You are led into a large front hall. Compared to the luxurious front step, the hall is simpler and more focused on function. You can see shelves of little statues with price tags on the bottom. There are racks of masonry tool sets on the wall, once again with price tags attached to them. You can see books, flyers, toys, and even plushies arranged neatly on other shelves, every one of them related to the Verdant Mason.
"You will be able to visit the little shop when the tour ends," Chamberlain Dustin says. "For the moment, if you would follow me, we will be entering the Chiseled Hall."
You and the other tourists are led through an ornate archway. As soon as you pass the archway, you can see the difference between the front hall and this Chiseled Hall. There is a kind of reverence for every object within this hall compared to the other one. The floor is polished and you can see no speck of dust on everything shown in this hall. You can even still smell the fresh floral cleaner that they probably used to clean everything just before the museum opens.
"The Chiseled Hall tells the history of the Verdant Mason," Chamberlain Dustin says, "beginning from our creation in 4014 TA, the election of the First Grand Mason of the Guild, Gallant Westenra, in 4016 TA, and through some of the major conflicts that we have survived through the age."
The wall of the Chiseled Hall is decorated with finely carved reliefs depicting highly realistic scenes of the past. The first that you see is labeled "The Founding" and it depicts a dozen or so figures cloaked in long robes holding a chisel around a round table. The emblem of the Verdant Mason is visible atop the round table. Following it in a seamless transition is the depiction of some of the important events that occurred in Mantagard since the founding of the guild. There is one labeled "The Night of Betrayal - 4991 TA" showing a noble lord being stabbed in the back and soldiers surrounding him taking arms. There is one labeled "The Bleeding Light - 5511 TA" that shows a group of people with pitchforks and sickles banishing a small retinue of acolytes and priests bearing the symbol of the Light Bearer. There is a series of reliefs depicting the War of the Best on Mantagard, starting from invasion by faceless humanoids, destruction of several temples, champions of the Mistress of Mystery creating traps around the city, fights against monstrous creatures, and the magical schism that appeared when the war ended and banished the monstrosities forevermore. You can see one showing the election of a Primarch when the the Republic of Yvraithe was created in 145 ABM. The final set of reliefs shows the latest event that occurred in Mantagard. It is simply noted as "Civil Discord of 350 ABM" and it depicts a series of raids against the nobles of the city and ending in the then mayor being sentenced to death for corruption and collusion.
Also shown in the Chiseled Hall are the statues of past Grand Masons of the Guild, starting from the first one to the latest, the 76th. You note how hyper-realistic each one of them. You also note that there is one Grand Mason statue that has a different posture compared to the other. While the other is simply standing and staring at a distance, the 16th Grand Mason of the Guild, Gellert Westenra, is slightly bowed as if preparing to run forward. He is also the only statue that is showing his teeth.
Drexon and Dvark, both of you work with people a lot. Drexon, you are always looking for tells when you play a game, and Dvark, you are always expecting the disappointment or the pride that your customer show when you finish their request. You are quite experienced in understanding expression. Looking at the statue, most people will think that he is grinning. Both of you don't think so. There is little difference between grinning and gritting ones teeth in a static statue, but you are sure that the statue is gritting its teeth instead of grinning. This is a face of someone that is in distress.
The chamberlain stops his explanation through each work on the hall and turns toward Drexon and the statue. He is quiet for but a moment. "The 16th Grand Mason, Gellert Westenra, the many times great grandson of Gallant Westenra, was an eccentric man," he says. "He had difficulty with the office and refused a statue for quite some time. The masons at the time managed to convince him, but he wanted to be different to show his mettle and struggle, to remind his successor that the office of Grand Mason is not a simple job."
Drexon, while the chamberlain is telling the truth, you get the feeling that perhaps there is some truth to what Cob alluded to. You won't know to what extent without checking every nook and cranny of this building, especially the secret passages. So far, you haven't seen anyone with snake hair or a serpentine lower body, not even ones that are covered.
"The need for masons is diminishing, unfortunately," the chamberlain replies. "Even in Mantagard, we don't get many requests for new construction. Re-appropriation and renovation, yes, but no new building since more than 3 centuries ago that is solely built with stone. People are preferring wood for new building more often than not, especially because we live right beside the Gorginite Forest. The closest stone quarry is about a three-day walk south. Other than that, stone buildings are permanent, but wooden buildings are only semi-permanent. There is more flexibility offered by a wooden structure that a stone structure have yet to outdo. We are still offering apprenticeships to those who have the motivation, however, that number is slowly decreasing each year. We currently have 15 apprentices who we will probably meet later. In comparison, 100 years ago we had more than 100 apprentices living in the manse. The focus has also shifted. While we still teach the art of construction and engineering with stones, we are emphasizing the use of masonry for statues, intricate foundation pillars, and sculptures -- the art aspect of it."
