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… though it might be that these substances are capable of competing and even outperforming Plumbum – broadly, or in specific applications – it has to be remembered that this text is concerned with substances that are common; common in incidence and common in employment in protective operations, in addition to being non-Controlled. So it is that the field winnows, leaving only one substance to surmount Plumbum; Hydrargyrum.

To be sure, Hydrargyrum does not beat out Plumbum on every count. It is one-fifth denser, and considerably more expensive to source. As it is a liquid protector in the same vein as Saline preparations, there is an ever present risk of spillage and waste – a risk that is absent with protective operations that employ Plumbum as a solid static protector, though spillage and waste is conceivably possible if Plumbum was employed as a solid grain protector instead. Moreover, the cost of replacing split and wasted Hydrargyrum is considerably higher than 'crowning' a comparable tank of Saline preparation, whereas split solid grain Plumbum could be returned to its tank, and deformed or shredded grains could potentially be recast.

But pound for pound, Hydrargyrum's efficacy as a protector is comparable to Plumbum's, and it does not produce confounding fields, a trait that cannot be found in any other non-Controlled substance as effective at tendering protection as Hydrargyrum is. Its liquid state allows for flexible submersion, as does Saline preparations, but Hydrargyrum is noncorrosive – additionally, the boiling point of Hydrargyrum is higher than the boiling point of Saline preparations, as well as the melting point of Plumbum, so it is suitable for hot applications without the complications of quenching or cooling.

Of course, there are risks to those working with the substance as well. The effects from overexposure to Hydrargyrum are typically similar but milder than overexposure to Plumbum [refer to Chapter III, The Inquisitor's and the Industrialist's Illness], though as Hydrargyrum is in a liquid state, there are more ways for the careless worker to get himself overexposed in the first place.

- A passage from Dangerous Protection; Designing Around Insalubrious Attributes Held by Certain Substances Commonly Employed Against the Strangeness, a sometimes Controlled, sometimes Suppressed text for millwrights and factory masters who work in what are commonly called the 'Estranging industries'. The copy that Chlotsuintha has come into possession of has curiously been printed under a slightly different title.
>>
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In Scrimshaw Mount, all graves are shallow. Even on the Promontory, where Nature, through the permutations of the Pattern had placed soil on the otherwise nude basalt of the Mount, the bone white stone was never more than a few feet down, commonly less than one. As such, getting graves to the standard depth of eight feet was simply not practical for those interned in the Mount's public burying grounds. But those that lived their lives and died their deaths on the Mount didn't take overmuch umbrage at their shallow graves. For both the practical and pious among them understood full well that under the panopticonical Gaze of the Patternmaker Above … all things are shallow.

Your name is Chlotsuintha, and at this very moment you have been transfixed in place by indecision - not the most uncommon happenstance, to be sure. This latest 'attack' occurred as you were in the process of finally extricating yourself from the late Aldoin's house - you decided to cut through the first floor as opposed to the basement to get to the broken casement window that you used to slip into the place several hours ago. You hadn't gotten a chance to case, clear or Hell, even see any of the first floor of the house, besides the kitchen, the servant's quarters and the servant's stairs; and as you have already lingered overlong here, this was going to be your first and your last opportunity to do so. It so happens however, that you have been unwittingly outmaneuvered by the architect of this house - who you suspect may have been Aldoin himself, considering how inscrutable much of the layout here has been - for on your swag-encumbered jaunt to the room that should have the stairs down to the basement that you are looking for, the only new room you have been in is a hallway and the only thing of interest that you have seen is naturalist's paintings all along the walls. However, you have heard something - and are continuing to hear something. Ticking. Most assuredly coming from the room that you are not headed into. That is the heart of this 'attack'; you are quite disinclined to spend anymore time here, as already you have serious doubts that you are going to be able to get yourself off of the Mount tonight - let alone in a way that won't see you beset on all sides by pursuers - but at the same time, at the same damned time, your mind is all a-lather about what could be making that ticking noise! You just ... you cannot figure it out, and having questions like that hang over your head, it is galling! Just ... if you could just figure it out, right now, without seeing it, it would be really be a weight off of your shoulders. Someone might find it silly to be worked up by something like this, but ... ah, damn it. You don't know what the right call here may be - but you certainly know the wrong call; standing around and fretting. You need to make a decision right now, and act on it.
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> Please choose ONE of the following:
> You are going to stay the course. Get into the room, find the stairs, and make a call on casing and clearing that room before moving on.
> You have made such good time, surely it wouldn't unmake you if you were to take a brief detour here to find whatever is ticking.

> Previous thread: https://suptg.thisisnotatrueending.com/qstarchive/2024/5850982/
> Archive: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Eternal%20Rome

> When the thread closed, this vote was tied, so we are going to have to have to re-run it. Sorry about that ...
>>
>>5895819
Re-reading this, and I see now how I might not have been clear; votes from the previous thread are washed, regardless of it you have voted in Thread XII or not, please vote here. I'll close this when I wake up in the morning.
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>>5895819
> You have made such good time, surely it wouldn't unmake you if you were to take a brief detour here to find whatever is ticking.
It’s just a clock guys, we can finally set our pocket watch and move on.
>>
>>5895819
>You are going to stay the course. Get into the room, find the stairs, and make a call on casing and clearing that room before moving on.
>>
>>5895819
>You have made such good time, surely it wouldn't unmake you if you were to take a brief detour here to find whatever is ticking.
>>
Okay, good. Consider this closed. I'll get to writing as soon as I can.
>>
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You spin on your heel, wincing as one of the pinning needles in the remains of the strickening striker jabs you in the leg. What pain remains from the prick, however, washes itself away quickly once you start moving towards the door nearest to your estimation of the ticking. You lengthen your already considerably long stride, and make short work of the distance, telling yourself all the while that you are most assuredly not about to spend time that you have already spent - or that if you were, then you will have something to show for it, surely. Impatient, you wrench the door open at the soonest possible opportunity, and stride right inside, your 'stick aloft. Dead center in the middle of the room, sits the only piece of furniture present; a circular table, with a sizable globe and pedestal sculpture placed on top of it, from which you judge the ticking to be emanating. Not too surprising, as there seems to be some instrumental aspect to the sculpture as well; you can see gears and bobs and what-nots ... though you cannot see any movement. Even with your admitted ignorance of the instrumental sciences, you get the sense that it is well made - which makes the absence of movement, paired with the ticking seem ... odd. Is it broken, or is something near or inside of it doing the ticking? And why did it only start ticking recently?

Before you decide to even bother approaching it, you take a look around this room you have found yourself - and the ticking - in. It must be the entry-way of the house; though it would be well-described as a foyer - had it any stairs to speak of! The ceiling of the room is high, very high - and when you look, you see that there is a wrapped balcony that runs along three of the four sides of the room, with the fourth side endowed with only a cat's walk and a bank of windows; all of which are dark. Below the walk, there are other windows; as well as the front door. Opposite the front door is another set of double doors, presumably which will lead into the room with the other chimney; besides these, there are other single doors along the wall, similar to one that you passed into this room through. This space is so suited to be foyer that you simply have to wonder if it was one at one time, and Aldoin just ... decided to remove the stairs. You can even see the overhang on the balcony, where the stairs could have started from and then lead down to the first floor ... honestly, it is rather unnerving, how little sense some parts of this place makes. Though you are in some ways glad that you are going to be quitting this place momentarily, you cannot consider yourself 'pleased'. Beyond your questions about the architects sanity, and a sense that you are stepping out on a deal of swag, you still have basically no idea of what really transpired here during and after Aldoin's death - and before it for that matter; what he was doing, and for whom. Was he your father's friend, or his mark? And most of all; who killed him - and why?
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You had hoped that you would find answers to these questions here, but ...

It is not enough to make a rod out of though; your father has clearly been here to stage and prune the place - in fact, you would say that it is more than white luck you found as much as you did, it is a blessing, it is a genuine blessing. Which makes the fact that this all tastes like it is kin to defeat feel even worse to be quite honest. If you only had more time - and more leads to work and follow. All you have right now is the Strange Incendiary, boots with a maker's mark from a far-flung Principality port called 'Blue Barrens', and a trail of the Strangeness that leads into several public houses and no time to follow it. And yet ... father has gone to some effort to keep you apart and in the dark on all of this - presumably, whoever the other party here was, they don't know about you. If you consider just how many different sorts are going to be coming after you; the Middenguard for dropping your spots and fleeing, the Thief-Takers for knocking down the Euthyphro, and the Inquisition for ... existing. You are even going to have to concern yourself with Highwaymen on the Thoroughfares and Cimaroons on the frontier. Perhaps the real blessing here is this ... mutual ignorance.

Enough of that though; the globe. What to do about the globe?

> Please choose ONE of the following:
> You don't see how a time-keeper that was small enough to fit inside the globe would be large enough that you could hear its ticking on the other side of the house. And if it isn't a time-keeper, than finding it isn't going to be useful. Move on.
> You don't understand why the gears under the globe aren't moving if you can hear the ticking. Is it broken? Is there something inside of it? If there is, then could your father have put it there? Or did Aldoin? Keep it quick, but take a look at least.
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>>5896693
> You don't understand why the gears under the globe aren't moving if you can hear the ticking. Is it broken? Is there something inside of it? If there is, then could your father have put it there? Or did Aldoin? Keep it quick, but take a look at least.
A curiosity- and maybe there’s a couple mechanical books here, which I’d love to get our hands on.
>>
>>5896693
>> You don't understand why the gears under the globe aren't moving if you can hear the ticking. Is it broken? Is there something inside of it? If there is, then could your father have put it there? Or did Aldoin? Keep it quick, but take a look at least
>>
>>5896693
>> You don't see how a time-keeper that was small enough to fit inside the globe would be large enough that you could hear its ticking on the other side of the house. And if it isn't a time-keeper, than finding it isn't going to be useful. Move on.
>>
Alright, consider this closed - Chlotsuintha will take a quick peek.
>>
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Well ... as you have already come this far, then doesn't it stand to reason that it would be rather silly to not close the distance and find what you have been fretting and fussing over since you set foot back in the kitchen? Buoyed by your conclusion and spurned on by the prospect of how many other things you have to do tonight, your long legs start to make short work of the remaining distance - until, at about a distance of a yard away from the table and the mechanized sculpture that sits on top of it, the ticking stops - seemingly halfway through a 'tick'. A bit startled, you stop in your tracks and stare. You can see no movement anywhere on the sculpture - or anywhere else in the room, for that matter - but you suppose you shouldn't expect to, considering that you couldn't see anything moving when there was ticking, either. Confused, you bend down to peer under the table, as it has just occurred to you that whatever was responsible for the noise might have been underneath the table. You cannot see anything - but the table does have a bit of a lip, just thick enough to hide ... something just large enough to make noise that could be heard on the far side of the house.

Looking to get to the bottom - or rather, the underside - of this, you straighten up abruptly. Too abruptly; as you end up getting jabbed in the leg again with the Pinning Needles on the remains of the strickening striker as it swings freely. You jolt back a bit, and off balanced and encumbered as you are, you have to backpedal a few steps to steady yourself. Just as you get your feet solidly underneath you once more, the ticking resumes, as abruptly as it stopped. Now as concerned as you are confused, you approach once more, only for the ticking to stop again. A step back, and it resumes. Suspicion forming in your head, you walk around the table with it to your left, keeping a constant distance between you while the ticking continues as if it had never been interrupted. Choosing a point at random, you side-step to your left, and as you had thought it might, the ticking stops again.

That settles it, then - whatever is going on here is beyond the ability of any ... instrumental device that you know of. This has to be a Construct of some sort - one with either a secreted away set of eyes, or it is Form-facing. But if it is effecting you in some way, then it is subtle enough that you cannot distinguish it from the background effect of the ranged-remediation cast and your mundane aches, pains, tiredness and malaise. Surely, it has to do more than tick - but what, and why only start now? Is it even going to be safe to approach it any further - moreover, should you even bother approaching it even further?
>>
> Please choose ONE of the following:
> You might not have the time to do a full examination and documentation as you did with the Construct in the chimney, but you should at least try to find it.
> You might kick yourself for this later, but you simply don't have the time right now to plug up any more worm-holes. Beat a retreat out of this room, promptly.

> Additionally, if you can correctly guess as to why Chlotsuintha's father might have put it here, then you will earn a Lucky Tenth-Talent, redeemable for one re-roll.
>>
>>5897276
> You might kick yourself for this later, but you simply don't have the time right now to plug up any more worm-holes. Beat a retreat out of this room, promptly.
>>
>>5897276
> You might kick yourself for this later, but you simply don't have the time right now to plug up any more worm-holes. Beat a retreat out of this room, promptly.

Guess
>Its a form facing bomb detonator. Tick, tick, tick, KABOOM!
>>
I'm going to get lunch, and if there aren't any other votes up by the time I finish, I'll close this and get to writing.

>>5897326
Your guess has been noted.
>>
>>5897326
Though it is wrong, in case you were wondering.
>>
Alright, consider this closed. I'll get to writing.
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>>5897276
> You might not have the time to do a full examination and documentation as you did with the Construct in the chimney, but you should at least try to find it.
I would actually like more than two anons to decide this please.

I’ll come up with my guess when I get home.
>>
>>5897276
Also, are we given enough clues, or is this more similar to the Blue Boy tests, where we’re meant to extrapolate from a single mention?
>>
Okay, maybe I was being a little hasty. The thread had been moving so slowly, even though it was on the front page, I figured I wasn't going to get more people unless I waited overnight or something ... Anyway, I'll leave this up for say, another two hours - then I will close it. So if you haven't voted on >>5897276 you can.

>>5897570
This isn't anything like the Blue Boy tests as Chlotsuintha is not in immediate danger. It is not really that sort of challenge either; it is just if you can make a correct educated guess as to what purpose this Construct serves, you could win a free re-roll. I put it in, not as a narrative component, but more to get players thinking - even if the guesses are wrong, an idea that one of you comes up with now might make for an interesting Construct to Weave later.
>>
>>5897276
>You might kick yourself for this later, but you simply don't have the time right now to plug up any more worm-holes. Beat a retreat out of this room, promptly

Cooking timer?
>>
>>5897689
Your guess has been noted. It is a very funny way of describing the intent, but you are close enough that I feel that you earned it.

Gained x1 Lucky Tenth-Talent
>>
>>5897276
>> You might not have the time to do a full examination and documentation as you did with the Construct in the chimney, but you should at least try to find it.
> Additionally, if you can correctly guess as to why Chlotsuintha's father might have put it here, then you will earn a Lucky Tenth-Talent, redeemable for one re-roll.
It's the fuse for the remediation construct?
Or maybe some sort of detection mechanism for people coming in through the front door, so that changes can be done on constructs elsewhere?
Or maybe, less likely, it's here in the entryway so that it does something to any normal person who comes near it, so as to avoid visitors interrupting what's going.
>>
I know a 'correct' guess has been logged already, but a construct that ticks when someone/Strangeness is a certain distance away but stops when it's close by feels like something you'd put next to yourself while you're working to let you know when someone is threatening to impinge on your suspicious activities. the exclusion radius would allow you to do your dastardly deeds without ticking as long as you kept it near, and alert you to anyone possibly interrupting. except it's too loud for that purpose, and assumes that the ticking itself is the purpose.
>>
Alright, that's five hours more and five votes total, I'm going to close it and get to writing now.

As for the remaining guesses in the thread, some of them are in the right vein. Beyond that, I don't think I should provide anymore OOC knowledge on this.
>>
It is the absolute height of frustration; you don't know purpose the Construct serves and you don't know whether or not it is both safe and worth it to find the damned thing. The quickest way to ascertain would be to find the damned thing - but that has all of the safety of checking if a cauldron is hot by touch. You'll get your answer straight-away, but your liable to get burned - so the only time it is safe to pull a stunt like that is when you are so sure you are effectively holding it as a surety that the cauldron is going to be cool to the touch. Which runs into the real flaw of this sort of test - if you take the cauldron to be cool, why bother touching it to check in the first place? Or more generally, if you have to have taken something as your answer before you can ask a question, then what sense is there in asking the question in the first place? There isn't any that you can see - unless, you were going to have to ask the question, if you were going to have to touch the cauldron at some point. Right here and right now, as much as you'd like to answer these questions, as much as you would like to learn ... you just don't have to. It kills you, but - well, actually, no, it doesn't kill you. That is the point. Letting this Mystery remain mysterious is not going to unmake you - but wasting time, or potentially activating some sort of ... Living Fuse, or something like that, that could end up killing you - or at the very least, making a mess. You don't necessarily think that it is something dangerous like that - if you had to make a stake, you would say that it is some sort ... something ... that communicates with the two larger Constructs in the chimneys. After all, you saw the entirety of one of the Constructs in one of the chimneys, and you saw no evidence of Conduit connecting it to the other Construct in the other chimney - but you did see fairly conclusive evidence of the Constructs coordinating when they took turns remediating you. So there has to be something going on, something with emitter-Organs and Components - or some other means, you are not sure ... moreover, you are not sure what it is supposed to be casing for. Targets for ranged-remediation casts? Is this some sort of blind spot in the envelope? But you aren't being targeted by any casts at the moment. Perhaps you are off the mark on this after all.

Perhaps you are off your head. Just ... move on. You don't have the time to do anything here, and you certainly don't have the time to do nothing here. Move!

So you do, turning away - and somehow managing to startle yourself when the ticking resumes as soon as you start to move again. The noise follows behind as you pass out of the stairless foyer and into the hallway, just as it follows you into the room which you judge to be the one that holds the set of stairs you intend to take down to the basement. This room is dark, as dark as any you have been in the house. You lift up your 'stick and peer into the shifty shadows.
>>
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The room is as handsomely and richly furnished as any other that you have seen in the house - but you have no eyes for the furnishing and the decor, beyond noting in passing that the seal of the University prominently embossed onto the twin tables that take up the center of the room. No, your eyes are on the fixtures instead; specifically the shelves. It is almost enough to make you cry. You commit to quitting the place, only to finally stumble into Aldoin's library. Save for the windows and two doors - the one you just passed through, and one in an alcove that presumably leads to the basement - all of the walls are built-in bookshelves high enough to necessitate their own tracked ladders. All well laden with books, oddities and curios - save for one, which seems to only have books. And something that you have never seen on a bookcase before - a locking steel cage.

You could spend hours here. Hell, you could spend days in here. Oh, damn it all, you need to get going, and father - surely he was here. Surely he must have pruned this room.

But slung across your back is five feet of proof that your father didn't find everything. What ... Pattern's Peace, what are you supposed to do?

> Please choose ONE of the following:
> The hour is late. Before long, the hour will be early. As for your father; he overlooked a hiding space. It doesn't follow that he would overlook an entire room, especially one as important as Aldoin's library. No, desperate as you are to learn, right now, these books are millstone - don't be grist!
> Turning your back on the Construct was hard. Turning your back on this is just impossible. Even if your father managed to prune away everything suspicious, it doesn't follow that whatever remains isn't potentially useful. You have so much to learn about the world, and no one to teach you. These books are a lifeline!
>>
>>5898241
> Turning your back on the Construct was hard. Turning your back on this is just impossible. Even if your father managed to prune away everything suspicious, it doesn't follow that whatever remains isn't potentially useful. You have so much to learn about the world, and no one to teach you. These books are a lifeline!

We could use maps. Books that would help us assume our highborn disguise better.... like ettiquite. A cookbook or three. Some on identifying edible plants. Leave behind the books on liver disease because they are not terribly useful. A couple that would suggest we are pious. A couple books on camping, survival, or military movements.

What do you guys think about going back for the rest of that silverware to shield the life loom from detection after we load it?
>>
>>5898288
> What do you guys think about going back for the rest of that silverware to shield the life loom from detection after we load it?
This is probably as good of a time as any to make this clarification; the Life-Loom is an Implement - which means that it doesn't have any Living Mysteries integrated into it. As such, it will only be vulnerable to Shadow-facing detection when it is in active use - but you are right on the money, False Silverware will confound detecting casts... though considering the directional nature of such casts, as well as the Shielding provided by the False Silverware, this might prove to be easier said than done.

