Finding the Key. When Prisoner 13 talks about the key, each character present can make a DC 19 Wisdom (
Insight) check. If the check is successful, the character notices Prisoner 13 flexing her right hand and tracing a fingertip across the tattoo there when she mentions the key. The character deduces that the tattoo is the key.
Forcible Jailbreak. Taking Prisoner 13 alive and delivering her to Varrin is difficult but possible. She won’t go willingly and fights back if the characters try to force her. In that case, they’ll be hard-pressed to knock her
unconscious and make their escape without alarming the guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (
Perception) check for the guards to see if they notice the commotion. If they succeed, roll initiative for the guards. They investigate on the following round.
Trade for the Key. If the characters acquire the prisoner files from the warden’s office (
area R22), Prisoner 13 demands to read them somewhere outside her cell. She takes 20 minutes to read through the documents and telepathically relay the information to her agents for later use. Following that, she reveals that the tattoo on her right hand is the key to the vault. She allows the characters to study it so they can replicate its image using magic such as
disguise self or
minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (
Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery.
Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back, or just her right hand. If the characters are working for the Golden Vault, they know the organization would not approve of this method. The characters receive no reward from the organization if they kill or mutilate Prisoner 13.