Drexon listens to the Chamberlain's explanation, realising that the Verdant Masons was not what it once was, and doubting whether any among them knew about the secret rooms. However, he couldn't be certain until the investigated more, and for that he had to continue the tour.
"Ah, ok. Lead on then", he says, trying to move the tour on a bit.
Cob, after you tap the head of the statue, you hear a clearing of a throat. You turn to see the chamberlain glaring at you, cracking his bored and emotionless face with a frown.
"I discourage you to do so again," the chamberlain says. "The rule is in place for a reason. Do not touch any object in the exhibit. It is for both your own safety and our peace of mind. Some of these arts are old, brittle, and one of a kind."
After a while, the chamberlain leads the group back to the front hall and to a side walkway that leads to a long open hallway that boxes an inner courtyard. Ornate vases carved out of stones of every color are placed along the wall of the hallway. Sconces made out of crystals decorated the hallway with soft colorful lights. The other wall of the hallway, the one bordering the courtyard, is decorated with large stained glass windows that seem to be made of the same material as the glass that protected the gears around the front door. It is thicker than normal glass, almost more than 5 inches thick.
"The main hallway connects the Apprentice Wing and the Workshop Wing," the chamberlain explains. "The inner courtyard is a place where both apprentices and masters can take a break from their studies and work. Usually, we have a morning gathering where apprentices showcase their latest creations and brainstorm ideas with the masters, but today's session has been canceled due to some unforeseen events occurring yesterday. We have a severe accident and most of the apprentices have been confined to the Apprentice Wing to recuperate."
"What sort of accident?", Drexon asks, his interest piqued.
"It is a shame we will miss that aspect of the tour", he adds, knowing that if anyone knows the secrets of a building like this, it would be sneaky apprentices. Perhaps that was the cause of the accident in the first place.
"Simple disagreement between teenagers," the chamberlain says simply. "They will heal in a day or two."
As you are led by the chamberlain along the hallway, you notice that there are a couple of people standing by that dress differently. Instead of a simple dress cloth like the chamberlain, these people are wearing what seems to be armor underneath their cloaks. Dvark, in particular, can hear the clinking of chain mail when one of these people shifts a bit. These armored people are standing with their backs to the wall in front of the archways that connect the hallway with the inner courtyard, except for one who strangely stands between two lamp sconces near an archway. The archway has a sign that said "Apprentice Wing" above it.
"Maybe a little music will help lift their spirits while they heal," Cob says, looking at their guide, tapping his fiddle and nodding at the entry way.
Eremoz, as you look around, you can find no sign of whatever incident the chamberlain is saying. However, you do notice that the guard standing near the Apprentice Wing archway is quite an unusual placement. There is no reason for a guard to guard the archway. If access to the archway is important enough to warrant a guard, then the archway on the other side of the hallway, the one leading to the Workshop, would also have a guard posted there. Then, as you walk by, you notice that the sconce beside the guard has a notch with a symbol of a five-leaf clover. It is the only sconce with such a symbol. It is similar in look to the notch that allowed you to open the lodge under the Crimson Smash. There is a good chance that this could be the access point to some sort of hidden room or passage, hence the guard.
"Cuts and bruises," the chamberlain says. "Such altercation amongst the young ones always devolves for the worst. They are still unable to control their emotion enough to stop. It was good that the guardians of the manse could break them apart before someone lost their life. Emotions were high and the masonry tools were used in the altercation. Perhaps a visit to the apprentice workshop. Apologies for the state as it is where the altercation occurred, but you will get to see what our apprentices were working on."
The chamberlain begins to lead you toward the Apprentice Wing. As he implied before, it is a simple living space with a shared common room and many dorm rooms. At the end of the wing is the apprentice workshop.
"Best to keep them from indulging," the chamberlain says to Cob. "It is their punishment for behaving discourteously. We have a very strict action-and-consequence policy for members of the guild, especially the apprentices. We cannot afford to produce a Master Mason that cannot behave themselves. They must be able to control themselves else they endanger themselves and others. In the past, there were a couple of masons that had met their untimely end because they couldn't behave as befitting their station. If I remember correctly, one was even hanged for insulting the client. Such violent punishment had been outlawed since the Republic was founded, but we strive to educate our apprentices in case they are requested by someone outside the Republic. The Union in the Root Anvil still practices such death sentences."