As for Form-facing detection, putting a pile of the False Silverware between the Loom and the whoever or whatever is searching for it is not going to be enough to shield it. It will, in the right circumstances, and with enough of it - make it substantially harder to find at range, but to render the Loom invisible or at least indistinguishable from the rest of the Realm of Forms while it is in operation is going to be a much taller order. Chlotsuintha will have to learn a lot more about Projection and the Realm of Forms to achieve such an end.
>>
>>5898241
>> Turning your back on the Construct was hard. Turning your back on this is just impossible. Even if your father managed to prune away everything suspicious, it doesn't follow that whatever remains isn't potentially useful. You have so much to learn about the world, and no one to teach you. These books are a lifeline!
>>
>>5898241
>Turning your back on the Construct was hard. Turning your back on this is just impossible. Even if your father managed to prune away everything suspicious, it doesn't follow that whatever remains isn't potentially useful. You have so much to learn about the world, and no one to teach you. These books are a lifeline!
>>
Alright then, seems like there is a pretty solid consensus about this. For the overnight vote; how should Chlotsuintha approach casing and clearing this room?

> Please choose ONE of the following:
> It seems backwards to say the least, but you are going to ignore the locked bookcase. For a surety, your father pruned that first and most carefully. It could be that you are more likely to find something Mystery-Adjacent or useful on the unbarred shelves - that paired with the time that it would take to unlock the shelf means that you are going to be best served focusing on what you can grab quickly.
> While it certainly may stand to reason that your father pruned the barred shelf first, the fact of the matter remains that just because father didn't prune something, it doesn't follow that it is worthless to you. If you are right, you are standing over the room with the broken casement window - and those barrels of ... whatever exactly it was. Head down there, fill something up and prepare to perform Ice-Lockpick on the door.
> Write-ins allowed with QM approval

> Please choose ONE of the following:
> You have a decent bit of space left in your back, not to mention the strength to carry more - however, books are large, relative to the size of the rest of your swag, and heavy too. And you are already carrying five of them with a lot of other weight and bulk besides. You think you could squeeze ... three books, of a typical size and weight into your haversack, and then carry another three in your arms; that with one in each of your aprons three primary pockets, and with ... another three tied down to your haversack or in improvised slings and purses comes two twelve books. And still leave you some room for odds and ends - so long as they were small and light enough. You would be a slow as a slug - and fairly conspicuous - but you could do it, at least all the way to the Closet where you stashed your cart. Twelve books - without making a second trip, or having to dump anything to make more room - that is good. That'll do.
> By your best estimation, you can fit another three books into your haversack. Any more than that, you will have to stuff elsewhere - which would really slow you down, not to mention make you look even more conspicuous. With Mitigators out over the harbor and a description of the pirate that knocked-down the Euthyphro being disseminated, you are going to have to limit yourself here, especially if you are planning on taking anything else of considerable size or bulk out of the house as well. As hard as it may be, you will limit yourself to three books.
> By your best estimation, you can fit another three books into your haversack. If you stuff yourself like a Spookcrow, you might just manage twelve. That isn't going to be enough. However, if you were to head out right now, go to the cart and unencumber yourself, you could make a few quick trips. Turn it into a real knock-down.
> Write-ins allowed with QM approval
>>
I didn't include it as a vote, but dumping stuff to make room for more books is an option. That sort of inventory shuffling will take considerable time, however ...
>>
>>5898336
Thanks for the info, QM.
>>
>>5898550
>> By your best estimation, you can fit another three books into your haversack. Any more than that, you will have to stuff elsewhere - which would really slow you down, not to mention make you look even more conspicuous. With Mitigators out over the harbor and a description of the pirate that knocked-down the Euthyphro being disseminated, you are going to have to limit yourself here, especially if you are planning on taking anything else of considerable size or bulk out of the house as well. As hard as it may be, you will limit yourself to three books.
>>
>>5898550
>You have a decent bit of space left in your back, not to mention the strength to carry more - however, books are large, relative to the size of the rest of your swag, and heavy too. And you are already carrying five of them with a lot of other weight and bulk besides. You think you could squeeze ... three books, of a typical size and weight into your haversack, and then carry another three in your arms; that with one in each of your aprons three primary pockets, and with ... another three tied down to your haversack or in improvised slings and purses comes two twelve books. And still leave you some room for odds and ends - so long as they were small and light enough. You would be a slow as a slug - and fairly conspicuous
>>
>>5898550
> By your best estimation, you can fit another three books into your haversack. If you stuff yourself like a Spookcrow, you might just manage twelve. That isn't going to be enough. However, if you were to head out right now, go to the cart and unencumber yourself, you could make a few quick trips. Turn it into a real knock-down.
>>
>>5898550
> It seems backwards to say the least, but you are going to ignore the locked bookcase. For a surety, your father pruned that first and most carefully. It could be that you are more likely to find something Mystery-Adjacent or useful on the unbarred shelves - that paired with the time that it would take to unlock the shelf means that you are going to be best served focusing on what you can grab quickly.

> By your best estimation, you can fit another three books into your haversack. Any more than that, you will have to stuff elsewhere - which would really slow you down, not to mention make you look even more conspicuous. With Mitigators out over the harbor and a description of the pirate that knocked-down the Euthyphro being disseminated, you are going to have to limit yourself here, especially if you are planning on taking anything else of considerable size or bulk out of the house as well. As hard as it may be, you will limit yourself to three books.
>>
>>5898550
>While it certainly may stand to reason that your father pruned the barred shelf first, the fact of the matter remains that just because father didn't prune something, it doesn't follow that it is worthless to you. If you are right, you are standing over the room with the broken casement window - and those barrels of ... whatever exactly it was. Head down there, fill something up and prepare to perform Ice-Lockpick on the door
>You have a decent bit of space left in your back, not to mention the strength to carry more - however, books are large, relative to the size of the rest of your swag, and heavy too. And you are already carrying five of them with a lot of other weight and bulk besides. You think you could squeeze ... three books, of a typical size and weight into your haversack, and then carry another three in your arms; that with one in each of your aprons three primary pockets, and with ... another three tied down to your haversack or in improvised slings and purses comes two twelve books. And still leave you some room for odds and ends - so long as they were small and light enough. You would be a slow as a slug - and fairly conspicuous - but you could do it, at least all the way to the Closet where you stashed your cart. Twelve books - without making a second trip, or having to dump anything to make more room - that is good. That'll do.
>>
>>5898550 #

> It seems backwards to say the least, but you are going to ignore the locked bookcase. For a surety, your father pruned that first and most carefully. It could be that you are more likely to find something Mystery-Adjacent or useful on the unbarred shelves - that paired with the time that it would take to unlock the shelf means that you are going to be best served focusing on what you can grab quickly.

>Write-In: I'll grab 3 books, offload at the cart, and then come back for ONE MORE load of books, that's all the time I'll allow myself.
>>
>>5898550
Wait I forgot to vote for the first one
> It seems backwards to say the least, but you are going to ignore the locked bookcase. For a surety, your father pruned that first and most carefully. It could be that you are more likely to find something Mystery-Adjacent or useful on the unbarred shelves - that paired with the time that it would take to unlock the shelf means that you are going to be best served focusing on what you can grab quickly.
>>
By my count, we have a three-way tie on how many books to take (counting the write-in). And while the vote for ignoring/breaking into the barred bookcase is three-to-one, two voters neglected to vote for either option. Under these circumstances, I am going to keep the vote for both open, until I see that the tie on the number of books has been resolved.

Just so we aren't waiting around with nothing to do, I'm going to move forward a vote on what Chlotsuintha is going to do with the remains of the strickening striker. If you recall, her current plan is to access the sewer through the Closet that she parked her cart at, and dump the head down there - as she was concerned that carrying the former boar's head around would be too hard to overlook and impossible to explain away ... though this was before she found the five-foot Wall-Wand. Though now she has a five-foot Wall-Wand and Nut-Nodules besides - so the ship may have sailed on inconspicuousness. Still, the Wall-Wand, wrapped as it is could pass for a musket - and the Nut-Nodules just look like exotic nuts. There is also the question of the Pinning Needles that have been jabbing her - if she does go through with dumping the head, should she leave these behind? From what she saw of the Needles used on the strickening striker, none of them were Engraved or anything, so it is not as if they would be immediately recognized as Mysterious, and removing them is liable to make a mess - a mundane mess, but a mess nonetheless. On the other hand, they are purpose-made to be anchored to and wrapped with Conduit. You can use conventional needles, and even nails in place of Pinning Needles, but you might not get as good of a connection.

> Please choose ONE of the following:
> You decide to stick with your plan, and dump the entire head as it is in the sewers once you get back to the Closet.
> You decide to alter your plan, only dumping the head in the sewers after you remove the Pinning Needles once you are in the Closet.
> You decide to abandon your plan - you will not dump the head in the sewers once you get back to the Closet; rather you will stow it on the cart.

If you haven't voted for >>5898550 or are one of the two anons who only half-voted, please feel free to cast your votes as it is still open.
>>
>>5899045
> You decide to alter your plan, only dumping the head in the sewers after you remove the Pinning Needles once you are in the Closet.
>>
>>5899045
> You decide to stick with your plan, and dump the entire head as it is in the sewers once you get back to the Closet.
>>
>>5899045
> You decide to abandon your plan - you will not dump the head in the sewers once you get back to the Closet; rather you will stow it on the cart.
>>
Boy, with all of the ties that we get in this Quest, I must do a pretty good job of balancing votes, huh? Votes >>5899045 and >>5898550 are still open. With any luck, I'll be able to close them and get writing after dinner.
>>
>>5899259
We might have to flip coins for it.
>>
>>5899300
I really, really don't feel comfortable rolling for this - but I will go into the general and advertise. Can't believe I didn't think to do that until now ...
>>
Just so you know lads, the locked bookcase is still probably the most valuable books here lads.
>>
The throw the head into the sewers works because its organic and will get chewed up by rats. The pinning needles are not organic and could prove useful later on. I would support a write in to remove them inside the house if it made feel better about removing them.
>>
> You decide to alter your plan, only dumping the head in the sewers after you remove the Pinning Needles once you are in the Closet.
> It seems backwards to say the least, but you are going to ignore the locked bookcase. For a surety, your father pruned that first and most carefully. It could be that you are more likely to find something Mystery-Adjacent or useful on the unbarred shelves - that paired with the time that it would take to unlock the shelf means that you are going to be best served focusing on what you can grab quickly.
> You have a decent bit of space left in your back, not to mention the strength to carry more - however, books are large, relative to the size of the rest of your swag, and heavy too. And you are already carrying five of them with a lot of other weight and bulk besides. You think you could squeeze ... three books, of a typical size and weight into your haversack, and then carry another three in your arms; that with one in each of your aprons three primary pockets, and with ... another three tied down to your haversack or in improvised slings and purses comes two twelve books. And still leave you some room for odds and ends - so long as they were small and light enough. You would be a slow as a slug - and fairly conspicuous - but you could do it, at least all the way to the Closet where you stashed your cart. Twelve books - without making a second trip, or having to dump anything to make more room - that is good. That'll do.
>>
Alright! Consider all votes closed. I'm going to start writing, but no promises that I get the update finished before I fall asleep.
>>
I am not done with the update, and I am about to fall asleep - so for the overnight vote; one last question on how Chlotsuintha is going to conduct her search - will she only look for books to take - and if she happens to find some curio that would be worth the effort of carrying off, she will consider it - or will she take additional time to search through the curios as well?

> Please choose ONE of the following:
> She intends to turn up books - if anything else comes up in her search, then it is a bonus. [Single Sight Test]
> She will make the passes through the room necessary to find books of interest, then she will make additional passes to look over the curios. [Two Sight Tests]

Additionally - as players - how would you prefer the mechanics of finding books to work? I am hemming and hawing on this point, and I think I'll just go with whatever everyone likes better.

> Please choose ONE of the following:
> The outcomes of the three tests determine which twelve books Chlotsuintha takes with her
> The outcomes of the three tests determine which list of books you - as players - get to choose twelve from
>>
>>5899677
> She intends to turn up books - if anything else comes up in her search, then it is a bonus. [Single Sight Test]
> The outcomes of the three tests determine which twelve books Chlotsuintha takes with her
>>
>>5899677
>> She intends to turn up books - if anything else comes up in her search, then it is a bonus. [Single Sight Test]
> The outcomes of the three tests determine which list of books you - as players - get to choose twelve from
>>
>>5899677
>She will make the passes through the room necessary to find books of interest, then she will make additional passes to look over the curios. [Two Sight Tests]

> The outcomes of the three tests determine which list of books you - as players - get to choose twelve from.
>>
>>5899677
> She will make the passes through the room necessary to find books of interest, then she will make additional passes to look over the curios. [Two Sight Tests]
> The outcomes of the three tests determine which list of books you - as players - get to choose twelve from
Maybe we don't have to grab everything if there's nothing interesting or relevant
>>
>>5899677
> She intends to turn up books - if anything else comes up in her search, then it is a bonus. [Single Sight Test]

> The outcomes of the three tests determine which list of books you - as players - get to choose twelve from
>>
>>5899677
> She will make the passes through the room necessary to find books of interest, then she will make additional passes to look over the curios. [Two Sight Tests]
Two Sight Test means an increased chance for a critical success- I’m just curious if we get a bonus from our previous Floor Knowledge crit.

> The outcomes of the three tests determine which twelve books Chlotsuintha takes with her
I trust Trash.
>>
Okay, I've got most of the update finished, but then I will need to 'calibrate' the test(s), and come up with book titles and values for four possible lists as well as incidentals and outcomes of critical successes. That should take another few hours or so if I take a break for dinner - which I will. With any luck, this tie we are in will have been broken by then. When I get a chance, I'll advertise in the general for a tie-breaker as well.
>>
>>5900076
> I’m just curious if we get a bonus from our previous Floor Knowledge crit.

I was wondering if someone was going to pick up on that ... yes, yes you do.
>>
>>5899677
>She will make the passes through the room necessary to find books of interest, then she will make additional passes to look over the curios. [Two Sight Tests]
> The outcomes of the three tests determine which list of books you - as players - get to choose twelve from
>>
>>5900737
Alright, consider this closed.
>>
File: Sight Test I.jpg (282 KB, 1039x838)
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> Sight Test I

> DC 40: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [Moderate]
> + DC 6: Witchlet Chlotsuintha is currently Tired II and is not as perceptive as she might be otherwise
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and may not be thinking as quick as she normally does.
> + DC 2 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> + DC 2 Witchlet Chlotsuintha does not have enough light to adequately illuminate Aldoin's Library
> + DC 3 Witchlet Chlotsuintha is trying to take her time, but as she has fallen so far behind at this point, she cannot help but rush.
> + DC 6 Witchlet Chlotsuintha has a great deal of books to look through and around, which presents a genuine complication.
> - DC 15 Witchlet Chlotsuintha has absolute knowledge of Aldoin's First Floor.
> - DC 10 Witchlet Chlotsuintha can get as close as she likes to the books, making it harder for her to overlook things
> - DC 5 Witchlet Chlotsuintha knows for an absolutely surety what sort of book she is looking for, making it harder for her to overlook things.
> - DC 3 Witchlet Chlotsuintha is allowing herself to overlook curios, making it harder for her to overlook books.

> DC 30: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: What's Unfit to Print. After spending much more time than she would have liked, Chlotsuintha manages to find a total of twenty-eight books of interest ... but none of them can be considered Mystery-Adjacent [Prompts Vote]
> One Pass: Type Facing Facts. After spending a deal of time here, Chlotsuintha manages to find forty-five books of interest ... only a few of which can be considered Mystery-Adjacent [Prompts Vote]
> Two Passes: Black and White. After spending a deal of time here, Chlotsuintha manages to find seventy-one books of interest ... a number of which could be considered Mystery-Adjacent [Prompts Vote]
> Three Passes: Printing Impressed. After spending some time here, Chlotsuintha manages to find seventy-one books of interest ... and there are a surprising amount which are Mystery-Adjacent [Prompts Vote]

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) nothing happens, as NCF and CF have been nulled for this test.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha turns up a very special curio - something hiding in plain sight.
>>
Oh, the last and most important part got dropped.

> Please may I have three rolls of 1d100?
>>
Rolled 57 (1d100)

>>5900788
As long as it isn't ALL Danielle Steele novels.
>>
Rolled 51 (1d100)

>>5900788
>>
Rolled 74 (1d100)

>>5900788
>>
File: Stack of Books.jpg (156 KB, 800x800)
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> Please choose A NUMBER of these Religious Texts, Commentaries on and Histories thereof, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> The Compendium of the Piece-Touched Worshipers of the Pattern
> The Compendium of the Piece-Touched Priests of the Pattern
> The Compendium of the Right-Thinking Priests of the Pattern
> The Compendium of the Reformed Priests of the Pattern
> The Compendium of the Brotherly Congregation of the Pattern
> Rebuttals to Right-Thinking Commentaries on Pre-Covenant Faiths
> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
> To Make a Not-Temple; the Works of the Iconoclasts
> A Year with the Shooting Stars; the Disorderly Order of Idoloclasts
> An Accounting of the Posthumous Bulls of Catania III and the First Cadaver Synod
> The Deaths of the Saints, Volume XXIV
> Dragged Into the Light; On the Threading of Brutes
> The Lives and Works of the Arachne, the Second Sorority
> Above the Blessed is the Sacred; The Eternal Starlight as a Forge

> Please choose A NUMBER of these Military Histories, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> The Siege and Suspicious Destruction of Zamarramala Fort; a Complete Accounting
> The Waylaid Star-Seed; The Dissembling of the Macrobian Marches
> An Imperial Egg; The Doomed Campaigns of Lucius Cornelius Balbus, the Dragon-Mad
> A Rain of Ogres; The Perpetual Collapse of the Pillar of the Moon and the Campaigns of Containment
> A Conquest Deferred; Explanations for the Abrupt Departure and Continued Absence of the Devouring Lotus
> To the East, an Enemy; A Practical and Useful History of War in the East
> To the South, a Deceiver; A Practical and Useful History of War in the Far South
> To the West, a Nuisance; A Practical and Useful History of War in Outremer
> From the West, a Destroyer; A Practical and Useful History of the Depredations of the Devouring Lotus
> The Peace of the Graveyard; The Unmaking of the Old-World Cimaroons
> War of an Most Mundane Nature; The High Calling of Man in an Instrumental Age
> Northern Dispatches of Nemours II, Volume II
> The Worm-Who-Warred; On the Continued Independence of Logres and Aremorica

> Please choose A NUMBER of these Miscellaneous Texts, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> A Leather Binder of University Documents
> A Leather Binder of Correspondence
> Another Leather Binder of Correspondence
> The Book of Wonders [Eastern, translated in margins]
> The Book of Felicity [Eastern, translated in margins]
> The Canon of Medicine [Eastern, translated in margins]
>>
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> Please choose A NUMBER of these Goodman Farmer, Naturalist and Botanist's Texts, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> Waxstool, Lardstool and Corkstool; Mysterious No More
> The Garden of the Suppressed, Controlled, Suspicious, and Suspect
> Cultivated Curiosities and Exotics; Growing What You Aren't Intended To
> The Many Colored Thumb; The Venerable Dye-Plants of Woad, Weld and Madder
> What Lurks Above; a Naturalist's Reference to Terrors and their Progeny
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume II
> The Estranged and the Strangeness-Addled Fauna of the Great Gloom Volume I
> The Estranged and the Strangeness-Addled Fauna of the Great Gloom Volume II
> Fodder for Fodder; The Best Techniques for Fertilizing Pasture and Hay-field
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> The Grown Pharmacopœia, Edition II
> The Glass Garden; its Construction, Planting and Management

> Please choose A NUMBER of these Instrumental Texts, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> On Design; Creating Instrumental Solutions to Practical Problems
> The Cleanly Art of Plumbing; An Introduction
> A Complete History of Pipes
> The Feats of Tools; A Primer and Resource
> Instrumental Labors; Conceiving and Constructing a Manufactory
> The Potential Industrious Applications of Slaved Lightning
> Mysterious Tools for Mundane Arts, Volume I: The Controlled Furnaces of Imperial Foundries
> Mysterious Tools for Mundane Arts, Volume II; The Road-Breathers and the Imperial Thoroughfares

> Please choose A NUMBER of these Histories of Outremer, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> The Failed Foothold; The Bitter Beginning and Bitterer End of the First Scrimshaw Mount
> Those Who Saw the Cimaroons Land; The Revenant Race and Their History
> The Fleeing Conquerors; The Cimaroon Conquest and Cultivation of Outremer
> The First Princes in Outremer and Their Accounts of the Land
> An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch
> A Terrible Red Tide, To Wash Us Out to Sea; The Conception and Near Success of the Cimaroon's Campaign of Expulsion, Culminating with Their Defeat at Deadlight Port
> A Morning Most Vainglorious; the False Victory and Last Day of the Thinlance Coven
> The Little Soft-Bellies of the Principalities; Avicenna and Serapion
>>
> Please choose A NUMBER of these Philosophy and Law Texts, Commentaries on and Histories thereof, so long as the CUMULATIVE NUMBER doesn't exceed TWELVE:
> Teleomechanism, a Primer and a Defense
> Imperatives and Rights, a Treatise for the Named Subject
> The Case of the Animals versus Man [Eastern, translated in margins]
> The Great Canon; The King-Archon, The Ways of the Thirteen, The Demarchy and other Dialogues
> The Question of the Soft-Belly; The Free-States and Their Trade in Brutes
> The Question of Common Land in Outremer; Cases For and Against
> The Wealth of Princes

For obvious that should be obvious, I shouldn't answer many questions - if you have one, ask, and I'll answer it, or I'll tell you I can't. Happy Hunting!
>>
>>5901109
> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
> The Peace of the Graveyard; The Unmaking of the Old-World Cimaroons
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> The Grown Pharmacopœia, Edition II
> On Design; Creating Instrumental Solutions to Practical Problems
> The Canon of Medicine [Eastern, translated in margins]
> The Feats of Tools; A Primer and Resource
> Imperatives and Rights, a Treatise for the Named Subject

Since these types of choices are always difficult to run, I would like to state to please consider my vote as a vote for each of the named books and against none
>>
>>5901248
By my count, you have another three votes to cast. Unless you intend for Chlotsuintha to make off with something particularly heavy in the basement - like parts of the tripod lamps - there is no benefit of leaving space here.

