Quest for the Murderer pt. 7: beneath the blossom

[Excerpt from Athanor’s journal:]

I have determined to undertake the hunt for the others’ charms.

I ween I have an advantage in unlocking the secrets of these treasures: I observe that charmed items — mine, at least —phosphoresce, but so faintly that I suppose I should never have noticed it if not for my close attention to the behaviours of divers substances.

As the moon is at its fullness now, I think I may as well postpone the hunt at least ten days. The emblems’ faint glow is not discernible except in the blackest of conditions. I have a lamp that will excite the charms’ glow, secreted over the chimney shelf in the salon. Nevertheless, it is quite small to be relied upon for a castle-wide search. Perhaps by causing every light to burn and then plunging the castle into darkness, I can find a number of the charms more quickly. Perhaps.

I scarcely worry of Freya noticing me intruding upon her chantry, for she becomes so engrossed in her pursuits that she is quite aloof. Only, she has taken to locking herself in, paranoid that Chiara’s killer has designs on her as well. She might be proven correct.

Whatever comes of that, I credit myself with the skill to fashion a key for the chantry door. I should have it ready before the new moon.

[In Helmold’s hand:]

He grips it aye. E’en in his left hand. But do I dare brave the grotto? Not tonight.

Glowing charms

This is the last bit of information given about the spellcaster’s charms, so it’s time to explain them in full.

The charms are small pieces of paper printed on one side with the mascot of the owner and a numeral. The printed side of each charm is turned to the wall and affixed with sticky wall tack. The paper I used matches our wall colour pretty well. The visible side of each charm is painted with glow-in-the-dark paint. A studious search should turn up every one of the charms, but in case some remain not found, their phosphorescent character should make this task entirely attainable.

Christmas Eve this year (2011) falls on the new moon. The absence of moonlight makes a significant difference in hunting for the glow of the magic charms; you might be surprised at how much. The light of a full moon would impair the treasure hunters’ ability to perceive the phosphorescence in many parts of our house. When staging your own treasure hunt, evaluate the phase of the moon, the strength of your window blinds, and the likelihood of overcast nights.

I first tried ProGlow’s paint, which dries invisible and glows green, but it is a terrible product. It requires intense UV light to elicit a glow; the glow is very weak; and it is completely spotty: it looks as though I only shook glow-in-the-dark glitter over the paper — that’s no exaggeration. Adding injury to insult, the price is obscene: about $3 for ½ ounce.

Much better is Rust-oleum’s glow-in-the-dark paint, and for $6.50, you get 14 times as much as ProGlow’s. The only thing you might find detracting is that this paint doesn’t dry quite clear; a slight, mucus-coloured tinge remains.

Glow-in-the-dark paint requires UV light to excite it. Incandescent and fluorescent lights actually do produce a little bit of this invisible light. Fluorescent lights put out much more of it than do incandescent ones. Be mindful when placing your charms to place them where a good deal of electric light will fall on them.

If your treasure hunters leave all the house lights burning for 1 to 10 min., then plunge the house/room into darkness, they should see the faint glow of the charms.

It should be apparent to the treasure hunters that the only charms they need at this point are those of the murderer (whose identity will be revealed in the next step). When they know who the murderer is, they can use the numbers printed on three charms to open one of the combination locks on the chest for this quest.

No, the message doesn’t tell them in which order the numbers are to be applied to the lock, but there are only six possible permutations to attempt.

Key to the chantry

Athanor’s remains lie down in the grotto. The treasure hunters should have happened upon Athanor’s body during the quest for the altar. I put his body together with some PVC pipe, packing paper, a bedsheet, and several small bags of fake spiderwebs. I picked up a styrofoam head at the after-Halloween sale at Spirit Halloween store. For skeletal body parts, I recommend skeleton-factory.com or shopanatomical.com

The key to the chantry (the rearmost part of the chantry, actually) is in Athanor’s hand. On to the next location

Quest for the Murderer pt. 6: beneath the tide

[Fragment from an unnamed grimoire:]

… have dealings with specters who require servitude and return power. Magicians enthralled to such cannot be put to rest, no matter the mortal hurts inflicted upon them; either the Specter must be overcome or else the aegis which holds the thrall’s heart must be broken. The magician’s life ends when the heart is wrested and exposed to the light of day.

The seal can be broken with the number of the name of the Specter and three items of power belonging to the spellcaster. As to the name of the Specter, Mispar Hechrachi is the most reliable or most usual…

The treasure hunters will probably have to search for Mispar Hechrachi in a search engine, which will teach them that it is the most common variety of gematria, the numerology applied to Hebrew letters. This information will prove useful later.

It should be an easy guess that the three items of power are the three charms belonging to the murderer.

The foregoing fragment is also accompanied by this puzzle. This puzzle requires that the treasure hunters have found at least one charm for each of the fellowship because they must recognize the nine symbols (mascots) on the puzzle.

An earlier message in this quest indicated the haunts of each of the fellowship. The treasure hunters can search these locations for the charms, each of which bears the mascot of its owner.

Spellcaster insignia haunt mascot
Chiara the thaumaturge hand chapel unicorn
Adelmar the clairvoyant eye observatory owl
Erasmus the necromancer death ossuary oak
Aleister the mage staff library spider
Morrigan the shapeshifter wolf gallery mistletoe
Lorrcan the druid deer garden holly
Athanor the alchemist symbol solar/grotto bat
Helmold the conjurer hat salon adder
Freya the enchantress song chantry mouse

Knowing the association of mascot to spellcaster allows the treasure hunters to apply three keys from the Quest for the Altar to each line of encrypted text in the puzzle. (See also how to make keys to the altar chest.)