"That would be fine, it would be great to speak to an actual apprentice and find out about daily life here", Drexon says.
"And what about maps? Do you have any maps that show how the Verdant Masons trasnformed the city over the years? That would be interesting", he adds, trying to sound enthusiastic. He isn't lying though, he is interested to see if they can glean anything from any maps they might be shown that would show any further secret rooms.
"Some of the apprentices will be available," the chamberlain says. "We will be visiting the First Grand Mason Office later. You will get a sense of what Mantagard looked like when he took office."
The chamberlain leads you to the apprentice workshop. As he said, you can see it has been wrecked. Tables are overturned. Chairs are shattered on the ground. Some of the walls have cracked running over them. Chisels and hammers litter the floor amidst the smattering of dark red stains. Some of the statues in the room have been tipped over, covering parts of the floor in debris.
Karm, as you enter the room, you notice something. This scene in front of you is too perfect. Too ordered.
Cob looks closely at the shattered chairs and he cracks in the walls, before finally peering more closely at the statutes, hoping to see if they're of people too and if they look at scared as the one out in the main hall.
Eremoz looks at the bloodied tools and destroyed room. “Disagreements always go this far here? Seems you could afford to handle your wards better, or not all is as you say.”
"I have to confess I didn't expect it to be this bad. I find it strange that you would bring us here without at least an attempt to tidy up", Drexon says a little confused.
He whispers his words of focus and starts to look around the room in more detail.
"Is there a reason no-one has even picked the chairs up and cleared away the blood?", he asks as he looks around.
You are led into a large front hall. Compared to the luxurious front step, the hall is simpler and more focused on function. You can see shelves of little statues with price tags on the bottom. There are racks of masonry tool sets on the wall, once again with price tags attached to them. You can see books, flyers, toys, and even plushies arranged neatly on other shelves, every one of them related to the Verdant Mason.
"You will be able to visit the little shop when the tour ends," Chamberlain Dustin says. "For the moment, if you would follow me, we will be entering the Chiseled Hall."
You and the other tourists are led through an ornate archway. As soon as you pass the archway, you can see the difference between the front hall and this Chiseled Hall. There is a kind of reverence for every object within this hall compared to the other one. The floor is polished and you can see no speck of dust on everything shown in this hall. You can even still smell the fresh floral cleaner that they probably used to clean everything just before the museum opens.
"The Chiseled Hall tells the history of the Verdant Mason," Chamberlain Dustin says, "beginning from our creation in 4014 TA, the election of the First Grand Mason of the Guild, Gallant Westenra, in 4016 TA, and through some of the major conflicts that we have survived through the age."
The wall of the Chiseled Hall is decorated with finely carved reliefs depicting highly realistic scenes of the past. The first that you see is labeled "The Founding" and it depicts a dozen or so figures cloaked in long robes holding a chisel around a round table. The emblem of the Verdant Mason is visible atop the round table. Following it in a seamless transition is the depiction of some of the important events that occurred in Mantagard since the founding of the guild. There is one labeled "The Night of Betrayal - 4991 TA" showing a noble lord being stabbed in the back and soldiers surrounding him taking arms. There is one labeled "The Bleeding Light - 5511 TA" that shows a group of people with pitchforks and sickles banishing a small retinue of acolytes and priests bearing the symbol of the Light Bearer. There is a series of reliefs depicting the War of the Best on Mantagard, starting from invasion by faceless humanoids, destruction of several temples, champions of the Mistress of Mystery creating traps around the city, fights against monstrous creatures, and the magical schism that appeared when the war ended and banished the monstrosities forevermore. You can see one showing the election of a Primarch when the the Republic of Yvraithe was created in 145 ABM. The final set of reliefs shows the latest event that occurred in Mantagard. It is simply noted as "Civil Discord of 350 ABM" and it depicts a series of raids against the nobles of the city and ending in the then mayor being sentenced to death for corruption and collusion.
Also shown in the Chiseled Hall are the statues of past Grand Masons of the Guild, starting from the first one to the latest, the 76th. You note how hyper-realistic each one of them. You also note that there is one Grand Mason statue that has a different posture compared to the other. While the other is simply standing and staring at a distance, the 16th Grand Mason of the Guild, Gellert Westenra, is slightly bowed as if preparing to run forward. He is also the only statue that is showing his teeth.
Drexon and Dvark, both of you work with people a lot. Drexon, you are always looking for tells when you play a game, and Dvark, you are always expecting the disappointment or the pride that your customer show when you finish their request. You are quite experienced in understanding expression. Looking at the statue, most people will think that he is grinning. Both of you don't think so. There is little difference between grinning and gritting ones teeth in a static statue, but you are sure that the statue is gritting its teeth instead of grinning. This is a face of someone that is in distress.