For anyone else in the thread, I should specify that I will allow write-ins on this; if the number of books has changed your mind about not taking multiple trips - or if now seeing all of them listed out has convinced you that this is just going to be a massive time-sink, feel free to make a write-in as your vote to reflect this.
>>
I got instantly overwhelmed by the big list of books (figured it'd happen so I voted for autoloot), I'll read through it in a little bit
>>
>The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
For protecting ourselves and understanding the enemy.
>The Canon of Medicine [Eastern, translated in margins]
To improve our chance of survival when injured and to reduce our dependence on others. May benefit from knowledge of growing medicinal plants.
>The Garden of the Suppressed, Controlled, Suspicious, and Suspect
>Cultivated Curiosities and Exotics; Growing What You Aren't Intended To
>The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
>The Grown Pharmacopœia, Edition II
For growing plants that may help us in studying the many mysteries or in everyday life.
>What Lurks Above; a Naturalist's Reference to Terrors and their Progeny
For understanding strange beasts in nature and their behavior.
>On Design; Creating Instrumental Solutions to Practical Problems
>The Feats of Tools; A Primer and Resource
>Mysterious Tools for Mundane Arts, Volume I: The Controlled Furnaces of Imperial Foundries
>Mysterious Tools for Mundane Arts, Volume II; The Road-Breathers and the Imperial Thoroughfares
Design of machines, mysterious and not.
>Imperatives and Rights, a Treatise for the Named Subject
For basic knowledge if we plan on pretending to be a named subject for any period of time, or even just a member of remotely polite society. Big priority.
>>
> The Canon of Medicine [Eastern, translated in margins]
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume II
> The Estranged and the Strangeness-Addled Fauna of the Great Gloom Volume I
> The Estranged and the Strangeness-Addled Fauna of the Great Gloom Volume II
> Fodder for Fodder; The Best Techniques for Fertilizing Pasture and Hay-field
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> The Grown Pharmacopœia, Edition II
> The Glass Garden; its Construction, Planting and Management
> An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch
> Imperatives and Rights, a Treatise for the Named Subject


All these seem useful.
>>
>>5901588
That was the point; there are hundreds of books in this room, Chlotsuintha has to winnow them down to twelve as quickly as she can.
>>
> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
mandatory
> Above the Blessed is the Sacred; The Eternal Starlight as a Forge
Either a religious text, which Chlot will enjoy as a pious woman, or possibly something metaphysically enlightening that she may possibly be able to extrapolate principles of mysteries from.
> The Canon of Medicine [Eastern, translated in margins]
> The Grown Pharmacopœia, Edition II
to make a convincing mundane herbalist
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> The Estranged and the Strangeness-Addled Fauna of the Great Gloom Volume I
> The Garden of the Suppressed, Controlled, Suspicious, and Suspect
> An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch
Possibly useful mysterious knowledge and knowledge of where I...think we're headed? I don't remember the plan after we escape the Mount
> On Design; Creating Instrumental Solutions to Practical Problems
>The Feats of Tools; A Primer and Resource
Chlot's not an engineer or anything but she will need to be practical in order to more or less reinvent the wheel for as many things as she does
> Imperatives and Rights, a Treatise for the Named Subject
> The Great Canon; The King-Archon, The Ways of the Thirteen, The Demarchy and other Dialogues
to make a convincing well-educated Named Subject

Terrors are dragons, possibly, or some other flying creature, given the 'above' part of the title of that, so that was tempting, the tool primer was tempting. glass garden is entirely too expensive, we'll never manage one

My initial list was 20 some, and cutting it down to 12 is rather difficult. Poor Chlot, she's starting from hundreds and doesn't have a sorted and textual list, must have taken her ages. Poor schedule!
>>
>>5901109
> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
> The Deaths of the Saints, Volume XXIV
> The Canon of Medicine [Eastern, translated in margins]
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> The Grown Pharmacopœia, Edition II
> The Glass Garden; its Construction, Planting and Management
> The Feats of Tools; A Primer and Resource
> The Wealth of Princes
>>
I'm thinking... we have to come back for a second load of books, yeah? Even if we could buy these somewhere else, we'd have to explain ourselves. This might be the best treasure in the house.
>>
Just to check, we're planning on going to the outer provinces and not The Great Gloom, right?
>>
>>5901551
I’ll try to vote soon, am a bit busy
>>
>>5901109
> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
> The Canon of Medicine [Eastern, translated in margins]
> The Garden of the Suppressed, Controlled, Suspicious, and Suspect
> Cultivated Curiosities and Exotics; Growing What You Aren't Intended To
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume II
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> On Design; Creating Instrumental Solutions to Practical Problems
> The Potential Industrious Applications of Slaved Lightning
>>
>>5901109
>Make a second book run
I think knowledge is important, and all these books are useful. Plus, I’m definitely curious what sort of useful witch-adjacent books are in that locked box- something from the Pre-Estrangement era?

> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
> Above the Blessed is the Sacred; The Eternal Starlight as a Forge
> War of an Most Mundane Nature; The High Calling of Man in an Instrumental Age
> The Garden of the Suppressed, Controlled, Suspicious, and Suspect
> What Lurks Above; a Naturalist's Reference to Terrors and their Progeny
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> On Design; Creating Instrumental Solutions to Practical Problems
> Instrumental Labors; Conceiving and Constructing a Manufactory
> An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch
> Imperatives and Rights, a Treatise for the Named Subject
> The Wealth of Princes

This was definitely hard, and I’m wondering if I should’ve leaned harder on the technical aspects. Then again, we need to be well rounded in philosophy and history if we’re going to be running around as a Named Subject.
>>
>>5901109
> The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches
> The Canon of Medicine [Eastern, translated in margins]
> Cultivated Curiosities and Exotics; Growing What You Aren't Intended To
> The Many Colored Thumb; The Venerable Dye-Plants of Woad, Weld and Madder
> Fodder for Fodder; The Best Techniques for Fertilizing Pasture and Hay-field
> Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
>The Feats of Tools; A Primer and Resource
> The First Princes in Outremer and Their Accounts of the Land
> Imperatives and Rights, a Treatise for the Named Subject
> The Question of Common Land in Outremer; Cases For and Against
> The Wealth of Princes

We don't plan on settling in the Gloom I think
>>
>>5902368
>We don't plan on settling in the Gloom I think

These are our neighbor, raiders, and (potential) partners in the Mysteries.

Besides, I think we’ll need to steal four false idols to right the scales with the Patternmaker.
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>>5902058
> Either a religious text, which Chlot will enjoy as a pious woman, or possibly something metaphysically enlightening that she may possibly be able to extrapolate principles of mysteries from.
While Chlotsuintha - and by extension, the rest of you - cannot be sure, she believes that this text must be about Vulcanalia and Velchanos; the husband-and-wife teams that tend the Eternal Starlights which are large enough to operate a forge off of, for the purpose of creating Sacred Objects

> Possibly useful mysterious knowledge and knowledge of where I...think we're headed? I don't remember the plan after we escape the Mount
Chlotsuintha is of a mind that all knowledge of the Many Mysteries is useful, simply on account of how much has been lost or deliberately destroyed. As for the plan, I believe it was to head to the frontier provinces of the Principalities, keeping the option of fleeing into the Great Gloom as a last resort

> Terrors are dragons, possibly, or some other flying creature, given the 'above' part of the title of that, so that was tempting, the tool primer was tempting. glass garden is entirely too expensive, we'll never manage one
Sky-Terrors, Terrors-from-the-Sky or just Terrors are cloud-creatures, measured in acre-feet as they don't have any fixed bodies - though observed specimens will typically favor particular configurations and shapes, allowing for some regular identification. When atmospheric conditions allow, they will descend to the ground as an impossibly thick fog to take in liquid water and feed on whatever they can subsume into their mass, which includes anything with blood. They and Man are the only two beings who have been known to make Constructs; Terrors form theirs from their leavings and the remains of their meals, called Awful-Offal, the Terror will employ these as 'hounds' to drive prey into areas that it can feed from. It is unclear just how much control a Terror has over its Awful, but these Constructs can endure, sustain and feed themselves even once changes in wind and weather have forced the Terror to move on. The only other thing that Chlotsuintha knows about Terrors is that some Witches - including her father - believe that the Steaming Citadels of the Devouring Lotus might have been domesticated Terrors who had the ability to form solid objects either bred or endowed onto them somehow.
>>
I'm seeing some tentative support for both checking the barred bookshelf and also making a second trip; the vote for what books to take is still open, but I figure that I should check now if we are going to be sticking with our plan - such as it is.

> Please choose ONE of the following:
> After seeing some valuable books just out on the shelves, you have to wonder what must be locked away on the barred shelf. Unfortunately, with so many bars between you and the books, you cannot make heads or tails out of the titles - so if you are going to find out, you are going to have to pick that lock.
> You are going to stay the course; nothing has changed - the books on the barred shelves have to have been pruned first and harder than the rest of the collection, so it cannot possibly be worth your time.

> Please choose ONE of the following:
> It was agony getting the selection down to just seventy-one. You just don't see how you could possibly take it all the way to twelve. There is no way around, you are going to have to go get your cart.
> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
>>
>>5902442
> After seeing some valuable books just out on the shelves, you have to wonder what must be locked away on the barred shelf. Unfortunately, with so many bars between you and the books, you cannot make heads or tails out of the titles - so if you are going to find out, you are going to have to pick that lock.
> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
>>
>>5902442
> You are going to stay the course; nothing has changed - the books on the barred shelves have to have been pruned first and harder than the rest of the collection, so it cannot possibly be worth your time.

> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
>>
>>5902472
Supporting
>>
>>5902442
>> You are going to stay the course; nothing has changed - the books on the barred shelves have to have been pruned first and harder than the rest of the collection, so it cannot possibly be worth your time.
> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
I just don't think we have the time, it's like two hours out from our appointed time to pick up the coach and we still have another break-in to commit to set that up and get our documents
>>
>>5902442
> After seeing some valuable books just out on the shelves, you have to wonder what must be locked away on the barred shelf. Unfortunately, with so many bars between you and the books, you cannot make heads or tails out of the titles - so if you are going to find out, you are going to have to pick that lock.
> It was agony getting the selection down to just seventy-one. You just don't see how you could possibly take it all the way to twelve. There is no way around, you are going to have to go get your cart.
It’ll be well worth our time- we won’t have the chance at these sorts of book out in the boonies lads.

What is the Devouring Lotus anyway Trash?

>>5902671
I don’t think it’s 10, the last reference of time was around the 20th hour, or 8 o’clock.
>>
>>5902442

> You are going to stay the course; nothing has changed - the books on the barred shelves have to have been pruned first and harder than the rest of the collection, so it cannot possibly be worth your time.

> It was agony getting the selection down to just seventy-one. You just don't see how you could possibly take it all the way to twelve. There is no way around, you are going to have to go get your cart.
>>
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>>5902738
> What is the Devouring Lotus anyway Trash?
The Devouring Lotus were - or are? - Mysteriously Armed armies that invaded the Old World in antiquity, well before the Estrangement. They were led by cohorts and bands of War-Witches and with abilities well beyond the local practitioners of the period. No one had ever seen or heard of them before, but they managed to nearly conquer all of the territory that would eventually become the Empire in a matter of weeks before abruptly and inexplicably abandoning their conquests, leaving behind all manner of Armament and Constructs in their rush back over the horizon. While they have never returned, it is believed that they are responsible for the Confoundment - an almost certainly Mysterious phenomenon that prevents attempts at navigating the open western waters of the Ultimate Ocean by addling, confusing, maddening, enraging and even physically attacking would-be navigators. As the Confoundment remains as strong as ever, some hold that the Devouring Lotus are still out there - while others contend that as they have probably been killed off by the Strangeness, the Confoundment is just another one of their leavings that those in the Old World must deal with.

>>5902738
> I don’t think it’s 10, the last reference of time was around the 20th hour, or 8 o’clock.
As per 5891971 in the previous thread, Chlotsuintha believes that it could potentially be after the twenty-first hour

Considering how important this vote is, I am going to leave it up overnight. Also, I still haven't closed the votes on the books, so if you haven't voted for those, please do that as well.
>>
>>5902965
Put me in for
> A Conquest Deferred; Explanations for the Abrupt Departure and Continued Absence of the Devouring Lotus
> From the West, a Destroyer; A Practical and Useful History of the Depredations of the Devouring Lotus
Because that sounds useful as all hell- and maybe a Practical and Useful History of the Outremer. Hell, I bet even the Practical and Useful History of the Deceiver would help us as well- ripping off historical examples would probably save us a ton.
>>
>>5902442
>> After seeing some valuable books just out on the shelves, you have to wonder what must be locked away on the barred shelf. Unfortunately, with so many bars between you and the books, you cannot make heads or tails out of the titles - so if you are going to find out, you are going to have to pick that lock.
>> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
>>
>>5901109
My book vote
> The Canon of Medicine [Eastern, translated in margins]
> A Conquest Deferred; Explanations for the Abrupt Departure and Continued Absence of the Devouring Lotus
> The Fleeing Conquerors; The Cimaroon Conquest and Cultivation of Outremer
> The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer
> The Cleanly Art of Plumbing; An Introduction
> The Feats of Tools; A Primer and Resource
> Imperatives and Rights, a Treatise for the Named Subject
>>
>>5902442
>> You are going to stay the course; nothing has changed - the books on the barred shelves have to have been pruned first and harder than the rest of the collection, so it cannot possibly be worth your time.
> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
>>
>>5902442
> You are going to stay the course; nothing has changed - the books on the barred shelves have to have been pruned first and harder than the rest of the collection, so it cannot possibly be worth your time.
> It has been excruciating getting the selection down to seventy-one, and it is proving even harder to get it to twelve - but for the sake of whatever is left of your plan and schedule, you simply must.
>>
Sorry about the disappearing act today, I just couldn't find the time to sit down with the thread.

Anyway, lets see if we are going to be knocking down that barred shelf, or coming back with the cart.

>>5902472
Pick I Leave I

>>5902549
Pick I Ignore I Leave II

>>5902637
Pick II Ignore I Leave III

>>5902671
Pick II Ignore II Leave IV

>>5902738
Pick III Ignore II Leave IV Return I

>>5902911
Pick III Ignore III Leave IV Return II

>>5903263
Pick IV Ignore III Leave V Return II

>>5903269
Pick IV Ignore IV Leave VI Return II

>>5903584
Pick IV Ignore V Leave VII Return II

Alright, so Chlotsuintha is not going to be picking that lock, and she will not be coming back with the cart either. I'll get writing a quick update for an overnight vote.
>>
The hour is late. And before overlong, the hour will be early. But ... as it was, turning your back on the Construct inside the instrumental sculpture was hard. Turning your back on Aldoin's personal library is ... you just cannot do it. There is so much for you to learn - and unless you manage to reunite with your father, the best education you are ever like to get is going to come from reading books, journals, logs, writings and notes. To be sure, you doubt that any text remaining in this room after father's pruning - and judging from the spaces and gaps that you can see here in there in the shelves, you are beyond certain that he did 'attend' to this collection - will be as valuable to your studies of the Many Mysteries as anything in the Belfry ... but then again, there are a lot of books here, and he did manage to overlook the Wall-Wand you have strapped to your rucksack's frame, didn't he? Moreover, even if he didn't overlook anything ... Mystery-adjacent or Controlled or Suspect or just kind of questionable, it doesn't follow that what remains in here isn't going to be useful to you. Of course, pressed for time as you are, you will not even have the questionable luxury of judging these books by their covers - as that would necessitate taking them out of the shelves. No, you will have to make in the moment judgments based off of the titles, read off of the spines of the books. And even so, just the sheer number of texts here will weight against you like a great millstone; you are liable to be taken down into grist if your focus dulls and slips, if you hem and haw as you are so often want to do.

To that end ... you think that you are going to have ignore the barred bookshelf. It seems backwards at first pass, but if you were in your father's boots, and you set out to prune this place, you would attend to that shelf first, and with the utmost care. You might even be inclined to hold books on that shelf to a higher standard than the others; removing texts that on other shelves might get left behind either because you were rushing to finish the room, or because you thought that in the absence of egregious, eye-drawing protection they might pass unremarked and unseen, obfuscated by the bulk of books around them. Beyond that, there is also the time that it would take to pick the shelf - and the mess of both water and the Strangeness that it would make - to dissuade you from from the barred shelves. Were you the one to get the first knock in here, then your arithmetic would be different .. but as it stands, you must wince and turn your back on it. Focus your attention and spend your time on what you can grab quickly instead.
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But as soon as this question is resolved, another one rears up. Just how many books are you going to be grabbing? Shifting gears abruptly, you walk over to the nearest of the table, and set down 'stick and 'sack, so you may appraise what capacity inside the pack remains to you. There is certainly still space left … though much of it is in the smaller auxiliary pockets or the carry netting – on the inside, where you would haul books, things have been getting rather snug. The box with the duelist's pistols and the five books you pinched from the master's bedchamber is a considerable bulk – and not an inconsiderable weight, either. If you filled the compartments large enough to accommodate books to the brim, you would say that you would fit two in the larger one in the rear, and one more to the smaller one to the fore. But three books – to be sure, three books is three more than no books - yet to winnow all of the books in this room, save for those on the barred shelf, to just three … that strikes you as sour. You aren't keen on over-encumbering yourself, but you are near-enough to being within spitting distance of the Closet and your cart, and as for bundles and armfuls of books looking inconspicuous … well, you have what appears to be a musket strapped to your pack – the ship hasn't just sailed on being inconspicuous, it fraying sunk!

