check in."
| Lady Ianthe Clement |
That is most interesting. Xavien, you and my brother seem to have found a quite compelling puzzle. Do you mind if I take a look at the two items?
Knowledge Arcana: 1d20 + 9 ⇒ (4) + 9 = 13
| Dungeon Master S |
Lady Ianthe struggles to parse out a power or purpose for either the prism or the globe.
| Lady Aurelia Basri |
"Want a second set of eyes? We didn't take all the same classes, after all."
Knowledge Arcana (Prism): 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge Arcana (Globe): 1d20 + 7 ⇒ (11) + 7 = 18
Should this be Spellcraft? It's the same modifier either way.
| Dungeon Master S |
Lady Aurelia doesn't seem to be able to parse it out either. Looks like some physical trial and error might be in order.
Aurelia: 1d20 + 0 ⇒ (2) + 0 = 2
Corran: 1d20 + 5 ⇒ (4) + 5 = 9
Ianthe: 1d20 + 2 ⇒ (8) + 2 = 10
Kenton: 1d20 + 5 ⇒ (16) + 5 = 21
Leo: 1d20 + 6 ⇒ (16) + 6 = 22
Xavien: 1d20 + 4 ⇒ (8) + 4 = 12
Kenton and Leo, waiting for the more magically inclined to figure out the puzzle notice something they missed before... On the wall by the door to the eastern hall is a strange device, a hand-sized panel of brass and green glass.
| Corran Clement |
Knowledge (Arcana):1d20 + 5 ⇒ (1) + 5 = 6
Corran takes a quick peek at the orb, and shakes his head in confusion and disbelief.
Then he continues south, looking for a way out.
| Dungeon Master S |
Corran opens the door. Stacked wooden crates cover the southern wall, and more crates occupy the northwestern corner. Wooden shelves fill much of the eastern half of the room, each tier filled with dust-coated bottles, crockery, and glass jars. The darkness in here makes this room difficult to scope. With Xavien's dancing light, he can see that it's definitely the busiest room of the four thus far.
What really strikes the man is that there's no way out. These four rooms lack a way out.
| Dungeon Master S |
Corran confirms that the remaining door leads back to the first room. This room really does have a LOT in it. A routine check with light in the chamber reveals changes of clothes, condiments, pickled vegetables, preserved delicacies, salted meats, and a well-stocked toolkit.
While all the foodstuff here has long since rotted, the toolkit is well stocked and in excellent shape, counting as a masterwork tool for Craft checks related to carpentry, metalworking, or stonework.
A thorough search of the contents would take half an hour with the whole party helping.
| Dungeon Master S |
The panel registers a faint aura of evocation.
| Lady Aurelia Basri |
"Two sources of evocation, interacting together, can be dangerous. Let me see..."
Spellcraft or Knowledge Arcana: 1d20 + 7 ⇒ (2) + 7 = 9
| Dungeon Master S |
"Two sources of evocation, interacting together, can be dangerous. Let me see..."
Spellcraft or Knowledge Arcana: 1d20 + 7 ⇒ (2) + 7 = 9
Surely nothing could possibly go wrong...
Though I'd be remiss to ignore:
Inside the locked cabinet is something that resembles an immovable crystal ball built into the wall.
| Lady Ianthe Clement |
Oh, do be careful, brother, Ianthe implores as she takes cover behind the same table that Corran did against Leo's attempts at the lock.
| Lord Xavien Marendo Karthis |
"No way out and no other leads?" Xavien chuckles. "Come, I shall do it."
After giving the others a moment to find whatever cover they wish, Xavien slots the prism into the crystal ball.
| Dungeon Master S |
Immediately upon placing the prism in the orb.... Nothing happens. Well, not precisely, the orb turns black. Well, not precisely. It looks as though the orb is showing you something within it.... and that something is pitch black.
| Lord Xavien Marendo Karthis |
"Aha! I think I understand. Aurelia and Corran, would you be so kind as to perform a circuit of these rooms?"
| Lady Aurelia Basri |
With a chuckle, Aurelia agrees. "Be right back."