Cob blinks quite a few time to try and maintain his focus.
"Is this what schools are like?" Cob asks quietly. "How do you stay awake?"
He then keeps an eye out for the entrance to the attic. If you don't step on the floor, it shouldn't matter how brittle it is he thinks to himself.
Cob cocks his head to one side when he notices Drexon and Dvark paying more attention to the one statue.
"Creepy, isn't he?"
Drexon ponders the statues of the Grand Masons for a little while before Cob brings him out of his contemplation.
"There is certainly something odd about this one, like he is in distress", he says to Cob absently, before looking over to the Chamberlain.
"Mr Dustin", he calls out. "Why is this Grand Mason in a different pose? He seems to be in some distress".
Cob looks more closely at the statue now that Drexon mentions it.
"Maybe it's not a statue," Cob thinks to Drexon. "Maybe they've a gorgon in charge of the art work."
The chamberlain stops his explanation through each work on the hall and turns toward Drexon and the statue. He is quiet for but a moment. "The 16th Grand Mason, Gellert Westenra, the many times great grandson of Gallant Westenra, was an eccentric man," he says. "He had difficulty with the office and refused a statue for quite some time. The masons at the time managed to convince him, but he wanted to be different to show his mettle and struggle, to remind his successor that the office of Grand Mason is not a simple job."
Drexon, while the chamberlain is telling the truth, you get the feeling that perhaps there is some truth to what Cob alluded to. You won't know to what extent without checking every nook and cranny of this building, especially the secret passages. So far, you haven't seen anyone with snake hair or a serpentine lower body, not even ones that are covered.
"You may have something there, keep your eyes peeled", Drexon replies telepathically to Cob.
Addressing the Chamberlain, he asks, "What about the Masons role in the city today? Are they still as active now as they used to be?"
"The need for masons is diminishing, unfortunately," the chamberlain replies. "Even in Mantagard, we don't get many requests for new construction. Re-appropriation and renovation, yes, but no new building since more than 3 centuries ago that is solely built with stone. People are preferring wood for new building more often than not, especially because we live right beside the Gorginite Forest. The closest stone quarry is about a three-day walk south. Other than that, stone buildings are permanent, but wooden buildings are only semi-permanent. There is more flexibility offered by a wooden structure that a stone structure have yet to outdo. We are still offering apprenticeships to those who have the motivation, however, that number is slowly decreasing each year. We currently have 15 apprentices who we will probably meet later. In comparison, 100 years ago we had more than 100 apprentices living in the manse. The focus has also shifted. While we still teach the art of construction and engineering with stones, we are emphasizing the use of masonry for statues, intricate foundation pillars, and sculptures -- the art aspect of it."
While the chamberlain goes on about wood and stone and what not, Cob tunes it out and gets closer to the statute of Gellert Westenra.
Cob looks into the eyes of the statue and taps the side of its head.
"Anyone home?" he asks quietly.
Drexon listens to the Chamberlain's explanation, realising that the Verdant Masons was not what it once was, and doubting whether any among them knew about the secret rooms. However, he couldn't be certain until the investigated more, and for that he had to continue the tour.
"Ah, ok. Lead on then", he says, trying to move the tour on a bit.
Cob, after you tap the head of the statue, you hear a clearing of a throat. You turn to see the chamberlain glaring at you, cracking his bored and emotionless face with a frown.
"I discourage you to do so again," the chamberlain says. "The rule is in place for a reason. Do not touch any object in the exhibit. It is for both your own safety and our peace of mind. Some of these arts are old, brittle, and one of a kind."
After a while, the chamberlain leads the group back to the front hall and to a side walkway that leads to a long open hallway that boxes an inner courtyard. Ornate vases carved out of stones of every color are placed along the wall of the hallway. Sconces made out of crystals decorated the hallway with soft colorful lights. The other wall of the hallway, the one bordering the courtyard, is decorated with large stained glass windows that seem to be made of the same material as the glass that protected the gears around the front door. It is thicker than normal glass, almost more than 5 inches thick.
"The main hallway connects the Apprentice Wing and the Workshop Wing," the chamberlain explains. "The inner courtyard is a place where both apprentices and masters can take a break from their studies and work. Usually, we have a morning gathering where apprentices showcase their latest creations and brainstorm ideas with the masters, but today's session has been canceled due to some unforeseen events occurring yesterday. We have a severe accident and most of the apprentices have been confined to the Apprentice Wing to recuperate."