Beyond what you can fit in your pack then … looking at the linen sheets you have on hand to improvise purses and slings with, and considering how much you can carry in your arms, tired – and in the case of the left, battered – as they are, you get as sense that you can squeeze … say, nine more books of a typical size and weight for a text. That is three in your arms, one in each of the three of your primary apron pockets, two in an improvised sling across your chest and one with the remains of the strickening striker. All told, that will be twelve books, and that is without making a second trip, or having to dump anything. To tell it true, you don't expect winnowing all of these to twelve quickly and without overlooking anything worthwhile … you just think that it is going to be easier than winnowing to three.

You start to the nearest shelf to start scanning – then you realize that it might smooth the sailing if you were to take three of the five books from Aldoin's bedchamber, and make the slings and the room in the purse for them now. Not wanting to wash back and forth on something, you resolve that at this point, any progress is good progress, and set about making a sling out of one of the linen sheets that you pilfered from the second floor. While you are thinking about it, you take off the linen towels you used to augment your footwraps – not wanting them to come to the harm that they surely would if you were to wear them outside.
>>
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Of course, no sooner do you have them off your feet do you realize that you will now need to account for the space to stow the damned things .. so thinking quickly, you decide to stow them in the purse, on the chance that if something messy was to happen to the former boar's head, the book inside of the purse might not necessarily come to harm. While you are swaddling the remains, you find that your eyes are draw to the Pinning Needles, especially the big ones that anchor what were once eyes in place on the Construct, and your thoughts meander about how in short succession you managed to jab yourself twice, no doubt with one of these long ones.

They are quite well made, with curiously configured heads that allow Conduit to be wrapped and anchored optimally. They are not Socketing Needles, so you don't expect them to be Engraved – and from what you can and have seen of them, they aren't – but that doesn't mean that they are just … incidental. Mundane needles or nails … to be sure, you could make them work if you had to – but if you were to pluck the Pins out of these remains, then … well, you wouldn't have to, at least as long as your supply lasted. For a second, you consider doing it right now, as this sort of work will be a lot more comfortable sitting in a chair at a table than it would be squatting in a Closet on a street, right above the sewers … but you ween yourself off of that notion as quick as it came. Promptly concluding your business in this house is more important that your comfort – so to close the book on this idea, you place the book atop the head, then you put the other two you took out of the 'sack in the sling you just prepared.

Your preparations complete and your attention undivided, you turn to face the room, holding your 'stick aloft. Case by case, and shelf by shelf you read every title that you can lay light on – and straight-away, you are pleasantly surprised at just how far the breadth of the collection strays away from botany. For a start, there are a lot of practical texts about cultivating and using plants, alongside more academic works focusing on studying them. But there is more than that! There are histories; of law and philosophers, of wars, of Outremer and Principalities, of saints and the Priests, even one on pipes. You are not sure how one could muster enough words to write an entire book about the history of pipes, yet someone must have – for there it sits on the shelf. You find yourself smiling at the thought of it, even once you pass it by. You have resolved that you need to see all of the books in the room before you can even start to consider pulling anything from the shelves; and you are not even going to look at the curios and nick-knacks that fill some of the spaces in the shelves until you have packed away your twelve.
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Eventually, your circuit of the room brings you before the barred shelf – and you cannot help but take a moment to try to peer at the titles. Not that it does you a lick of good, the damned bars are too thick and too numerous for you to make out much of anything on the other side of them, at least on a quick pass. You turn your back on the barred shelf and head over to its nearest unbarred neighbor, but the more distance you put between those 'stitched-up' texts and yourself, the less certain you are that you are making the right call about them. But a surprise is waiting for you on the next built-in bookcase; among some histories of Pre-Estrangement Monastic Orders are five copies of the Compendium, the Sacred Works of the Priests. Your first thought is that five copies of the Compendium is excessive – there are probably more copies of the Compendium on this shelf than there are in all the Temples in Stickport – but your mind doesn't immediately go straight to larceny, as it might with more secular sundries. Considering the near-total absence of religious instruction in your life, you cannot say with any surety just how much of a sin it would be for you to steal one of these; if it would be on the level of … say, desecrating a grave for personal gain, or what … but with -

Wait! These aren't – no, one is the Reformed Priests … but the rest are apostatical! There are the 'Right-Thinkers', the idolaters who built the building that became the Not-Temple, and the rest … you haven't even heard of, so you can only imagine how heretical these text must be. You say a litany of warding prayer, making the accompanying gestures – and for good measure, you resolve to take nothing from that case. You continue on, trying not even to look in the direction of that shelf, lest a pall fall upon you and your Thread become even more frayed and your Will become more unsound – but blessedly, the rest of the room passes without similar unpleasantness. Returning to the table where you unslung your 'sack, you find that by deliberately avoiding looking at the shelf with the Compendium and those ... corruptions, you are once again looking at the barred shelf. You couldn't say how much time has passed since you started your circuit of the room, but you feel that you have made decent time, considering what you set out to do. So it is you find yourself tempted once more by the barred shelf. It looks ... pretty full, all things considered, but your father simply could have moved books into it from the other shelves, to replace what had been removed. In passing, you find yourself wondering what must have become of the books that he pulled out - but you stop yourself.
>>
Ultimately, it doesn't matter. If he kept them, they are with him - and as you have no idea where he is, then thinking about them is going to be fruitless. If he didn't keep them, then they presumably have been disposed of somewhere - and even if you knew where, they almost certainly wouldn't be in a state that you could get anything out of them. Alright, alright. Just .. focus. No more distractions. The barred shelf has to remain barred. You just don't have the time. Not when you need to winnow an entire room of books down to just the twelve that you are going to take. It occurs to you that you might make things easier on yourself if you were to get the hand-cart over here - as you would be able to take maybe two or three times as many books ... but it would still take time to work the hundreds and hundreds of books in this room down to three-dozen, and whatever time you saved by not having to work down to just a dozen, you would surely lose it and more besides if you were to have to haul the cart over here and break in to the house a second time. If you could, you'd take everything. Actually, if you truly had your druthers, you'd just move into the house. With father. And mother, too.

With that wistful thought, you set yourself about the hard work of winnowing. Right off of the top of your head, you know the first two of the twelve that you are going to take. The first one is The Endowed Farm; a Practical Hand-Guide for the Newly-Made Farmer - this has to be a manual written for honorably discharged and Endowed Legionnaires - well, actually, if they have been discharged, then they can't be called Legionaries any more, but - ah, the point is, this has to be about how to make an Endowment into a productive goodman's farm. And as you might very well have to carve a homestead out of raw land in the Frontier Provinces - or if the worst comes to pass, in the Great Gloom - then it seems that a text like this would be indispensable. The other one you simply must have is some translated text from the East, which from the sub-script is apparently called the Canon of Medicine. You have heard that out in the East, they are a lot more ... accommodating of their Witches. Perhaps not to the extent that the Cimaroons are, but you would imagine that there is some discussion of Mysterious medical interventions in this text. It appears to be old - you are not sure if it is old enough to be Pre-Estrangement - but it is old, definitely. And if it was Pre-Estrangement, why, then it might just prove to be worth its - no, magnitudes of its weight in gold.
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That is, of course, assuming that the text does delve into the Many Mysteries at all - which is a bit a leap, admittedly. And if it did, and it was Pre-Estrangement, then there would be the question of how any of the Mysteries covered in the text were with the Strangeness. As Witches from antiquity didn't have any conception of the Strangeness, they took no consideration of it in their casting and Witchwork, This dream of yours might come true - as an Estranging waking nightmare! But of course, that is no reason to not take the book. So it is that twelve become ten - which quickly becomes nine when you resolve to take The Ways and Means, a Most Complete and Comprehensive Treatise on the Identification, Capture and Disposal of Witches with you. You cannot imagine how Aldoin got himself a copy, but you can certainly imagine why sought one out. Moreover, it self-fraying-evident why you would want the book ... though it is not something to take idly. Were this book found in your possession, then depending on who found it, it could be just dangerous to downright fatal. Though, it is certainly true that is applying to more and more of your belongings these days, isn't it?

Pointedly glancing at your Wall-Wand, you consider the remaining books. Simply put, the rest of the winnowing is not any where near as obvious as the proceeding - so as to allow yourself a little time to think, you collect those three books off of their collective shelves, then walk them over to where you have left your haversack on the table closest to the door. As individual titles are still not coming to you, you instead work to cull the seventy or so book titles that caught your eye for various reasons down to a more manageable number. By the time that you have your short list - or at least, your shorter list - of twenty or so titles, you have also settled on one more to take with you; Imperatives and Rights, a Treatise for the Named Subject. You are not entirely clear on the responsibilities required and protections afforded to Subjects who have a Billeted a Nomen, but if you are going to pass yourself off as one, then you feel that you should learn quickly. After due consideration, the next two books you bring over to the table are The Feats of Tools; A Primer and Resource and Waste Not, Want Not; Effectively Cultivating Marginal or Waste Land, your reasoning being that the The Feats of Tools should start off your study of the Instrumental Sciences - which you are admittedly dull in - and that Waste Not, Want Not is a strong surety, in case that The Endowed Farm doesn't go into enough - or any - detail on how to make raw land productive. You also grab On Design; Creating Instrumental Solutions to Practical Problems as it sounds like it would be a good continuation to The Feats of Tools.
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Similarly, The Grown Pharmacopœia, Edition II and The Garden of the Suppressed, Controlled, Suspect and Suspicious seem like they would be good continuations of The Endowed Farm; you'd go from just feeding yourself to growing things that could be genuinely useful ... not that feeding yourself isn't useful, but ... oh, you know what you mean. Damn it all to the Heights of Hell; you are getting to the point where it feels like you need to keep yourself moving just to keep awake - which isn't good, considering all the work you have left to do tonight. You really, really need to wrap things up here ... and yet, there are three spots remaining, but try as you might, you cannot only manage to winnow the shorter list down to four; Cultivated Curiosities and Exotics; Growing What You Aren't Intended To, The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I, The Wealth of Princes and An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch. The curiosities mentioned in the title of Cultivated Curiosities and Exotics might be in a similar vein as the topics of The Garden of the Suppressed even if curiosities doesn't have the specific legal definitions that Suppressed, Controlled and Suspect have. Of course, you have to weigh what portions of the text might be redundant with what value it could prove to be if you are able to grow your own exotic ingredients. The Wealth of Princes is well-referenced, enough to the point where even you have heard it mentioned before. You don't remember what it is about - in fact, you are not certain that you ever actually knew what it was about - but you feel that you should know, not just for the sake of learning, but so you can at least have a chance of presenting yourself as well-read in the circles of the Billeted. The remaining two texts; the one about the flora of the Great Gloom and the one about the Estrangement of it ... even if you never leave the Frontier Provinces, never set foot in the Great Gloom, you could stand to learn a great deal. And if you ever did end up there, then what you read in either of these books might just save your life.

There is no way around it, you are going to need to cut one of them. Maybe ... ah, damn it all, maybe two of them. That Compendium. You don't know if - it feels wrong, leaving it here, right next to those ... pretenders. As if they were all equal! Surely, the Patternmaker cannot be pleased about something like this - but the only solution that you can come up with right now would be to take the Compendium with you. And even if you were doing it for the right reasons, you aren't sure that doing so would be pleasing to Him. Maybe if you were to drop it off at a Temple somewhere, rather than just keep it for yourself - that might tip the scales definitively in your favor. Doing so would mean that you would be out a second book, however.
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> Please choose UP TO TWO of the following:
> Leave the Cultivated Curiosities and Exotics; Growing What You Aren't Intended To
> Leave The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> Leave An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch
> Leave The Wealth of Princes

> If you choose TWO in the above vote, please choose ONE of the following:
> Keep the Compendium for yourself - going to Temples is simply is too dangerous for you, so this has to be the best and safest way for you to get something approaching religious instruction.
> Anonymously donate the Compendium at the soonest possible opportunity to a Temple, preferably one that doesn't already have one.
>>
>>5903976
> Leave The Wealth of Princes

I'm assuming that this is based on Adam Smith's "Wealth of Nations", which great book but not very useful in our present situation. Whereas all the other books do seem like they could aid in our survival
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>>5903976
Can we… use a couple of Aldoin's belts to secure the books onto our body, or backpack? Figured I might as well spitball ideas here- I also should’ve asked to grab Aldoin's great coat, if only for the bloody multitude of pockets.

> Leave The Wealth of Princes
>Feel free to roll between the Great Gloom books
Not excited to leave books behind, but if Chlot feels the need to grab a bible of a god we know for a fact exists, then I think it’s a good idea to listen.

> Keep the Compendium for yourself - going to Temples is simply is too dangerous for you, so this has to be the best and safest way for you to get something approaching religious instruction.
Being pious in a reality where god has shown you he exists just for shits and giggle, and exercised his power to create living problems into existence and a propensity to give Chernobyl as a gift- we’d be insane not to, just to avoid suicide via God.
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>>5903991
Actually, I assume it was the Prince- a sensible read, but hardly indispensable advice, considering most of its just bloody common sense.
>>
>>5903976
>> Leave The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
>> Leave An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch

> Keep the Compendium for yourself - going to Temples is simply is too dangerous for you, so this has to be the best and safest way for you to get something approaching religious instruction.
>>
>>5903991
> I'm assuming that this is based on Adam Smith's "Wealth of Nations", which great book but not very useful in our present situation. Whereas all the other books do seem like they could aid in our survival
>>5903996
> Actually, I assume it was the Prince- a sensible read, but hardly indispensable advice, considering most of its just bloody common sense.

These are excellent guesses; moreover, one of them is correct - though I cannot say which. Anyway, I am going to keep this vote open until say ... after lunch, that way I should be leaving myself enough time to squeeze in multiple updates today.
>>
>>5903976
>Leave the Cultivated Curiosities and Exotics; Growing What You Aren't Intended To
> Keep the Compendium for yourself - going to Temples is simply is too dangerous for you, so this has to be the best and safest way for you to get something approaching religious instruction.
>>
>>5903976
> Leave The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> Keep the Compendium for yourself - going to Temples is simply is too dangerous for you, so this has to be the best and safest way for you to get something approaching religious instruction.
I'm sure there is a god in his universe given how he fucked with us, but I heavily doubt that the churches are actually favored by him and that he cares about which denomination is 'right' on any major level, more than that they obey his preferred moral code or pattern or whatever. Reading the religious texts is doubtful to provide in anything of value in actually pleasing him, but it may help us blend in.
>>
>>5904231
Oh, I forgot to include a second book when I edited
> Leave The Wealth of Princes
>>
>>5903976
>Leave The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I
> Keep the Compendium for yourself - going to Temples is simply is too dangerous for you, so this has to be the best and safest way for you to get something approaching religious instruction.
>>
>>5904320
>>5904182
If you are going to take the Compendium, you are going to need to leave two books, anons. I'll leave this vote up for a little long, so you can weigh in.

Incidentally, once Chlotsuintha does eventually manage to get herself off of the Mount, would any of you be interested in taking a bit of a break for a one-shot, where they player character is an Inquisitor conducting an impromptu investigation in the style of a traditional who-dunnit? It'd be set twenty years back, further down the coast of the Principalities in Deadlight Port.
>>
>>5904375
Sounds fun

Also, you never responded to the belt securing idea, so do I assume that it’s a bad idea or just not possible?
>>
>we barely fit through the window of the basement, covered in random lumps of stuff stuffed into pockets
>three belts strapping books to us across our upper body scrape against the soil as we flop out
>a passerby spots what looks like a misshapen lump with a musket on its back stumbling away, covered in dirt
>>
>>5904375
Sure, that sounds fun.

Also, Trash, I wanted to ask: do you have like record of that chicken bone quest you ran a few years ago? It was wonderful and it never got archived so I just have this incomplete version: https://archive.is/VxnBL
>>
>>5904435
No, actually I just missed it. The idea is sound enough - the picture attached being very much related to the topic at hand - and I'd be willing to say that by using a number of belts, Chlotsuintha could lash books together and herself in a manner that allows her to carry at most .... five more books. But as >>5904443 surmises, doing so is going to absolutely tank her mobility and flexibility. Additionally, unlike the slings which would only be held taut by slipknots and their own weight, belts lashed tight and buckled would be considerably trickier to get off, especially under duress. To wit, Chlotsuintha would not be capable of much more than shuffling - though the time investment to lay hands on these belts wouldn't be too harsh, considering that she already managed to find the Master's Bedroom. Considering the existing votes on what books to take, I'd say that the >>5903976 would be resolved, and Chlotsuintha would have to choose three more texts to take with her, from the selection that got two votes only.

> Please choose ONE of the following:
> To expand your carrying capacity, you will fetch some belts.
> You will make due with what you have on hand at the moment.

> If you voted for the belts, please choose THREE of the following:
> What Lurks Above; a Naturalist's Reference to Terrors and their Progeny
> The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume II
> The Estranged and the Strangeness-Addled Fauna of the Great Gloom Volume I
> Fodder for Fodder; The Best Techniques for Fertilizing Pasture and Hay-field
> The Glass Garden; its Construction, Planting and Management
> Above the Blessed is the Sacred; The Eternal Starlight as a Forge
> A Conquest Deferred; Explanations for the Abrupt Departure and Continued Absence of the Devouring Lotus
>>
>>5904463
Bone-in-Autism, my second quest. I'll have to check my older laptop for that - which means I'll have to find my old laptop ...
>>
>>5904465
> You will make due with what you have on hand at the moment.
>>
>>5904463
>>5904466
It's here guys
https://archived.moe/qst/thread/4215711/
https://archived.moe/qst/thread/4258082/

>>5904465
>You will make due with what you have on hand at the moment.
>>
>>5904598
God bless you, Anon
>>
>>5904465
Would belting them to the pack do any good? Or maybe just a makeshift sling (two to bind the book into a bundle and one to bind or hold the bundle in a sling?)? My intention wasn’t to completely hamper Chlot’s mobility, just to offer up the option of at least carrying another book or two, as the current selection would be nice to keep.

> To expand your carrying capacity, you will fetch some belts.

You can put me in the Lurks Above, Star Forge, and Devouring Lotus camp if anon wish to max out- but I would also be fine with losing Wealth of Prince and gain nothing else from the two vote section. My intention was always trying to take the Compendium and to keep the Great Gloom books, even if I’m curious as to what the Wealth of Princes actually is.
>>
>>5904465
>> You will make due with what you have on hand at the moment.
>>
>>5904465
>To expand your carrying capacity, you will fetch some belts.

> What Lurks Above; a Naturalist's Reference to Terrors and their Progeny
> Fodder for Fodder; The Best Techniques for Fertilizing Pasture and Hay-field
> A Conquest Deferred; Explanations for the Abrupt Departure and Continued Absence of the Devouring Lotus
>>
>>5904465
>You will make due with what you have on hand at the moment.
>>
>>5904785
That is more or less how I envisioned Chlotsuintha using them; the belts would first and foremost allow the slings she has fashioned more books, then they would have cinched the slings closed around her. I don't imagine that she could strap books to her like they were plates of armor effectively.