She then heads off through all of the rooms they had previously been through.
| Dungeon Master S |
Aurelia makes a complete circuit, but the view in the crystal ball never changes, and she doesn't see a sensor anywhere.
| Cleomachus "Leo" Trius Vulso |
"I think this is looking outside this safehouse. Think for a moment."" Leo begins. " we were brought here as some sort of emergency exit from danger. Wouldn't you want to know who's on the other side of the door when someone knocks?" Leo pauses for a moment. "That begs the question: where is the door?"
| Lord Xavien Marendo Karthis |
"Very well," Xavien nods. "Let us try a different tack." He unplugs the small crystal prism from the ball and walks over to the panel. "Stand back!" he warns, and taps the prism to the panel.
| Dungeon Master S |
Xavien takes the prism out, and the orb turns back to regular crystal. When he touches the panel with the prism, a light begins to shine in the ceiling of the northeast room!
| Corran Clement |
Ingenious. I wonder if there are other panels about?
It makes sense to Corran that the entrance/exit--if a physical one exists--would be close to where we all appeared. Corran will go back to the servants quarters and start searching the walls there and in the south Hallway.
It's not revealed on the map, but I think you said from the narration that that east door in the servants quarters links by hallway to the storage room.
Perception is +5
| Corran Clement |
Xavien takes the prism out, and the orb turns back to regular crystal. When he touches the panel with the prism, a light begins to shine in the ceiling of the northeast room!
Magical lighting. I wonder if there are more panels--one--one for the southeast room, maybe?
| Dungeon Master S |
Corran goes back to the first room. Obscured by the shelving, he finds a similar panel with glass to the one in the northwest room. He doesn't see anything like that in the hallways though.
He calls Xavien over. When he taps the panel with the prism, a light in the northwest turns ON, and the light in the northeast turn OFF.
| Lord Xavien Marendo Karthis |
"Hmm." Xavien taps the same panel again, then returns to the northwest room and taps that panel a second time as well. "As much as I am reluctant to admit it, we may be forced to conduct a thorough search of the storage room."
| Dungeon Master S |
Xavien conducts a quick experiment on the rooms. He hits the light in the southwest room, which causes the light to go out in the northwest and on in the northeast.
When he touches the panel in the northwest, the lights in the northeast turn off. Now everything is dark again.
NW switch -> NE room
SW switch -> NW AND NE room
| Lord Xavien Marendo Karthis |
Got it. Thanks.
"Right. Let us get to it, then." Xavien taps the panel in the bunkroom (southwest) to turn on as many lights as possible, then leads the way to the storage room.
| Dungeon Master S |
Xavien taps the SW switch. Now there is light in the NE room.
| Lord Xavien Marendo Karthis |
"Let us inspect every nook and cranny!" Xavien says cheerfully. He sings while he works.
Bedchamber Perception (Aid Another) T10: 10 + 4 = 14 Success
Storage Perception (Aid Another) T10: 10 + 4 = 14 Success
FWIW, if Leo leads and everybody Takes 10, our combined check is 26.
| Lady Aurelia Basri |
Aurelia follows the lead of the others, bringing her own light and helping with the search.
Aid Another, if it makes sense. Take 10 is 10 (success)
| Lady Ianthe Clement |
This is a very bizarre failsafe complex. We can assume that the creator intended to retreat here if they and their family were in danger. The crystal ball is likely a means to check if the danger is gone and they can return to wherever they were. Why make it so difficult for themselves to leave? If the danger is gone, wouldn't they want a clear way to exit? And, why put light switches in rooms that are not for the room you're in and want to illuminate? I can understand making it difficult to enter if you don't have a family badge, but this is all very irregular.
| Dungeon Master S |
The party takes about 30 minutes to make a search of the suite. It leads to a few discoveries, though what they mean will take a bit more time.
It's not lost on the party that they don't hear from Martella in this time.
First, the party finds "light buttons" in the other two rooms.
Second, the party finds an extremely impressive fresco in the southeastern room, depicting Galitian Maramaxus, hero of the Fourth Army of Exploration, battling the dwarves of the Five Kings Mountains. A brass plate identifies the fresco as “Noble Galitian Maramaxus, hero of the Fourth Army of Exploration, champion of Taldor.”
Finally, the party finds a slot large enough for a gold coin in the floor of the master bedroom. There's no indication or hint as to what it does, but it's intentionally carved out of the stone floor.
| Dungeon Master S |
Corran doesn't remember much about the actual campaign, but the name of Maramaxus is one he's heard aplenty. Galitian Maramaxus was renowned in Taldan history as a hero of the 17th-century AR expedition by the Fourth Army of Exploration. The Pathfinder Chronicles report that he was buried with a brooch awarded to him by Grand Prince of Taldor Tralian V. His grave was also reportedly plundered by Andorens some time around 4709 AR. He's held to be the quintessential Taldan, an archetype of all the country holds dear.