"What sort of accident?", Drexon asks, his interest piqued.
"It is a shame we will miss that aspect of the tour", he adds, knowing that if anyone knows the secrets of a building like this, it would be sneaky apprentices. Perhaps that was the cause of the accident in the first place.
"Simple disagreement between teenagers," the chamberlain says simply. "They will heal in a day or two."
As you are led by the chamberlain along the hallway, you notice that there are a couple of people standing by that dress differently. Instead of a simple dress cloth like the chamberlain, these people are wearing what seems to be armor underneath their cloaks. Dvark, in particular, can hear the clinking of chain mail when one of these people shifts a bit. These armored people are standing with their backs to the wall in front of the archways that connect the hallway with the inner courtyard, except for one who strangely stands between two lamp sconces near an archway. The archway has a sign that said "Apprentice Wing" above it.
“Severe? Seems like more than a disagreement.” Eremoz scans the area for signs of the incident.
Perception 9
Cob looks at the entry to the Apprentice Wing.
"Maybe a little music will help lift their spirits while they heal," Cob says, looking at their guide, tapping his fiddle and nodding at the entry way.
Eremoz, as you look around, you can find no sign of whatever incident the chamberlain is saying. However, you do notice that the guard standing near the Apprentice Wing archway is quite an unusual placement. There is no reason for a guard to guard the archway. If access to the archway is important enough to warrant a guard, then the archway on the other side of the hallway, the one leading to the Workshop, would also have a guard posted there. Then, as you walk by, you notice that the sconce beside the guard has a notch with a symbol of a five-leaf clover. It is the only sconce with such a symbol. It is similar in look to the notch that allowed you to open the lodge under the Crimson Smash. There is a good chance that this could be the access point to some sort of hidden room or passage, hence the guard.
"Cuts and bruises," the chamberlain says. "Such altercation amongst the young ones always devolves for the worst. They are still unable to control their emotion enough to stop. It was good that the guardians of the manse could break them apart before someone lost their life. Emotions were high and the masonry tools were used in the altercation. Perhaps a visit to the apprentice workshop. Apologies for the state as it is where the altercation occurred, but you will get to see what our apprentices were working on."
The chamberlain begins to lead you toward the Apprentice Wing. As he implied before, it is a simple living space with a shared common room and many dorm rooms. At the end of the wing is the apprentice workshop.
"Best to keep them from indulging," the chamberlain says to Cob. "It is their punishment for behaving discourteously. We have a very strict action-and-consequence policy for members of the guild, especially the apprentices. We cannot afford to produce a Master Mason that cannot behave themselves. They must be able to control themselves else they endanger themselves and others. In the past, there were a couple of masons that had met their untimely end because they couldn't behave as befitting their station. If I remember correctly, one was even hanged for insulting the client. Such violent punishment had been outlawed since the Republic was founded, but we strive to educate our apprentices in case they are requested by someone outside the Republic. The Union in the Root Anvil still practices such death sentences."
"That would be fine, it would be great to speak to an actual apprentice and find out about daily life here", Drexon says.
"And what about maps? Do you have any maps that show how the Verdant Masons trasnformed the city over the years? That would be interesting", he adds, trying to sound enthusiastic. He isn't lying though, he is interested to see if they can glean anything from any maps they might be shown that would show any further secret rooms.
"Some of the apprentices will be available," the chamberlain says. "We will be visiting the First Grand Mason Office later. You will get a sense of what Mantagard looked like when he took office."
The chamberlain leads you to the apprentice workshop. As he said, you can see it has been wrecked. Tables are overturned. Chairs are shattered on the ground. Some of the walls have cracked running over them. Chisels and hammers litter the floor amidst the smattering of dark red stains. Some of the statues in the room have been tipped over, covering parts of the floor in debris.
Karm, as you enter the room, you notice something. This scene in front of you is too perfect. Too ordered.
Cob looks closely at the shattered chairs and he cracks in the walls, before finally peering more closely at the statutes, hoping to see if they're of people too and if they look at scared as the one out in the main hall.
Eremoz looks at the bloodied tools and destroyed room. “Disagreements always go this far here? Seems you could afford to handle your wards better, or not all is as you say.”
"I have to confess I didn't expect it to be this bad. I find it strange that you would bring us here without at least an attempt to tidy up", Drexon says a little confused.
He whispers his words of focus and starts to look around the room in more detail.
"Is there a reason no-one has even picked the chairs up and cleared away the blood?", he asks as he looks around.
Investigation (with Guidance): 13+2+1=16 (Passive: 12)