Lets look at the tally here; with four votes for making due against two votes for the belts and more books, Chlotsuintha will be sticking with her original limit of twelve. Meaning that the original vote remains in force; in it there is a preponderance of support for taking the Compendium - and leaving behind The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I and The Wealth of Princes. I'm going to take care of a couple of things then I will get a quick update out as soon as I can.
>>
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> Sight Test II

> DC 40: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [Moderate]
> + DC 9: Witchlet Chlotsuintha is currently Tired III and is not as perceptive as she might be otherwise
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and may not be thinking as quick as she normally does.
> + DC 2 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> + DC 2 Witchlet Chlotsuintha does not have enough light to adequately illuminate Aldoin's Library
> + DC 3 Witchlet Chlotsuintha is trying to take her time, but as she has fallen so far behind at this point, she cannot help but rush.
> + DC 2 Witchlet Chlotsuintha has a great deal of books to look around, which presents a genuine complication when looking at the curios.
> - DC 15 Witchlet Chlotsuintha has absolute knowledge of Aldoin's First Floor.
> - DC 10 Witchlet Chlotsuintha can move around the books and curios freely, making it harder for her to overlook things
> - DC 3 Witchlet Chlotsuintha is allowing herself to overlook books, making it harder for her to overlook curios
> - DC 3 Witchlet Chlotsuintha has already thoroughly searched the room for books, making it easier to search it for curios

> DC 31: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: Clutter on the Mind. After spending more time that she would have liked to, Chlotsuintha turns up very few pieces of potential swag, all of uncertain value - though she at least she has Absolute Confidence that nothing was overlooked. [Prompts Vote]
> One Pass: Incurious Curios. After spending a deal of time here, Chlotsuintha turns up a few pieces of potential swag - and has Absolute Confidence that nothing in the room was overlooked. [Prompts Vote]
> Two Passes: Cleaning Service. After spending some time here, Chlotsuintha turns up quite a few pieces of potential swag - and has Absolute Confidence that nothing in the room was overlooked. [Prompts Vote]
> Three Passes: Nicking the Knacks. After spending some time here, Chlotsuintha manages to turn up quite a few pieces of potential swag - and she has more than Absolute Confidence that nothing was overlooked, she has found something ... expediting. [Prompts Vote]

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) nothing happens, as NCF and CF have been nulled for this test.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha turns up an exceptionally special curio - something hiding in plain sight.

> Please may I have three rolls of 1d100?
>>
Rolled 5 (1d100)

>>5905364
>>
Rolled 47 (1d100)

>>5905364
>>
Rolled 7 (1d100)

>>5905364
>>5905364
May our pattern be-

>>5905380
>>
>>5905380
>>5905399
God I hope it’s a scrambled test
>>
>>5905400
It wasn't, as I figured the outcomes would make it rather trivial to determine how many tests were passed. I'm going to finish my lunch, then I will get back to work on the update.
>>
>>5905404
>>
If you are all that worked up over it, you have more than two re-rolls banked.

> Please choose ONE of the following:
> Let the vote stand as it is.
> Use one of the re-rolls
> Use two of the re-rolls
> Write-ins allowed with QM approval (using auto-passes, using combination of auto-passes and re-rolls)
>>
>>5905485
>> Let the vote stand as it is.

We're already slow walking to Whiterun guys, we need no more items. :D
>>
> Let the vote stand as it is.
This is the least pressing time to reroll that I can possibly think of.
>>
>>5905485
> Let the vote stand as it is.
>>
>>5905485
> Use two of the re-rolls
I’m a crack fiend on a mission
>>
>>5905485
>Let the vote stand as it is.
>>
>>5905485
>> Let the vote stand as it is
>>
Alright, consider this vote closed. I'm still working on the update, it should be done in another hour or so.
>>
But what is one book against the surety and breadth of your Thread? As it stands, how many opportunities have you forgone to do right by others? While you may have kept rest of the Midden at an arm's length, and while it may beat out stiff competition to be the worst place on the Mount, it cannot and should not be denied that you have never been closer to belonging anywhere else, amongst anyone else. Having been born into the Many Mysteries, the Strangeness is your malignity and Uncleanliness, your true blank eyes are your Spotted Cloak. And you turned it; turned your cloak, turned away your eyes.

And then you killed four men. You are not sure if they were good men or not, and you are like to never know, but you can take it for a surety that they were better than you. And if that wasn't enough, hours later you undermined - if not precluded outright - a man's Hereafter by consigning his body to fire and flame.

Your stomach churns again, and a dull ache in your heart besets you – for a surety, not the work of the ranged-remediation cast. Seeking surcease or at least respite from your guilt, you march yourself right over to the bookshelf with the Compendium nestled amongst the pretenders and you pry it out. As you might have expected, you don't feel any better – no doubt as you are far from certain that the Patternmaker would approve of this. You try your best, with the prayers that you know – but in the absence of proper religious instruction, you are adrift at sea. Are you heading back to shore, or are you being pushed further out? The only thing that you are certain of is that you have seen the Lodestar, waking in the Realm of Shadows. Not only is the Patternmaker watching, it is His Design that you know that He is watching. The nature, the extent of that Design, you cannot hope to elucidate - but under the circumstances, you feel that your … admittedly shallow understanding of your faith could prove dangerous.

Before returning to your 'sack, you fetch An Account of the Estrangement of the Great Gloom in the Words of a Cimaroony War-Witch and Cultivated Curiosities and Exotics; Growing What You Aren't Intended To. The Wealth of Princes and The Estranged and the Strangeness-Addled Flora of the Great Gloom Volume I remain on the shelves. You hope and assume that any ground that those two cover will have already been trod by the twelve books that you have assembled here. Feeling marginally better for having some progress 'in-hand', you turn your attention now to casing and clearing the room of curios – and of course, you are going to be keeping an eye out for any false-backs to the built in bookshelves, or any other hidden compartments … though before you do, you are going to take a look over the reading tables; as there are these little wooden trays atop some of them.
>>
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Most of them prove to be empty, and with two exceptions the trays that aren't empty might as well be, containing trash; a battered quill broken in half, a number of quill-tips, clay and glass stoppers with no ink-pots to stop, and a short length of vibrantly red string – presumably conscripted for book-marking duties. As for the exceptional trays, the first has a finely woven book-mark, with the seal of the University on one side, and what is labeled as the seal of the College of Botanists – wait, what? Confused, as you had thought it was the College of Botany, not of Botanists, you turn the book-mark over in your hands, and compare the seal to the ones embossed onto the tables before you. For once, you were right on the mark; the differences are thin enough that they can be overlooked at a glance – but they are most assuredly distinct. Quite obviously, this has to be the seal of another University, but unfortunately for you, it gives no indication as to which. Alongside it, there is a simply, if not cheaply made looking pen-knife sitting in the tray, with a second knife alone in the second tray.

With nothing else turning up, you take a moment to check the reading tables over for hiding spots. When none turn up, you walk over to the first bookshelf that you cased for books, so you may now look it over for curios or useful articles. You can turn up nothing curious, but amongst the leather binders of correspondence and such, you do find a plainly-made letter-opener, sharp enough to necessitate a little leather sheathe. Expanding the search, you turn up a quantity of goodly-sized loose-leaf paper underneath a flat-bottomed spherical paper-weight. A shelf higher, you find a particularly large steel ink-pot, with what looks to be a screw-in stopper – from its weight, it definitely is carrying ink. And two shelves higher, you find a small wooden box, which when opened contains a number of seals and stamps – a few of them are virgin, but all of them appear to have replaceable heads. There are brushes inside the box as well, presumably to ink the stamps.

After you have satisfied yourself that you haven't overlooked anything on the shelves – and that there isn't a false-back like the dresser and wardrobes in Aldoin's bedchamber had – you move on. The next set of shelves has quite a few empty spots where curios – or a number of books – might have once stood; but now there is nothing there to for you to see, so once you have checked this one over for compartments, you continue on around the room. It not the next set of book-shelves, but the one after that finally nets you something; a pair of wrought silver candlesticks; much smaller than the one you have been hauling around though. There is also a porcelain bowl that inexplicably has been filled with life-sized, sculpted brass lemons.
>>
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And if that wasn't bizarre enough, they are all unique on top of it all. Your immediate thought is that there is something more to these brass lemons than meets the eye, but none of them are hollow – at least, as best as you can figure – and there is nothing suspect about or around the shelf you found them on. You are so thrown by the lemons that you end up double checking for compartments or gimmicks – but when none crop up, you continue on. The next set of book-shelves has a lot of empty spots; you are absolutely certain that your father pruned things off of this one. One curio remains, however – an antler, that has been carved with geometric designs and has had its based capped in brass or bronze. Moving on, you find that there are a set of four scrimshaw on the next set of shelves, each one depicting a part of Scrimshaw Mount – the Promontory, the Chip and Cleanport. Tellingly, there is no tooth for Stickport … or perhaps your father made off with it. After making sure that you haven't overlooked anything, you move on to the next set of book-shelves, where almost immediately you turn up a battered wooden box of carving and whittling implements – and six immaculate Spermaceti teeth! As you continue casing and clearing shelves, your thoughts keep drifting back to the box. It is such a small, silly thing … but wouldn't it be nice to make something to remember the Mount by? Of course, even if everything goes perfectly with your escape, it will probably be a fortnight before you have any time to yourself that you don't spend asleep. Maybe even longer. Still … the thought is a pleasant little fantasy, and it buoys your mood as you work your way around the room – at least until you get to the bookcase with the Not-Compendiums.

But your good mood is revived when at the next set of book-shelves, you find a lacquered wooden box. You aren't entirely sure what to expect, but you are more than just pleased when you find inside is a pair of inquiring-eyes! Their frame proves to be more than a little tight once you put them on, and it takes you a good minute to figure out how to operate the rings and selectors without being able to look at them while you fumble over them, but before overlong you are able to get the eyes working, and are rewarded with incredible close-in views! You never thought that the cuticle of your right thumb's nail could ever be so fascinating, but you have to force yourself to stop looking at it. Continuing through the remaining book-shelves and then the rest of the room, you turn up two more wrought silver candlesticks, three dozen lovingly painted cameos of native and exotic plants, as well as a dozen flowers that have been pressed and framed – and no secret hiding spots.
>>
> Please choose ANY of the following:
> Pair of plainly-made pen-knives
> Woven book-mark from another University
> Plainly-made letter-opener with leather sheathe
> Goodly quantity of goodly-sized loose-leaf paper
> Spherical marble paper-weight
> Unusually large steel ink-pot with screw-in stopper
> Box of assorted seals and stamps with brushes
> Set of wrought silver candlestick
> Porcelain bowl of sculpted brass lemons
> Antler with capped base and carved with geometric designs
> Brace of scrimshaw depicting Scrimshaw Mount
> Battered wooden box with assorted carving and whittling implements
> Half-dozen Spermaceti teeth
> Set of Inquiring Eyes with wooden case
> Three-dozen cameos of native and exotic plants
> Dozen framed and pressed flowers
> Write-ins allowed with QM approval (Splitting doesn't need approval; taking one pen-knife instead of both pen-knives, for example. Rejection doesn't need approval either, simply state you are voting against taking anything)
>>
>>5906408
>> Set of Inquiring Eyes with wooden case
> Plainly-made letter-opener with leather sheathe
> Goodly quantity of goodly-sized loose-leaf paper

>Dump the Pipe-driller out somewhere suitable to make room for this, unless we have an actual use in mind for it.
>>
>>5906408
> Woven book-mark from another University
Useful- not just in case of finding more knowledge, but also as an excuse that our fiancé/husband is a student completing his studies.
> Plainly-made letter-opener with leather sheathe
Easily concealed weapon
> Unusually large steel ink-pot with screw-in stopper
> Box of assorted seals and stamps with brushes
> Set of wrought silver candlestick
Useful and expensive swag
> Brace of scrimshaw depicting Scrimshaw Mount
A literal map may save us time navigating
> Battered wooden box with assorted carving and whittling implements
> Half-dozen Spermaceti teeth
If Chlot has a feeling on it, I’ll trust her instincts- especially when it maybe be the Patternmaker nudging us as intuition.
> Set of Inquiring Eyes with wooden case
Undoubtedly useful when we’re going to study the many mysteries.

The brass lemons and the antlers feel like a mysterious experiment that father felt looked mundane enough- but I’ll trust the anons here to decide for themselves.

The Red thread is a curious though.

>>5905364
Rereading it, I see we spent a deal of a time instead of some- I was just wondering if anons were aware of the potential time-sink before they voted not to reroll?
>>
>>5906408

>>5906491
Actually, going to change my vote to
> Pair of plainly-made pen-knives
> Plainly-made letter-opener with leather sheathe
> Goodly quantity of goodly-sized loose-leaf paper
> Antler with capped base and carved with geometric designs
> Brace of scrimshaw depicting Scrimshaw Mount
> Battered wooden box with assorted carving and whittling implements
> Half-dozen Spermaceti teeth
> Set of Inquiring Eyes with wooden case

Mybe I'm way off but what if Aldoin could see through the eyes of those altered birds and used them to carve the mini Scrimshaw Mount we see here? Could some of this also be some kind of implements?
>>
>>5906408
>Plainly-made letter opener with leather sheath
>Pair of plainly-made pen-knives

I don't think anything else is worth taking.
>>
>>5906408
> Pair of plainly-made pen-knives
> Woven book-mark from another University
> Plainly-made letter-opener with leather sheathe
> Box of assorted seals and stamps with brushes
> Set of wrought silver candlestick
>>
>>5906408
> Pair of plainly-made pen-knives
> Woven book-mark from another University
> Plainly-made letter-opener with leather sheathe
> Goodly quantity of goodly-sized loose-leaf paper
> Box of assorted seals and stamps with brushes

Enough paper and seals to forge falsified documents if we need to
>>
>>5906408
> Battered wooden box with assorted carving and whittling implements
> Set of Inquiring Eyes with wooden case
> Brace of scrimshaw depicting Scrimshaw Mount
>>
>>5906408
> Pair of plainly-made pen-knives
> Goodly quantity of goodly-sized loose-leaf paper
> Set of Inquiring Eyes with wooden case
>>
>>5906408
> Pair of plainly-made pen-knives
> Woven book-mark from another University
> Goodly quantity of goodly-sized loose-leaf paper
> Battered wooden box with assorted carving and whittling implements
> Half-dozen Spermaceti teeth
> Set of Inquiring Eyes with wooden case
>>
Alright, consider this closed. I'm hoping that I can get the update out for an overnight vote - but I know better to promise things like that. Regardless, fingers crossed.
>>
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You continue to scan the room, to intently peer into the shadows – but there are no new sights to meet your eyes. Feeling more wore down than properly finished, you return to your burgeoning pile of swag, and acting on impulse, you sit yourself atop the table, continuing to compulsively and fruitlessly survey the room. As you do, you are also considering what you have found in the room, by way of curios and useful articles – and more importantly, which of these would like to be missed, which of these could be of immediate or near-immediate use to you; with the consideration weighted heavily towards things that you couldn't readily expect to find or buy elsewhere. And as nothing in the room that achieves serious consideration is particularly heavy or bulky, you don't account any consideration on that front.

The sundries and practicalities are the first up on the block. Pen-knives and letter-openers are undeniably useful; and even though they are not typically subject to laws restricting and regulating weapons, they are … well, they are objectively better than nothing – but you haven't been in nearly enough bladed scraps to judge if they are going to be paying their freight as weapons or not. As for the paper-weight, it is figuratively a paper-weight … though the sheets and sheets of paper underneath it might be another story. Before you can start hemming and hawing about it though, you remind yourself that your very next stop is going to be the Clerking House, which simply has to be filled to the gills with paper. You will leave it where it lies, along with the unusually large steel ink-pot with the fancy screw-in stopper. As it stands, you already have … what, two or three ink-pots with you?

The box of assorted seals and stamps with the brushes gives you serious pause, but how much use could a dead man's set of seals and stamps actually be? You might not have any experience with making forgeries, but it is merely a matter of common sense to not forge documents that the presumed originator couldn't possibly author. The virgin seals are another matter – and there was that box of carving and whittling equipment that could be used to face them – but like the paper, the Clerking House has to be swimming in seals; you will have the pick of the litter once you get there. You will take the carving tools though; you might be able to use some of them to Engrave and Scriven with at your fathers Glyphery.

With the meaner stuff out of the way, it is now the time to consider the finer offerings in the room; starting with the finest – the Inquiring-Eyes, in the beautiful lacquered wooden case. While you are sure that something so expensive will eventually be missed, you just cannot turn your back on something like that. The Spermaceti teeth and the scrimshaw of Scrimshaw Mount on the other hand; these are nothing but luxuries – in spite of what sentimental response they may evoke, they can serve you no practical purpose.
>>
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The carved antler and the brass lemons in the porcelain bowl have even less to recommend themselves, as they evoke no sentimentality. As for the wrought silver 'sticks, while the intrinsic value is certainly attractive, you have to remind yourself that after your dockside escapade, you are rich – relative to most, of course, but still, you don't need to hoard every valuable thing that you lay eyes on. Not to mention, you'd have a damned hard time selling something like that anyway – let alone for a decent price. At no point do you ever seriously entertain the idea of taking the dried flowers or the cameos of plants with you. They are quite nice to look at – but of course, that cannot be reason enough. The book-mark, on the other hand … absconding with that would be a trifle, and if Aldoin, a Governor-Docent at Scrimshaw Mount's University was delving into the Many Mysteries, than it follows that someone at this other University might be as well. You cannot imagine how you would ever be able to track down which University this was – let alone actually go to it – but you don't see any reason to close the door on this when keeping it open is so easily done. With that, you have accounted for everything, so all that remains for you is to take what you have decided to take, bundle it up and then quit …

Actually, now that you think about it, have you really concluded your business in the basement? There was that presumed Construct you came across, locked in a half-buried chest, not to mention that 'desalinator' thing that was on all of the maps. To be sure, you are burning time that you have already burnt two, maybe even three times over at this point … but you are not like to come back here, and you are loathe to turn your back on opportunities to learn like this.

> Please choose ONE of the following:
> Head down into the basement to find the 'desalinator'
> Head down into the basement to recover the buried presumed Construct
> Head down into the basement to find the 'desalinator' and recover the buried presumed Construct
> Head down into the basement to [write-ins allowed with QM approval]
> Head down into the basement to quit Aldoin's house
>>
>>5907399
> Head down into the basement to find the 'desalinator' and recover the buried presumed Construct
I’m just curious if my hypothesis was correct and the chest had a false-bottom, leading to the hidden secret room with Aldoin’s Life Loom.
>>
>>5907399
>> Head down into the basement to recover the buried presumed Construct

Saddam? Saddam?
>>
>>5907399
>Head down into the basement to quit Aldoin's house
>>
>>5907412
We might as well make use of our complete knowledge of the basement crit, eh?
>>
>>5907399
> Head down into the basement to quit Aldoin's house
>>
>>5907399
>> Head down into the basement to quit Aldoin's house
>>
>>5907399
>Head down into the basement to recover the buried presumed Construct
>>
>>5907419
Seeing something I made in Paint reposted months later gives me immense pride.
>>
>>5907399
>Head down into the basement to quit Aldoin's house
>>
>>5907399
>Head down into the basement to recover the buried presumed Construct
>>
I think I kind of bungled the framing of this vote by splitting the 'stay' options up. The vote stands at four-three-one, but if you pool the 'stay' options together, it is a tie - and I am sure >>5907409 would rather just investigated the presumed Construct than quit the basement entirely. On one hand, three is not four ... but on the other hand, the only reason three is three and not four is because I didn't think through the options that I was giving. I don't know which read would be the fairer way of parsing this, so I think that it would be best if we just re-run the vote - unless anyone has strong opinions (and a convincing argument) against that. My sincerest apologies.

> Please choose ONE of the following:
> You will head down to the basement, then you haul yourself and your swag through the broken-in casement, quitting this place.
> You will head down to the basement, then you will appraise yourself of what remains down their for you to investigate [Prompts Vote]
>>
>>5908225
> You will head down to the basement, then you will appraise yourself of what remains down their for you to investigate [Prompts Vote]
Or if it’s quicker, put me in the Construct vote.
>>
> You will head down to the basement, then you will appraise yourself of what remains down their for you to investigate [Prompts Vote]
> Head down into the basement to recover the buried presumed Construct
>>
>>5908225
> You will head down to the basement, then you haul yourself and your swag through the broken-in casement, quitting this place.
>>
>>5908225
With >>5908232 finally weighing in on >>5907399, is it alright to close the vote and then move on?
>>
> You will head down to the basement, then you haul yourself and your swag through the broken-in casement, quitting this place.
>>
>>5908225
>You will head down to the basement, then you haul yourself and your swag through the broken-in casement, quitting this place.
>>
>>5908225
>You will head down to the basement, then you will appraise yourself of what remains down their for you to investigate [Prompts Vote]
Trash next time just roll a d2 man
>>
>>5908773
But I hate rolling on things like that - the entire point of the Quest is that players have agency, not the dice.

Anyway, we will have to wait for another tiebreaker - I'm sorry everyone.
>>
>>5908225
> You will head down to the basement, then you will appraise yourself of what remains down their for you to investigate [Prompts Vote]
>>
Alright then, we have our tie-breaker.