By overlaying the three correct keys atop the three lines of text, the entire message is revealed: ‘Reach beneath a blue blossom before the seat of the yellow-tongued beast.’ The yellow-tongued beast is the fire in the fireplace, and the blue blossom is one of many ornaments woven into the hearth rug. Underneath is the next clue.

Quest for the Murderer pt. 5: the mace

[A page from Adelmar’s diary, recovered from an abandoned asylum behind a barrier of thorns:]

Flown again. My pursuers shall discover my most recent refuge before the sennight is out, but they shall find it empty.

This makes thrice. Hunted day and night, night and day, and now depleted, enervated. Ever watchful for portents of pursuit, the mind and the eyes grow weary. Sleep, disturbed with visions, does not refresh, and waking vision grows blurry. I am sure that in time I must go mad or blind or both.

Already memory erodes, and this journal has been my salvation more than once.

Tonight I will act to preserve my sight against the day that the premonitions at last overcome my senses. One eye is plucked.

( 29.5 + 43.5 + 43.5 ) ( 94 + 22 + 10 ) ( 14.5 + 86.5 + 17.5 ) ( 48 + 49 + 66 ) ( 57.5 + 43.5 + 60.5 ) ( 18 + 83 + 14 ) ( 11 + 21 + 97 ) ( 57 + 48 + 51 ) ( 19 + 13 + 91 ) ( 47 + 54 + 57 ) ( 52.5 + 62.5 + 52.5 ) ( 84.5 + 15.5 + 16.5 ) ( 54 + 56 + 47 ) ( -25 + 57 + 57 ) ( 55.5 + 55.5 + 41.5 ) ( 11 + 98 + 21 ) ( 21.5 + 22.5 + 82.5 ) ( 10.5 + 89.5 + 21.5 ) ( 44.5 + 63.5 + -12.5 ) ( 8.5 + 23.5 + 92.5 ) ( 13 + 85 + 19 ) ( 59 + 55 + 46 ) ( 13.5 + 18.5 + 91.5 ) ( 82.5 + 16.5 + 15.5 ) ( 52.5 + 61.5 + 54.5 ) ( 54 + 61 + 43 ) ( 89.5 + 11.5 + 20.5 ) ( 14.5 + 84.5 + 17.5 ) ( 54.5 + 64.5 + 49.5 ) ( 57.5 + 53.5 + 43.5 ) ( 58 + 57 + 51 ) ( 54 + -22 + 54 ) ( 97.5 + 13.5 + 18.5 ) ( 52 + 52 + 50 ) ( 21 + 90 + 11 ) ( 99 + 15 + 17 ) ( 19 + 85 + 13 ) ( 53.5 + 57.5 + 47.5 ) ( 16 + 100 + 16 ) ( 60.5 + 55.5 + 54.5 ) ( 16 + 95 + 16 ) ( 59.5 + 49.5 + 54.5 ) ( 88.5 + 27.5 + 16.5 ) ( 86 + 18 + 14 ) ( 22.5 + 26.5 + 82.5 ) ( 83 + 27 + 28 ) ( 10 + 22 + 93 ) ( 23 + 9 + 93 ) ( 97 + 15 + 17 ) ( 56.5 + 51.5 + 59.5 ) ( 51 + 46 + 58 ) ( 22 + 89 + 10 ) ( 49.5 + 51.5 + 64.5 ) ( 20 + 84 + 26 ) ( 95 + 26 + 6 ) ( 16 + 16 + 16 ) ( 12 + 20 + 96 ) ( 91.5 + 9.5 + 22.5 ) ( 15.5 + 85.5 + 16.5 ) ( 92.5 + 8.5 + 23.5 ) ( 16 + 30 + 16 )

[In a ghostly hand:]

A CLUE LIES BENEATH THE TIDE.

In addition to this message, a tiny bottle of aqua vitae is held within the bottle of mace. This time the fluid burns green, so the colour cipher reads: ‘I have chosen a hole in the wall for its hiding place.’

This particular colour cipher does not need to be used to complete this quest. However, it must be followed in order to complete the Quest for the Castle Treasure. In order to interpret the colour cipher, the Quest for the Altar must be completed.

Adelmar’s eye

The treasure hunters should guess that the barrier of thorns refers to our impenetrable lemon tree. What they have probably not noticed is that there has always been a small hole in the wall behind the tree, behind a thin tangle of vines. By happy coincidence, it is exactly the right size for Adelmar’s eye.

See also how to make Adelmar’s eye.

The riddle: We don’t live by the sea. The only tide in our house is our laundry detergent; that’s right, we use Tide brand. The next clue lies beneath the box of detergent.

Quest for the Murderer pt. 4: the writ behind the song

The haunts of the nine: for Morrigan, the gallery; for Aleister, the library; for Chiara, the chapel; for Erasmus, the ossuary; for Freya, the chantry; for Adelmar, the observatory; for Helmold, the salon; for Lorrcan, the garden; for Athanor, the solar.

Seek the mace which does no harm.

This message provides insight as to where to seek the charms of the fellowship. The red-bound spell book instructed the treasure hunters that the charms would be in the dens of their owners. The castle map indicates the locations of the gallery, the library, the chapel, etc. This is a good time for the treasure hunters to earnestly seek the charms; however, there is more assistance to come, so I will again postpone discussing them.

The riddle: Any treasure hunter handy with a spice rack or worthy dictionary can tell you that mace is not just a weapon: it is a spice obtained from the nutmeg tree. For about five dollars, I got a tall bottle of mace from the grocery store. That’s where the next clue lies.