The party finds that Daphne, Margaret, and Beth’s cells don’t open with the others. Beth’s body seems to have decomposed rapidly, her guts going to dust. The party also notes that tiny runes have been inscribed on every exterior surface of the cell block, including the floors. Those with the green stripe on their tunics (Seamus, Mike, Jamie) all experience an uncomfortable burning sensation when touching the walls with their skin (thankfully, their shoes and clothing make walking around and sitting on the benches tolerable).
Emily continues to experiment with her power. After a time, the dumbwaiters open with breakfast, and the meals include a mug of what appears to be warm blood. The party only has a moment to consider this before Margaret’s cell opens and she emerges. Her doublet now has a deep red stripe across it like Beth’s did, and she proclaims to the party to have been made into a vampire. For good measure, she downs the mug of blood.
Emily continues to experiment with her powers on the doors to the cells and the dumbwaiter. Finally, she feels that she might be able to get the doors open. After surreptitiously informing the party to prepare, she reaches out with her powers and manages to trigger both the inner and outer door of their cell block.
The party charges through a vestibule the size of a hospital elevator and charges into a single armed guard who they quickly subdue after a brief struggle. Besides the man’s sub machine gun and sidearm, they take a radio that has gone silent and a high-encrypted cell phone. Emily senses the presence of a wireless network, but cannot access it.
Outside the cell, the decor is much more institutional, with floors and walls resembling a hospital. The floor is dedicated solely to their cell block plus two additional rooms at the end of the hall – one to organize food prep, and one with several gurneys designed to stage patients/prisoners in and out of the block. A large elevator is at the end of the hall.
Emily manages to crack the security on the elevator and the party proceeds down to the lowest floor that Emily senses is available. The doors open into a sitting room and security booth, where several armed men are waiting.
A brief firefight ensues, during which time Emma displays an alarming a ability to, apparently, steal the life force from others, causing them a great deal of suffering. One the firefight is over, Emily uses the computer terminal in the security booth to release a bot and unlock the doors.
Most of the party stays in the waiting room to question the surviving guard. He admits to being a U.S. Marine assigned tot he facility as a duty station. He admits to knowing shockingly little about the goings-on of the facility save the names of his direct superiors and that his duty station is to guard one of the facility’s “principals”.
Margaret and Hugo head down the short hall past the security booth and find a small cubicle for preparation of a formal tea service. At the end of the hall they enter a large room. On the near side of the room there are several chairs, then a six-inch-thick clear wall separating the other side of the room, which is decorated like a formal study, with a (fake) fireplace, chairs, a writing desk, and various accoutrements.
In the room is a man in a dressing gown playing a violin. He looks up when the two enter and smiles slightly.
“Hello,” he says, “my name is John.”