> Please choose ONE of the following:
> Investigate presumed Construct
> Investigate 'desalinator' device
>>
>>5908946
>>Investigate presumed Construct
Actually touch grass. Heheheheh.
>>
>>5908946
> Investigate 'desalinator' device
Now that I think about it, it must be what’s generating the salt for the remediation cast. Assuming we can confirm my hypothesis, this is a very clever of Father to incorporate in into h to e remediation constructions.
>>
>>5908946
>> Investigate presumed Construct
>>
>>5908946
>Investigate presumed Construct
>>
>>5908946
> Investigate presumed Construct
>>
>>5908946
>> Investigate presumed Construct
>>
Alright, a solid five to one. This vote is now closed, and I will get the update out as soon as I can.
>>
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When you catch yourself at idle, hemming and hawing away moments, you are spurred into action - and by the time that you have loaded the last of the curios and made sure that all thirteen of your new-to-you books are battened down, you have decided that you should investigate the shaking chest. While it could be something as innocuous as a mouse or rodent, it strikes you as incredible that anything but a Construct could end up inside a buried and locked chest, then remain so demonstrably alive for so long. To be sure, you are making more assumption than you would like to. You saw a lock-plate, so you are assuming the chest is locked - reasonable, but not absolute. Likewise, you found the chest half-way out of a fresh hole, so you are assuming it was buried and dug up - but it could just as easily be the reverse. Alright, 'just as easily' might be a stretch, but the point to make is that you cannot be certain, and you don't have anything to definitively suggest one possibility over the other. Same for the chest being locked or not. There is, however, an assumption that is much closer to a surety for you - that your father must have been responsible for the condition and location of the chest. You have seen nothing to suggest that he wasn't the last person in the house before yourself, and besides the half-finished burial or excavation of the chest, you have seen nothing to suggest that he was interrupted in his pruning and staging. To wit; however and whatever the chest is, your father presumably wanted it that way.

Though whatever that chest is, it is not clear to you. Your best guess that it is kith to the noise-maker secreted inside the instrumental sculpture in the entryway - but you cannot dismiss the chance that it might be some man-snare that father set. However, you have reason to doubt that. Any man-snare is almost certainly going to be tripped by some random member of the household when they return; what purpose would that serve? It might be that father is counting that the nature of their condition becomes known at the house of healing they took refuge from the ranged-remediation cast at, and a Hunt is dispatch here - so the man-snare is for them. But supposing that was his intent, and moreover, that was what happened - why only set one? Or two, if that was the true nature of the noise-maker? If you were setting man-snares, you'd put more than two here - and for that matter, you wouldn't make them so painfully obvious. Aye, what good is a man-snare that announces its presence like that? Especially when it is being set for Inquisitors. The moment anything even potentially Mysterious presents itself, the whole of the Hunt is going to be all-alarum. If either of these are man-snares, then they are man-snares that would never be able to take anyone that father would want to take with a man-snare. As you see it, that leaves two explanations; that these are not actually man-snares, or that they are - but they are not father's man-snares.
>>
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You look around the table to make sure that you have not overlooked anything, then you take a moment to fish out the journal of the plantings - you will use the map of those plantings to take you straight to the room. After another check to make sure that nothing has been left behind, you cram the journal down the middle big pocket of your apron, squeezing it behind the book you have stuffed down there, then after a moment to stretch, you take up your 'sack, following it one by one with your improvised slings and bundles. You then heft your 'stick up off of the table so that the nude light is of a level with your eyes, then seeing that you truly have taken up everything you have intended to, you turn to the library's alcove and shuffle your way over. As you had both hoped and expected, the door does in fact lead down to the basement, and in the flickering light of the 'stick, you can see much of the room you entered the house through. You descend the stairs, pass the curiously affixed chest at the foot of them, and then walk out into the floor - remaining still just long enough for you to contort yourself to the point where you can fetch one of those leaded-glass decanters that you found earlier. Not easily done with one hand - but you before overlong, you have won it free, and head over to the tap that you previously drew the working material for your Cold-Touch cast. You are not sure if you will perform an Ice-Lockpick, just as you are not sure if you will need to - but no sense in making a second trip if one is not needed.

Once you have set the filled decanter down and stoppered it, you pry out the planting journal and consult it for your heading. When you go to take up the decanter and quit the room - hopefully for the penultimate time - you find yourself a hand short, and you end up having to carry the journal in your mouth, the decanter with your battered left and the 'stick in your increasingly strained right. Hopefully, you aren't going to have to do any climbing or serious physical activity to forge your Master and Personal Family Patent, because if you are, then you just don't see how you could possibly manage to 'move house' in what will remain of the night. Looking to distract yourself from such baleful musings, you consider the two explanations for the man-snares, and you work it backward and forward in your head as you move through these now familiar rooms, your eyes on the floor, so not to get your footwraps caught up on the edges of the stones. You just have to believe that whatever is in the chest isn't a man-snare - and is your father's Witchwork - but as for what it is, you find your imagination fails you. Further consideration is precluded when with a start, you realize how close you are to the ashbox of the chimney with the Construct that damn near knocked you on your ass when you first stumbled upon it.
>>
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You didn't even notice! For a surety, you have aches and pains and a bit of warmth - but how much of that can be explained away by the load you are hauling and how much of that is the gentled cast, you cannot possibly say. For all you know, the cast might not even be effecting you at this point. By the time that you come into the archway of the room with the torn up floor, you are no closer to having any answers; either about the condition of the cast or the contents of the chest - which appears to be more or less where you last saw it. You cannot hear anything, though you expect that to change as you close the remaining distance. The question is, how exactly do you want to approach this final distance.

> Please choose ONE of the following:
> There is a shovel and a Scrimshander's Tooth-Pick in the room. Look at the chest from the archway, then pick up one of them, then toss it at the chest to observe any responses.
> There is a shovel and a Scrimshander's Tooth-Pick in the room. Look at the chest from all angles, then pick up one of them to prod the wood and then the lock-plate of the chest with to observe any responses.
> You will look at the chest from all angles, then you will approach it as you are, prodding the wood and then the lock-plate with your own hands to observe any responses.
>>
>>5909850
> There is a shovel and a Scrimshander's Tooth-Pick in the room. Look at the chest from all angles, then pick up one of them to prod the wood and then the lock-plate of the chest with to observe any responses.
Or touch it with our hands if we think it’s faster and safe.

Also, check our sweating nodule- if it’s still sweating, it means the remediation is still ongoing and that we’re effectively remediated, which is a blessing.
>>
>>5909850
>> There is a shovel and a Scrimshander's Tooth-Pick in the room. Look at the chest from the archway, then pick up one of them, then toss it at the chest to observe any responses.
>>
>>5909850
>There is a shovel and a Scrimshander's Tooth-Pick in the room. Look at the chest from all angles, then pick up one of them to prod the wood and then the lock-plate of the chest with to observe any responses.
>>
Alright, closed and writing.
>>
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As you are churning your way through your options here, it occurs to you that you should check that ailing Ounce Nodule of yours. You are long leagues away from any sort of conclusion about what happened and why – but you surmise that if the Witchwork continues to ail and you do not, then it might be that your time inside the cast has left you free and clear of the Strangeness. So it is you cautiously move into the room, and after finding somewhere to set down your 'stick, you commit yourself to the awkward work of digging through your 'sack while it is still on your back, behind you. You almost knock your wall-wand loose in the process, but before overlong you have managed to find the Nodule where you have it bundled up, away from the others. As you lay hands on it long before you lay eyes, you gather rather quickly that it is still hot and 'sweating' – but after you nearly dislocate your shoulder in the process of getting it out into the light of your 'stick, you see that things are not so constant after all. The fretful trembling has stopped entirely and the Nodule appears to be several shades darker … and oddly enough, larger. The immediate concern is that it has died or discharged, but for a Nodule like this, death would have a lot more … fanfare, so to speak. And neither the Nodules that you have discharged, nor the Nodules that you found discharged got darker or larger. Just what you needed, more fraying questions with no ready means to answer them – if any means at all! Though if you had to make a stake, you'd say that you had been Cleansed or were close enough to it.

Turning your attention back to the chest, you walk around your 'stick and heft one of the digging implements – a shovel – that has been left in the room, intending on using it as a prod to safety-check the chest. Before you use it though, you would like to walk around the chest, to see it from all angles – which you start to do, before you realize that you are going to need to take your 'stick with you, otherwise you aren't going to see much of anything on the far side of the room. Feeling dense as lead, you equip yourself accordingly and make your circuit of the room. The chest remains still, but more to the point, it is not making any noise – or at least, any that you can hear. That is a marked change, considering that when you first came through here, you were hearing rustling and movement as you walked through the arch. Could you be too late? You are fretting over this, all the while you circle the chest, each pass tighter than the last, hoping to hear or see some evidence of life. If there are any, they are not made apparent to you. Abruptly, you stop your circling and cut over to where the digging tools rest on top of the flagstones and take up the shovel once more. You approach the chest with the tool as a Guard might approach a presumably but not certainly downed highwayman with his pike – and you poke and prod as a Guard might as well.
>>
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But there are still no signs of life – or just movement – from within the chest.

> Please choose ONE of the following:
> Try prodding the chest harder with the shovel
> Try listening at the lock and the lip for movement inside [Requires Rolling]
> Try lifting – not prying – the lid of the chest with the shovel.
>>
>>5910260
>> Try listening at the lock and the lip for movement inside [Requires Rolling]
>>
>>5910260
> Try listening at the lock and the lip for movement inside [Requires Rolling]
>>
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> Hearing Test I

> DC 40 Witchlet Chlotsuintha is not Keen of Ear, making a moderate Hearing Test like this [Moderate]
> + DC 9 Witchlet Chlotsuintha is now Tired III and is not as perceptive as she might be otherwise
> + DC 3 Witchlet Chlotsuintha is trying to take her time, but as she has fallen so far behind at this point, she cannot help but rush
> - DC 15 Aldoin's Basement seems to be quiet and still all around her, which simplifies her efforts
> - DC 15 Witchlet Chlotsuintha has absolute knowledge of Aldoin's Basement, simplifying her efforts
> - DC 15 Witchlet Chlotsuintha is able to get within a hairsbreadth of the lock-plate and lip of the chest, which in turn cannot be further than two feet from any point inside the chest
> - DC 5 Half-Buried Chest is not well-suited to counter Hearing Tests

> DC 2: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: False start. Chlotsuintha is not able to make anything out - moreover, a complication prevents her from immediately trying again.
> One Pass: Low Confidence (Flip a Coin) Chlotsuintha is unsure, but she thinks she has heard what there is to hear inside of the chest correctly.
> Two Passes: High Confidence (1d20, fail on 1, 2 and 3). Chlotsuintha is almost certain she heard everything there is to hear inside of the chest correctly. CF and NCF nulled for next Hearing Test.
> Three Passes: Absolute Confidence . What is there to be heard inside the chest, Chlotsuintha knows she heard. Perfectly. CF and NCF nulled for next Hearing Test, - 3 DC Boon applied.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then the complication becomes markedly more aggravating.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha notices something significant about the chest.
>>
Rolled 39 (1d100)

>>5910549
>>
Rolled 52 (1d100)

>>5910549
>>
Rolled 27 (1d100)

>>5910549
>>
Alright, writing.
>>
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You stoop down and shuffle in, awkwardly - and in consideration of how much weight and bulk you have on your back, painfully - closing the distance, all the while with the shovel between you and the chest. To tell it true, you are not sure why you are bothering - you have already concluded that it would make no sense for this to be a man-snare, and even if you were dead wrong, then how much protection would a shovel's distance afford you? Not 'none' certainly, but your mind churns with all sorts of nasty Weavings that might be able to hurt you with the distance remaining. Undaunted - or at least, trying to tell yourself that you are undaunted - you get in close, and tap the lock-plate again, listening carefully for anything happening inside. The sound of metal on metal contact is somewhere between a thud and a clink ... but beyond that, there is nothing to hear. You try the top of the chest this time, patting it with the flat of the shovel's head, each impact with a little more force than the last - but all still very restrained, very cautious. Just as the chest is still very quiet. Taking a deep breath, you bring the left side of your ear to bear on the lock-plate, doing your best to line up your ear with the keyhole. And you strain to listen; but all you can hear is your breathing, quick and silently raspy. There aren't even any incidental noises that you can pick up elsewhere in the house, none of that gurgling just at the edge of audibility - though at this point, you cannot recall if you could hear that in this room.

With your head close in, you move the shovel back above the top of the chest, and you resume your tapping. If such a thing is possible, you are straining harder than you were before - but the only noises that you can hear now are the noises that you are making. Thinking that perhaps you are drowning out what you are trying to hear, you quickly move the shovel clear, then you stay stock still. Yet there is still nothing to hear. You try the same stratagem on the lock-plate, only to reap the same harvest. If there is something inside of the chest, then it is not making noise, and does not respond to outside agitation. You would make a stake with your life on that ... you just hope you aren't.

Ah, damn it all. There is no indication that this is a man-snare, so why are you on tender-hooks?

Well ... the strickening striker for a start, and while there isn't any solid, tangible and reliable indication that this is a man-snare, there is no indication that it is anything else - or for that matter, there is nothing definitive against it being a man-snare either, except your read on the situation. Do you trust that? Moreover, where do you go from here?
>>
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> Please choose ONE of the following:
> You will try to lift the lid of the chest with your bare hands, but you will not attempt to force it or the lock.
> You will try to lift open the lid of the chest with the shovel, but you will not allow yourself to do any damage to the chest.
> You will pry open the lid of the chest with the shovel, doing only as much damage as necessary to crack it open.
> You will perform an Ice-Lockpick on the lock of the chest, then you will open it up. [Requires Rolling]
> You will try probing and prodding the chest much more forcefully, to see if you can engender a response that way.
>>
>>5910858
>Trust your gut, walk away. Time to go.
>>
>>5911147
Support
Didn't know avoiding fucking up the way our father prepared the house was still an option
>>
>>5910860
> You will try to lift open the lid of the chest with the shovel, but you will not allow yourself to do any damage to the chest.
Just a peak
>>
>>5910860
>> You will try to lift open the lid of the chest with the shovel, but you will not allow yourself to do any damage to the chest.
>>
>>5911147
+1
Too many red flags
>>
>>5910860
>Trust your gut, walk away. Time to go.
>>
>>5910860
>You will try to lift open the lid of the chest with the shovel, but you will not allow yourself to do any damage to the chest.
>>
I'll accept the write-in. Consider this closed.
>>
Did we seriously pussy out at the last minute? Ffs guys
>>
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Your mind churns, desperately seeking something solid. Yet instead you find yourself more and more mired. If this was not a man-snare, then what purpose did father have leaving the chest like this? Could it be that father found the chest like this? But even if he did. he would have at least opened it when he was pruning and staging for a surety, so you have to assume that whatever is inside has to be something that father put in, or father found and left behind. Which ... isn't helpful at all. Damn it all, nothing is holding the weight - even the man-snare explanation. By the time that anyone that father would want to take in a man-snare would arrive at the house - a Guard, a Thief-Taker, a Bailiff, a Cleanser or an Inquisitor - the chest will surely have been opened and investigated by someone in the household, returned from their foray to a house of healing. Or perhaps ... perhaps it is you who has missed your mark. Clearly, whatever Aldoin was doing, he was not doing it alone; doesn't it stand to reason that he had at least someone in his household helping him, who knew at least something of his private affairs? And if Aldoin wasn't a professional friend, but a mark, then that would make this person a mark as well - and now a target besides. Say this person knows about this chest - and more to the point, that your father knows that they know about this chest.

Conceive the scene; they return to the house to find all sorts of things missing and moved - sooner or later, they surely would have come down to the basement, to check on the ... chest. Damn it all, it is a wrought notion if there ever was one. First off, if your father knew that someone specific was going to be trouble, then he wouldn't rely on a man-snare. He took every weapon out of the Belfry save for the pair of pin-stilettoes - and the Wand of Head-Knocking, though he probably was leaving that for you. Or he forgot about it entirely, one or the other. Point is, he would have ... resolved things on his own, unless he didn't know where this other party was - or didn't have the time to see to it. And if that was how it was, then a man-snare would make sense - but you cannot square that with how the chest was left. If you are father, and you are targeting a specific individual or individuals in Aldoin's household who have knowledge of the chest, then why would you leave the chest half out of the hole? For a start, the moment the intended laid eyes on this, they would know that someone else had been there, on account of it being dug up. Not to discount the fact that anyone in the household could find it, as opposed to the one or the few who knew about the chest. If you were going to try to target someone with this, you'd be sure to bury it again. This couldn't be a matter of him getting interrupted and needing to bail, because the only people who could interrupt him are Aldoin's household - and they aren't back yet, that you are certain of.
>>
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It is possible that he found the chest like this ... but that is ground you have already tread. In circles, you might add. And it is still a very sloppy, imprecise way of targeting. Honestly, if your father was that intent on ... concluding someone that he didn't know where they were, he'd just wait for them here. That thought certainly gets the entirety of your attention - but as reason rushes in, elation is pushed out. If father was here, then once he saw you he would have made himself know to you, for a surety - if only to yell at you for not having left the Mount yet and getting yourself bogged down in such a 'hot' spot as this house. Perhaps time could have forced his hand into accepting a man-snare as a compromise - but you don't see him letting something like that hang over his head, and with a man-snare, he'd have no way of knowing if he had made his mark or not. And that is not even considering that his deadline was for you - you can only guess as to what schedule he is keeping, or if he even has one. No, a man-snare doesn't make sense. Nothing makes sense - as in, the chest having nothing inside of it would make sense. But you know that is wrong. You heard noises coming from the chest, you saw the damned thing move.

Perhaps he ... oh, Maker's Mercy, you are going to drive yourself mad. If you aren't there already, spending time that you have already spent twice if not thrice over. Either lift the fraying lid or leave it the Hell alone.

Intently, you stare at the chest, trying to see something - anything at all through the keyhole in the lock-plate. Carefully, you deposit the journal in the crook of your right arm so you can get your eyes as close as they can be to the hole. But it is fruitless, so very much like the time you have spent in this room. You shift uncomfortably under the burden on your back as you tentatively reach for the lid seeking to put an end to this - then you stop yourself, as your mind finally manages to seize upon something solid. You know that you have a bad feeling about this chest - and in these circumstances, where there is an absence of facts, feelings should never be discounted. You also know that your father never intended for you to be here, in this house. Therefore, whatever may be inside this chest, it is not intended for you. That is not a thought that comes readily to a sneak-thief - but it is true, undeniably. You straighten up and aching all the while, you return the shovel to where you found it - something else that doesn't come readily to a sneak-thief. Staring somewhat wistfully at the chest, you take up the journal in your newly freed up hand and then move into the light of your 'stick.

> Please choose ONE of the following:
> You will consult the map to finally quit the basement.
> You will consult the map to start searching for the 'desalinator'.
>>
>>5912082
> You will consult the map to start searching for the 'desalinator'.
>>
>>5912082
> You will consult the map to finally quit the basement.
>>
>>5912082
> You will consult the map to start searching for the 'desalinator'.

If this is a construct it would be great to learn.
>>
>>5912082
> You will consult the map to start searching for the 'desalinator'.
>>
>>5912082
>> You will consult the map to finally quit the basement.
>>
>>5912082
>> You will consult the map to finally quit the basement.
>>
>>5912082
>You will consult the map to finally quit the basement.
>>
>>5912082
> You will consult the map to start searching for the 'desalinator'.
>>
Well, a four-four split. I'll post this in the general, and hopefully before too long, we will get our tie-breaker.
>>
>>5912082
>You will consult the map to finally quit the basement.
>>
Alright, consider this closed. I'll get to writing as soon as I can.
>>
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In the flickering wain light of your 'stick, you consult one of the several planting maps in the journal, still not entirely certain what heading you wish to take. Are you going to make another play here, and head towards the 'desalinator', or at you going walk? To tell it true, part of you feels like you just swiped defeat from the jaws of victory by balking on the chest at the last moment – and that part wants to wash that all away with another big find. To leave on a strong note. Another part of you is worried that you have already run out of time, that as things stand, you are not leaving yourself enough time to 'move house' into, through – and most tricky of all – out of the sewers. After all, in a few hours, it will be Titheday, and in a few more, it will be sunrise and morning muster in the Midden. Admittedly, you had not given it much thought, but you had expected to be long gone before that. Come to think of it, didn't you originally intend to be off of the Mount at midnight?

Your stomach sinks and churns, and you feel a tension in your legs, your back – a desire for movement, for action. Honestly, were the stakes not so high, you might seriously entertain the notion of flipping a coin to escape this agonizing, worrying, guessing, double and treble guessing. But you cannot in good conscience entrust a decision like this to idle chance. While the continued dissolution of your schedule is tearing you up inside, you cannot easily let go of the 'desalinator' – not after passing on the chest and whatever in the Heights of Hell was in the instrumental sculpture. How many more opportunities such as this are you like to get, to have free reign in a house stocked and stuffed with Mysteries and Mystery-Adjacents? The pill of an answer strikes you like a bolt; you are like to get none, if you get yourself killed by lingering on the Mount overlong. And with the caul lifted from your eyes, you realize that if Aldoin listed this 'desalinator' on the planting maps of his basement – and your father didn't remove or destroy those maps – then it seems very likely that this 'desalinator' is an entirely mundane instrument, a machine. To be sure, he had enough texts on the instrumental sciences, his house is full of the fruits of that art. It follows, most definitely, it follows!

With the 'desalinator' markedly less Mysterious in your estimation, your willingness to linger on its account withers on the vine. You have a number of Aldoin's books on the instrumental sciences – perhaps you will glean the secrets of this 'against salt' machine from them instead. But regardless, it is time that you were off. With no more immediate need for the journal, you jam it in your apron pocket, take up the 'stick and hustle your way back to the room with the casement window as fast as the rather irregular floor and your nude flame will allow.
>>
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Upon arriving in the room, you immediately turn to face the window - and for the first time, you must consider just how you are going to haul yourself and the entirety of your haul through that ... rather small opening. Simply put, you don't see how you could manage it all at once - and considering how valuable some of the swag you have hanging off of yourself is, you are not particularly inclined to try, either. Piecemeal is going to be the watchword here - though the less time you leave anything unattended outside of the basement, the better. To that end, your best bet is to get yourself and everything else on top of the tun in arm's reach from the window, then after passing through yourself, taking everything through one at a time. Of course, you are not keen on the prospect of spending a great deal of time relatively out in the open, being bent over, near-immobilized and in a maid's dress, no less - but the alternative is to put the swag out first with you remaining behind until everything else is through. The prospect of having the Wall-Wand with nothing more than a linen sheet for concealment, just ... lying on the ground, potentially out of your reach - that isn't fraying happening.

Resolving yourself to 'shoot the breeze' as it were, you cautiously approach the tun-barrel underneath the casement before deciding against it. You can see no sense in risking everything at the last moment, just by rushing - so instead you turn your attention to the smaller barrels in the room, figuring them to be a safer route. After carefully setting your 'stick down on top of a head-out hogshead, you start to lift yourself onto a particularly stout looking butt, conveniently placed head down. However, you have barely gotten a few inches off of the ground before you are once again jabbed in the thigh by those fraying Pinning Needles on that fraying former boar's head. Swearing under your breath, you readjust yourself so that what is left of the strickening-striker should not be able to continue to strike you ... but as you try to push this latest frustration from your mind, you begin to wonder if your plan for it is still sensible, considering how much - or rather, how little - time you have left yourself.

Right now, your plan - though that might be too strong of a word - is to pull the Pinning Needles once you get to the Cleaner's Closet, and dump what remains into the sewer, accessible through a hatch. But should you delay the Clerking House like that? After all, you are going to be spending hours upon hours in the sewers while you are 'moving house'. Perhaps you could plan on taking a break at some point in the process to pull the needles and dump the remains over there instead?
>>
> Please choose ONE of the following:
> Surely, the time it would take to pull the needles is not going to break your schedule - assuming that it is not already broken. Besides, you don't want to take a break in a fraying sewer! You have made a decision, damn it, stick with it!
> If you were to hold off on 'plucking' for a bit, then you might have a a few more minutes to work with on the other end - in case something unexpected came up. And you wouldn't have to worry about making a mess of your clothes either ...
>>
>>5913313
> Surely, the time it would take to pull the needles is not going to break your schedule - assuming that it is not already broken. Besides, you don't want to take a break in a fraying sewer! You have made a decision, damn it, stick with it!

Also, gross as it may sound, can't we strip in the cleaners closet so our clothes don't get soiled pulling the needles?
>>
>>5913595
Yes, Chlotsuintha could do that. She might actually want it, if she wished to switch into one of her old, cobbled-together hooded dresses. I'll consider that a write-in.

As for this vote, I will leave it up until morning.
>>
>>5913595
To clarify, I'll accept that as a write-in if you want to vote for it.
>>
>>5913624
I would like to vote to do that, but... we have to actually get to the cleaners closet first
>>
>>5913313
>Surely, the time it would take to pull the needles is not going to break your schedule - assuming that it is not already broken. Besides, you don't want to take a break in a fraying sewer! You have made a decision, damn it, stick with it!
>>
>>5913313
> If you were to hold off on 'plucking' for a bit, then you might have a a few more minutes to work with on the other end - in case something unexpected came up. And you wouldn't have to worry about making a mess of your clothes either ...
Save it for later, when we actually have time. Then we can throw it into the sea instead of a sewer.
>>
>>5913313
> Surely, the time it would take to pull the needles is not going to break your schedule - assuming that it is not already broken. Besides, you don't want to take a break in a fraying sewer! You have made a decision, damn it, stick with it!
>>
>>5913313
>If you were to hold off on 'plucking' for a bit, then you might have a a few more minutes to work with on the other end - in case something unexpected came up. And you wouldn't have to worry about making a mess of your clothes either ..
>>
>>5913595
>+1 Supporting
>>
Alright, consider this vote closed. I'm writing right now.
>>
Oh, just come off it. Half of the reason you are so damned behind on your schedule is because you keep changing it at the drop of a hat. Admittedly, most of the changes are adding things, instead of shuffling them further back - but really, how much could you actually squeeze out of a few extra minutes at this point? Things cannot be that tight underneath the boom ... Maker's Mercy, they better not be. You - no, you need to clear your plate before the next course. Without further delay or disassembly, you turn yourself to the awkward and uncomfortably slow business of pulling yourself and your swag out of the little casement window - offering up a prayer of thanksgiving for the screen that the plants and fences of the little front lawn provides. But as thankful as you are, you are far from at ease - for the screen is not total, and not too long ago you saw Mitigators about, over the harbor. To be sure, you doubt that they would give chase to someone laden down with suspicious burdens - but they might say something to someone, and surely they would remember. Beyond that, you can hear noises from the quays and jetties of Cleanport, not that far off ... as well as harder to place noises, potentially nearer, potentially men or horses about their nighttime business.

By the time you do finally manage to get everything pulled through the window and arranged once more for hauling you are a bundle of frayed nerves - which only get worse once you realize that you have wandered outside without reactivating Hide-Eyes. You are flustered enough that it takes you a moment to get the cast going, but once you feel the tell-tale warmth on your upper back of the Glyph activating, bit by bit you calm yourself down, doing what you can to steady your breathing and focus your mind on the task at hand. The Cleaner's Closet is just up the street - but do you dare go as the crow flies? If there is anyone out there to see you, you are going to have a damned hard time hiding from them. It would be easier to sneak your way through the alleys, though it might take a little more time - and if you were to come upon someone, and they were to see you ... well, they'd be more likely to try to take something off of you or otherwise do you harm than someone on the street - who'd mostly likely just content themselves with gawking, or at most trying to stop you or call for a Guard. You have very good luck these past few days in alleys and in the streets- but for a surety, there are limits to how far you can push that luck. For all the world, you look exactly like a maid who just robbed her master's house and is making a break for it. At least on the night you knocked-down the Euthyphro, all you were carrying were bulging pillowcases and a sword - that with your hood must have meant you didn't look anything like a mark.
>>
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Now? Well ... you don't imagine that things will be much different for you if you were wearing that hooded dress of yours that you cobbled together. And your Spotted Cloak with the drab reverse lining is on the cart, so that isn't an option either. The one thing that you can seize upon is that you should be less likely to come across anyone in the alleys, and there should be more places to hide there as well - though that comes at the cost of taking more time, and with the danger of having more disagreeable sorts present than just taking the street.

> Please choose ONE of the following:
> You will take the streets, going as the crow flies.
> You will take the alleys, stealing through the dark.
>>
>>5913953
> You will take the streets, going as the crow flies.
>>
>>5913953
>You will take the streets, going as the crow flies.
Finally out! How many threads and rl months did Aldo
>>
>>5914030
*did Aldoin's house take?
>>
>>5914030
>>5914032
Chlotsuintha entered Aldoin's house in Thread IX, at the beginning of August.
>>
>>5913953
>> You will take the streets, going as the crow flies.

We aren't sneaking like this. Just play it cool.
>>
> Stealth Test I:

> DC 35: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Involved Stealth Test like this [Rather Easy]
> + DC 7 Witchlet Chlotsuintha is Hard to Miss, given her size
> + DC 5 Witchlet Chlotsuintha is carrying a great deal of bulk in an unusual fashion at an unusual time, making her hard to overlook if seen and markedly more suspicious
> + DC 5 Witchlet Chlotsuintha is dressed as a maid at a time and place where maids would not be, carrying much more than a maid would ever be expected to, making her hard to overlook if seen and markedly more suspicious
> + DC 5 Witchlet Chlotsuintha is on an effectively empty street, making her hard to overlook for any incidental witnesses
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or surely as she might otherwise
> + DC 2 Witchlet Chlotsuintha is carrying the Wall-Wand in such a fashion that it appears to be a musket, making her hard to overlook
> - DC 15 Witchlet Chlotsuintha is sneaking down an effectively empty street, severely limiting the prospect of witnesses
> - DC 2 Witchlet Chlotsuintha is attempting stealth in an area with barely any traffic
> - DC 2 Witchlet Chlotsuintha is attempting stealth in an area where most traffic would be seen or heard before they could see her
> - DC 5 Witchlet Chlotsuintha starts sneaking from concealment, allowing her to choose the optimal start
> - DC 7 Witchlet Chlotsuintha is prioritizing speed over concealment, which is well suited to the situation
> - DC 3 Witchlet Chlotsuintha is taking advantage of the relative darkness outside of the streetlamps
> - DC 2 Witchlet Chlotsuintha is attempting stealth at at time when potential witnesses would be distracted
> - DC 1 Witchlet Chlotsuintha is wearing footwraps, which are well-suited to stealth

> DC 35: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: A Smash-Up! Even with the benefit of the street-lamps, Chlotsuintha's footing - and her foot-wraps - fail her. She cannot help making noise, but she is more concerned about damaging her stock of swag! [Prompts Deftness Test]
> One Pass: Light-footed. Chlotsuintha manages to stub her foot-wrapped toes on a discarded lamp-oil tub. Although she was able to keep from crying out, she made a little bit of noise.
> Two Passes: Slipping By. Chlotsuintha manages to slip on a spill of lamp-oil, now she must recover quickly, otherwise she will make noise or lose swag! [Prompts Deftness Test] NCF/CF nulled for next Stealth Test.
> Three Passes: Stealth by Starlight. Chlotsuintha manages to get into the Cleaners Closet without any issues what-so-ever. NCF/CF nulled for next Stealth Test, - 3 Boon applied.
>>
Rolled 67 (1d100)

>>5914279
Oh boy, may our luck be white.

Are the waiting rules applied here?
>>
Rolled 53 (1d100)

>>5914279
No crit or crit fail conditions?
>>
Rolled 64 (1d100)

>>5914279
>>
>>5914030
I take it you were the anon writing in leaving at every fucking choice?
>>
> Stealth Test I continued:

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) the Chlotsuintha finds herself on the business end of some unwanted attention. Really unwanted attention!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha manages to make an important deduction about something that has been confusing her.

> Please, may I have three rolls of 1d100?

>>5914336
I had these on auto-post, I must have bungled the Captcha. Not that it matters, Chlotsuintha snuck her way through with out a hitch.
>>
Rolled 11 (1d100)

>>5914366
>>
>>5914349
That was more than one anon, I wrote in LEAVE IMMEDIATELY a lot too
>>
>>5914369
No, I don't need any new rolls, I was just posting the rest of >>5914279. I'll get to writing as soon as I can.
>>
>>5914349
I occasionally wrote that it in when I felt time was short. I was kinda on the fence at some points but it seemed to work out well.
>>
>>5914417
>>5914535
One of the most frustrating experiences I’ve had is us bailing out and backtracking after we already decided on a course of action with every goddamn decision. I understand why- quite frankly this should’ve moved faster like the merchant heist or the Chernobyl arc. Next time, just please don’t write in the same option at every opportunity- it got stale after the first 20 times.
>>
>>5913953
> You will take the streets, going as the crow flies.
>>
Rolled 35 (1d100)

>>5914366
>>
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No, as it is you are already late enough - not to mention, that lurking through unlit alleys that you have never been in before at night seems to be a proscription for getting oneself good and lost. The street, open and bare as it may be, runs straight and true - it would require actually effort on your part to get lost or lose time between here and the Cleaner's Closet. Aye, you will go as the crow might fly! Ginned up and ready to go, you turn in the direction of the closet - and immediately realize that you are still in a fenced in lawn. A fence, that you might add, is simply too unaccommodating for you to climb as you are at the moment. Feeling like raving idiot, you try to ignore the warmth suffusing your cheeks as you check the front gate, as from here, it doesn't appear to be locked. If it is, then you are going to be in a rather tight spot, facing another tricky decision.

But it seems that your luck still runs white; for when you touch the gate, it swings freely. You catch it before it can swing too wide and give you away, then you blow out the light atop your 'stick. The lawn plunges into darkness, but almost immediately your eyes begin to adjust. Looking to move things along, you set the 'stick down, take up the candle and flick the wax out into the spaces between the pavers that lead from the gate to the front steps of the house. Once you are satisfied that the drippings have been sufficiently hidden, you check to make sure that the candle is cool enough to pocket, cramming it into the least bulging and burdened on your apron pockets. The 'stick itself is going to have to stick with you - at least for a little while longer, as it could not be overlooked if you were to just leave it in the lawn here. You allow a little more time for your eyes to adjust to the darkness, and for Hide-Eyes to adjust to your eyes once more. Given the low light, you are not going to be easily able to check your reflection, so as hard as it may be, you just need to keep yourself here for a little while longer - until you are certain that the envelope of the cast has properly covered your eyes. You take this time to study the street as best you can through the gate, the sounds of the waterfront just a few streets down, the stark cones of light from the street-lamps - but most of all, you look for anything that could suggest the presence of witnesses; the sounds of footsteps, or hooves, or wheels, the lights that remain burning in houses. When you find yourself in the middle of a lull in the distant noises and having waited an appropriate amount of time on account of your eyes, you make your move. You deftly push open the gate with your foot-wrapped foot; wide enough to be sure to allow everything through - then you slip yourself outside, and push it closed, just as you opened it.
>>
You linger just long enough to make sure that it doesn't swing back ajar, then you lower your head and move as fast as you dare up the street - forgoing the sidewalks, as swathes of them are simply too well lit. You are exposed to the point that you feel as if you were naked - but some houses have fenced the alleys between them off, and other houses don't even have alleys, so it is that dealing with the light of the street-lamps is not worth the few, far-between and questionable havens of alleyways offered by the sidewalk. At least, that is what you are telling yourself, over and over. About half a dozen houses away, there are lights on upstairs, and you find that your eyes are drawn to it as if they were moths. You have to keep dragging your gaze downward - just as you have to stop yourself from picking up speed. You could go faster, but you are not so sure that your foot-wraps could. It certainly doesn't help that these streets are paved with cobblestones and not proper pavers. You look up - and you catch your first glimpse of your goal, the Cleaners Closet, half obscured around a corner. Before you can catch yourself, you glimpse upward again at the house with the lit windows. You are getting closer.

Off in the distance somewhere, you can hear a horse and team moving, just on the edge of audibility. There is nothing that you can do about that now though, even if you were on the sidewalk, there are no alleys between here and the corner for you to duck into. You allow yourself a little more haste, dropping your head once more, trying to keep your new pace as your 'sack starts to shift noticeably back and forth. Damn it all, you must not have adjusted it properly - or perhaps you had adjusted it properly, only to -

Far up on the Promontory, Giotto begins his softer night-time tolling - his dull, long ring unmistakable even at this distance. Perhaps a heartbeat later, his brothers begin their softer chimes as well, the lot of them together ringing in a new hour - though you suppose you cannot be too sure if was a heartbeat later, as your own heart just so happened to skipped that beat.
>>
BONG

One. Has it been that long -

BONG

Two. No, it couldn't have -

BONG

Three.

BONG

Four. Oh, damn it, damn it!

BONG

Five.

BONG

Six. The Closest, get to -

BONG

Seven. It will be fine, just go!

BONG

Eight. You are on track.

BONG

Nine. You are definitely on track!

BONG

Ten. Just eleven more, that's all.

BONG

Eleven. And now ten more. Ten.

BONG

Twelve.

BONG

Thirteen. Fraying Hell.

BONG

Fourteen. Just half a house more!

BONG

Fifteen. What if there are -

BONG

Sixteen. What if it is -

BONG

Seventeen. The twenty-second hour?

BONG

Eighteen!

BONG

Nineteen! The Closet! The door! Get in!

BONG

Twenty! Don't slam it! Don't slam it!

BONG

Twenty-one! Oh, no more, please Patternmaker, no -

BONG
>>
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Fie! Fie! Fraying Fie! How is it already the -

BONG
>>
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It is as the ground underneath your feet gives way. For all intents and purposes, it very well might have. The last hour? Surely, this ... this must be some mistake! You must have counted wrong ... you aren't exactly sure how you could have, but - no, no, there must be another fire somewhere, and they tolled the bells to warn everyone. And ... just happened to do it exactly twenty-three fraying times! Damn it all, damn it all, damn it all! Surely, you miscounted. After all, you are a fraying idiot, you cannot be surprised that you made a colossally stupid mistake like this. It simply isn't possible for it to be the last hour; no - all you did was ... just walk around his house, and take some notes, and ... make some drawings. And make duplicates and triplicates of those notes and drawings because you were concerned you might overlook something. And double and even treble back in places. And stop dead in your tracks to steal random things like toiletries. And fret about if it was safe to open doors for minutes on end. And tearing apart the master's bedchamber looking for secret compartments. And going through damn near every book in the library. Then going through all of the nick-knacks. Then looking for secret compartments. Then after all of the time you had burnt by sneaking through the basement of a completely empty house, you headed back down there just to stare at a chest but then to decide at the last minute to not do anything with the fraying, besotted, blasted - damn it all! This is why your father gave you a fraying deadline!

A ragged sob escapes your lips - only for you to clamp your mouth shut. If you get found, you will be damned near good as dead. As terrifying as that thought may be, it does much to focus you. Clinging to what remains of your schedule, you set down your 'stick then you fetch the remains of the strickening striker out of the linen pouch that you have made for it, and you set it down on the cobblestone floor, cold and gritty even through your foot-wraps. You are going to pull the needles and dispose of the remains in the sewer, like you planned. Then you are going to get yourself into the Clerking House, like you planned. You are going to forge a personal and master copy of a Family Patent, like you planned. Then you are going to get to the Coaching House ... like you planned? Damn it, that is going to be a real challenge. You said that you would be there at the hour of change - midnight, to use more mundane language. Can you conclude your business in the Clerking house and get to the Coaching House in an hour or thereabouts?
>>
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Well ... you certainly won't if you keep standing around with your thumb up your ass, will you? Your eyes have adjusted enough to the darkness that you can see the former boar's head well enough in the light that filters in from the gaps under and around the door. You start towards the head, to remove the needles as quick as you can - only to stop yourself when it occurs to you that this could get messy. For a start, you haul open the hatch, which floods the Closet with stale and predictably foul-smelling air. Then you off-load everything you are carrying on to or next to the cart, then you strip down completely. You squat down to start work - only to abruptly switch to a kneeling position once you become self-conscious of you having your legs spread right at eye level for this dead thing. You start your work - which as you might have expected, proves to be harder than you hoped. These needles are either barbed, or anchored in some manner, and take a bit of effort to pull out - but at least so far, nothing has come forth from the head on the floor. The head on your shoulders, meanwhile, is doing its best to figure out ways to save time. And you might have one. You conducted your business at the Coaching House wearing the riding dress - or the riding habit, or the worn fraying piece, whatever in the Heights of Hell you want to call it. If you were to put that on now, you wouldn't have to put it on later when you went to pick up your coach and team - you would just need to knock-down the Clerking House wearing it, as well as move your hand-cart with it. That ... hmm. The attention that the riding dress attracts, especially at this hour, might not be worth the time saved. And you have never attempted to climb in it, which you might need to do at the Clerking House - and that is not considering that if anything were to happen to the dress, you would be hard pressed to repair it. Or if you were seen, you would definitely be remembered.

You suppose another option would be to put your domestic dress back on, and just wear that to the Clerking and the Coaching House. You will need to sell an explanation to the staff at the Coaching House, however - and you have to consider that you will be walking around with a cart, looking like a maid who had decided to arrange her own payroll. Just like on your jaunt over here, you'd be suspicious to the decent and a mark to the indecent. You could pull the false lining of the Spotted Cloak off, and reverse it - such a cloak would be suitable for both the knock-down and moving the cart through the Mount, but you would either have to change out of that to go to the Coaching House, or manage to pass yourself off as a hireling or man-servant of yourself ... which is rather difficult to do, when you aren't wearing a mask and your voice isn't muffled by wrapped gauze.
>>
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Not to mention, you can only pull the false lining off once. To be sure, you don't expect to be spending another day in the Midden, but if you did, and for whatever reason, someone checked your Cloak and found that you had gimmicked it so you could reverse it, that would be worth your life. The cobbled together hooded dress is another option - it would be suitable for the knock-down, and you could present yourself as the daughter or wife of a peddler, moving stock, so decent folk might be inclined to ignore you, so long as you hit the Wall-Wand properly ... but you would still look like a mark to the indecent.

You win another Needle free, and consider the notion that once again, you might be overthinking everything. Just decide what you want to wear to the Clerking House; then decide later if you are going to change or not.

> Please choose ONE of the following:
> You will wear the riding dress
> You will wear the domestic dress
> You will wear the reversed Spotted Cloak with the false lining removed
> You will wear the cobbled together hooded dress
>>
>>5915030
> You will wear the domestic dress
AND
>WRITE IN: Don't take the handcart with us to break into the Clerking House. It has been safe here so far, it will be safe a little longer too.

Okay, my logic for this is that
A) Wealthy woman is a Riding Piece at night alone is very suspicious and also very robable and also if we tore the dress that would be a disaster
B) We still have to do some shit in the Midden so it is better to not fuck up our cloak because that could be deadly
C) Tall woman in cobbled together dress late at night is an exact way to get found out by the authorities for our previous crime.

And, lastly, while a maid hauling swag is both suspicious and robable, a maid doing some business at night isn't so bad.
>>
>>5915030
>You will wear the domestic dress
>>
>>5915030
> You will wear the riding dress
Riding dress is the best bet to keeping our cover. Also, time to set out timekeeper to the correct hour.
>>
>>5915030
>You will wear the domestic dress
And some anon still thinks we should spend another day in the house
>>
>>5915108
>+1 to this.
Its its own risk to be sure but if we get caught with all this stuff? No amount of amazing lies will save us.
>>
>>5915108
Supporting
>>
Alright, consider this closed. I'll get the update written up and out as soon as I can.
>>
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It takes a few more pulled Needles before you settle on remaining in your domestic dress. It is not without drawbacks - none of your choices are - but at the moment, it seems to be the strongest card in your hand. After all, so long as no one sees you, it doesn't matter if you look like a mark or not, right? You win yet another Needle free, then another. Before overlong, you have plucked the head clean and the forest of eyes arranged and arrayed around the empty sockets all swing, limp and shriven. Some of these Pinned eyes leaked more than others as you won the Needle free - though there were quite a few that didn't leak at all. All told, there is just one more mundane stain on a dirty, gritty patch of cobblestones. Nothing to suggest anything to anyone, just the way it should be. In hindsight, the mess was so mild and so contained that stripping down was definitely unnecessary - especially now that you have settled on sticking with the domestic dress, at least for the Clerking House - but you cannot get yourself too worked up over it ... as much as you would have liked to not end up naked, kneeling on the gritty, dirty floor.

Trying to not let yourself get distracted, you turn your attention to the disposal of the head. Considering that means going into the sewer, you suppose that you should hold off on getting dressed just yet. Your eyes have just adjusted enough in the time you have spent in the bleak darkness of the Closet that you can see a little ways down the open hatch, to make out the rungs of a built-in wooden ladder leading downwards. Now that your attention is not drawn away by drawing needles, you can just make out the faintest sound of flowing water ... well, at this point, it isn't exactly water anymore, is it? Wanting to be done with this for more than just the sake of your schedule, you gather up the remains of the strickening striker by the loose skin of the jaw-less jowls, then with great caution and deliberation you make your way onto the rungs of the ladder and descend. Once your head passes beneath the street, you find that the smell is ... certainly pervasive, but quite honestly not nearly as bad as you thought it might be. The faint sound of effluent has gotten louder, and with your adjusted eyes and the merest hint of light that manages to filter through the Closet and into the sewer, you can make out something of the water flowing by you, as well as a hewn footpath that runs alongside of it

> Please choose ONE of the following
> Toss the head into the water, let it be carried away
> Get onto the footpath, find somewhere liable to have rats
> Write-ins allowed with QM approval
>>
>>5915994
> Toss the head into the water, let it be carried away

But I guess huck it as hard as we can too
>>
>>5915994
Can we remember what the excuse we gave the man at the carriage rental was for needing to pick it up so late at night? Trying to figure out if an excuse like "Oh, dad yielded on leaving during the night, as you said, so we decided to delay until tomorrow would work."
As is we're most certainly going to need an extra day to stop our rolls from being horrible and move everything.
> Toss the head into the water, let it be carried away
>>
It seems I'm as tired as Clot, this wording is horrible.
>"Oh, dad yielded on leaving during the night, as you said, so we decided to delay until tomorrow would work."
"Oh, dad yielded on leaving during the night when I repeated your warnings, so we decided to delay our departure until tomorrow."
>>
>>5915994
>Toss the head into the water, let it be carried away
>>
I find it really annoying to have the decision to leave repeatedly cut off in favor of one more injection for months, repeated votes on the same topics over and over are literally, academically proven to impede execution of results and flipflop with random chance. they are something wholly in trash's control rather than anons', and I understand his (false) intuition that constantly putting things up to a vote keeps it in the players' hands, but that would only be true if the playerbase was 1. consistent in size and composition (this is not true, players come and go all the time) and 2. votes were not relitigated on ties. anons are not a well defined, coherent group with goals and they cannot be treated that way, the same way you would treat a conversation partner. you cannot ask us 'are you sure?' because there is no guarantee that you are even speaking to the same group 6, 12, or 24 hours later, let alone months and months. the way many of the votes in this single location have been run is almost mathematically no better than rolling a die
of course chlotsuintha is completely unable to stick to a plan if this is how her brain works
>>5915994
>> Toss the head into the water, let it be carried away
>>
>>5916530
bleh, interjection, not injection, I'm malapropping all over the place in my irritation
look just allow chlot to stick to her decisions and plans instead of asking if any piece of new information, no matter how trivial, is equally important to the basic mission parameters she sets out to complete
>>
>>5916530
>>5916531

I prefer the way Trash has been running the quest and I disagree with this anon's suggestions

I frequently change my mind with new information and appreciation the opportunity to do so
>>
>>5915994
Can we not weigh if down with something? Anything to delay the inevitable recovery.
>>
>>5916854
Yes, I can incorporate that. Consider this vote closed.

>>5916530
That is a very good point, anon. I'll try to keep it in mind when I am planning where I am going to have votes. That being said, I am not sure to what extent I could 'lock in' votes like I understand you to be suggesting.
The notion for this Quest - or at least, this arc of this Quest - was to have an under-powered player character who was up against a looming deadline, who had the ground shrinking underneath their feet, and who was presented with more plot hooks than they could possibly follow through with before that deadline. Because there are so many options, and which one is - or seems to be - the best would change dramatically and dynamically, based on the situation the player character was in by an update-to-update basis, as well as what information had been revealed - or hinted at - to the players, it seems to me that regularly posing new votes to be cast abrogating old votes is the best way to do things.

I think perhaps problem here is my pace - not just how fast I get updates out (which can be rather slow), but how much actually happens update to update. If my pacing was faster, if more happened in each update, then consequentially there would be less voting and re-voting going on. You will be glad to hear that I'm going to try to pick up my pace for the Clerking House; while I don't know if we will be done with it by the time the thread archives, I will say here that I don't intend for it to go on anywhere near as long as Aldoin's house.
>>
>>5917133
>I will say here that I don't intend for it to go on anywhere near as long as Aldoin's house.
Famous last words. Don't tempt the curse
>>
>>5917133
Frankly I hate deadlines for that reason- we’ll never get to the bottom of a mystery (or plot) if we’re time-pressured into not exploring them. It felt like I was working at my job, giving to contradictory goals and being expected to finish both before I clock out. More stressful than pleasant, you understand.
>>
As you continue to descend the ladder, finding each rung to protest your weight with louder groans than the last, you decide that the most expedient disposal would be to throw the remains into the water - or rather, the 'water' - and allow it to be carried away. And while you have concerns that the former boar's head may end up floating, it seems that your little run of white luck is continuing to hold - for right at the bottom of the ladder, there seems to be some debris. Upon reaching the bottom-most rung of the ladder, you stretch further down, and prod at the little pile. Blessedly, it is solid - perhaps exhume from the tunnel, or part of this little servicing ledge that broke off somewhere, or maybe even just a very mislaid piece of masonry that wound up down here ... somehow. Regardless, it doesn't matter. It is heavy, and you could easily cram a lot of it into the cavity at the back of the skull, where the spine and the Conduit woven around it once connected with the strickening striker. Then instead of throwing the remains, you'd drop them in. Hanging off of a ladder while fetching stones and stuffing them into a skull is work well suited to someone with at least three arms, but you manage. The rocks are moist - as is basically everything down here - which makes cramming them easier, though it certainly doesn't make it any more pleasant! Still, as your being kept by the keeper you cannot complain about anything that will get you out of the sewer and onto the Clerking House as quickly as possible.

With the remains suitably weighted down, you take hold of it around the burnt-out hole in the back of the skull, careful not to cut your fingers on its crumbling, jagged edges. You extend your right arm to its full length, intending to drop it in - only to judge that you don't quite have enough distance to clear the servicing ledge. After assuring yourself that your feet are planted firmly - or at least, as firmly as they can be on a ladder this rickety - you lean out while you hold yourself fast with your left hand until you are certain you have surpassed the ledge. You let go, and the sounds of flowing water is briefly interrupted by a satisfying splash - which you can just make out in the darkness. Relieved of your burden, you center yourself once more on the ladder, then you bend down, so you may wipe your hands on your foot-wraps. While you are sad to see any part of any of father's Constructs go, there is also a real sense of relief - compared to your other Mysteries, the former boar's head is huge, and it cannot be passed off as anything but Mysterious when seen up close. After all, you saw Mitigators over the harbor -

The harbor! The fraying harbor where the sewers empty out into! Oh, no, no it - oh, shit! Shit! Did you accidentally fry your brain with the Strangeness without realizing it? Do you have some sort of secret death-wish that is hidden even to yourself? Oh, what do you do? What do you do?!
>>
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> Please choose ONE of the following:
> You have to trust that the head will get caught up in a grate or something. Or that you put enough rocks into it to keep it stationary at the bottom of the sewer. Continue on as planned.
> You have to ... you have to get that damned head back! And that means - oh, Pattern's Perdition - that means you are going to have to jump in and find it! Fraying Hell! [Requires Rolling]
>>
>>5917733
Well, nice to know waiting on plucking the needles was the correct option yet again. Honestly, without me suggesting weighing it down, we’d be even more up shit’s creek without a paddle. The amount of times I bailed y’all asses outta the fire, I swear…
>>
>>5917733
Being paranoid and knowing God loves throwing shit our way, the smart move would be to jump in and damn the consequences. The wise move, though, would be for y’all to accept that y’all fucked up and live with it, given that a wet Chlot with wet clothes and wet stuff puts us off in a worse position than maybe the Mitigators finding the head before the wildlife finish feasting on it. Besides, God loves overcoming challenges, even self-inflicted stupid shit like this.
>>
>>5917733
>You have to trust that the head will get caught up in a grate or something. Or that you put enough rocks into it to keep it stationary at the bottom of the sewer. Continue on as planned.
>>
>>5917733
>> You have to trust that the head will get caught up in a grate or something. Or that you put enough rocks into it to keep it stationary at the bottom of the sewer. Continue on as planned.
>>
>>5917733
> You have to trust that the head will get caught up in a grate or something. Or that you put enough rocks into it to keep it stationary at the bottom of the sewer. Continue on as planned.

They gonna backtrace it? Good luck I'm behind seven sewers.
>>
>>5917733
> You have to trust that the head will get caught up in a grate or something. Or that you put enough rocks into it to keep it stationary at the bottom of the sewer. Continue on as planned.
>>
>>5917986
Heh heh heh.

Alright, consider this closed.
>>
>>5917986
Less that and more like they kickstart the Hunt immediately, which hurts us.
>>
Frankly, what are the mitigators going to do even if it does wash out into the harbor? Are they really going to investigate a Mundane piece of refuse coming from the sewer? From a distance, it just looks like a regular animal corpse
>>
>>5918489
I mean, we’re using the sewers as our Belfry exfil- if they find the skull within this night, we are royally fucked, no two-bits about it.
>>
>>5918538
I agree, however: why would they find the skull? It is some animal trash in a river of trash? If I were a mitigator, I wouldn't fly down on my broom to investigate that, that's leper work, not witch work
>>
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You ... you - oh, damn it, you need to think. Are you ... no, no you aren't. You aren't going to jump in after it. As things stand, you are already impaired by sleeplessness; you would even go so far as to say that you are dangerously impaired. And clearly, that it making it hard enough on you - but if you catch a cold after your little swim, or something even worse - and you imagine that there are a lot worse things to catch in this 'water' than just a cold - how could you expect to make it out of the Mount and then all way to the frontier provinces by yourself? And that isn't the only manner of threat to your health down here - what if you were to injure yourself diving in, or you strike something under the water while you are swimming, or you get swept into a grate or down a section that is filled to the top with water, what are you to do then, besides suffer and very possibly die?

It is not worth it, it cannot be worth it. You stuffed the remains proper full, and as far as you can tell - in what passes for light down here - the surface of the 'water' is placid and the flow is seems to be mild. You wouldn't go so far as to say that it was 'slow' or 'lazing' - and it certainly isn't 'still' - but it could very well be that the flow is not going to be enough to move the remains, considering their weight. And it isn't like you are right on the harbor - there is still quite a bit of distance that the remains would need to cover before it gets dumped out. There must be grates between here and the water - and even if there weren't, even if it managed to make it out of the sewers, there would be quays and wharves and boats and ships in nearly every direction - all things that could conceal it from the inquiring eyes of a Mitigator. And even if the Mitigator found it and recognized it as the remains of a Construct, how long would it take for the Inquisition to start searching the sewers? You doubt that it wouldn't occur to them as a possibility, but surely ... it couldn't be that they'd immediately jump down here. Right?

You are left grasping for an answer - and onto this arrangement of kindling with aspirations of being a ladder. Sick to your stomach, you ascend back into the Closet, reproaching yourself as you approach your cart. Even as you bite your lip and wince as you Socket your Wand of Head-Knocking back into the battered and bruised crook of your left arm, then slip your chemise and your domestic dress back on over your head, you are recriminating yourself. You deserve it - in fraying spades - but you acutely know that you cannot let this chew you up. The Clerking House is very liable to have Guards minding the place at night - there were Guards there during the day, after all. After removing the books and the journal out of your apron, you put that on as well - not so much for the pockets, but simply because it is nice to have for the padding, when you have to be on hands and knees.
>>
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Beyond that - Maker's Mercy, you have enough stock and stuffs on your cart to hang a shingle over. If you were to stand here, and consider everything on here, and whether or not it was useful enough to take ... no, you cannot burn that kind of time here. Just focus - take only what you know you are going to need. Alright ... light. You are probably going to be in the dark, so you will need some sort of light. Wishing that you brought that pocket-lantern that you recovered from the Refinery with you, you instead decide that you will make do with two fresh candles and one of the snap-sparkers your got from Aldoin's house. Mitigators are in the air, so you are keeping your wand Socketed - which means that climbing anything higher than chest height isn't in the cards, and that you are going to need Nodules. Considering it, you decide that you should plan for the worse and take them all with you.

For a moment, you consider loading one or both of the pistols and taking them with you as well ... except that the pistols will make noise, and the wand doesn't. Instead, you take a sheet of linen with you - figuring that beyond just using it as a sling to carry needful things, you could employ it to truss up a Guard or a witness. And if that doesn't work ... well, the pin-stilettoes are good to have anyway, especially the plain black one with the chip in the blade. By the time that you are done fashioning the sling and have it hanging over your shoulder, you have already decided to use it to carry the paper, quills and the ink-pots you picked up. You also decide to dig out the patched black riding cloak and throw it over your shoulders as well. It is an odd look - a hooded cloak over a sling over an apron - but it certainly is functional. Beyond all of this ... short of finding an unlocked door, you are either going to have to break or pick your way in. Picking would definitely be better, but at this point you might not have the luxury of choice. On the off-chance that you do, you slip the filled decanter into one of your apron pockets as well. You consider taking more - but having more than one would mean running the risk of the bottles clinking at an inopportune time. Perhaps you could side-step that by putting them in different apron pockets - but the only thing you have on hand to fill them with is 'water'.

You stare the decanter for a moment, trying to figure out how many casts of Cold-Touch could you perform with its contents. You could certainly use all of it in one - for that matter, you could use more than all of it in one cast. And to a certain extent, the more working material you have, the easier the cast becomes - to an extent, of course. So in that case ... you look past your cart, and at the street-cleaning implements that are gathered in the Closet. Among the spotted rakes and spotted brooms and spotted scrapers and spotted what-not, there are spotted bins, spotted dust-tins, and yes, spotted buckets.
>>
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A number of them are very nearly filled. You aren't exactly sure with what ... but it cannot be worse that the 'water' underneath you. You avail yourself of one of the filled ones, figuring that you can use it for the presumably locked door you are going to be entering the Clerking House through, then you can keep the filled decanter on your person to deal with any other locks that you might have to pick along the way. As for the bucket, well - on account of its Unclean markings, you'd have to keep it with you through the knock-down, and return it here, otherwise there might be ... complications. You don't think anyone is going to raise the hue and cry over a misplaced bucket - but if a clever cog with the Guards was to find it, say near the door of the Clerking House that you picked, and the lock was still wet, they might start poking around Cleaner's Closets, figuring someone broke into one and decided to Uncleanly vandalize a municipal building. And that would be ... it wouldn't be the worst turn the night could take, but it would certainly be up there.

After running things through in your head for one last time, you decide to take the Inquiring-Eyes, figuring that they may be a boon during the actual work of the forgery. The case is a bit too bulky to just carry around though, so after pulling it out of your burgeoning pile of swag, you open them up and after figuring out how to work the strap, you put them on over your head. The weight feels awkward, but you know that illuminators use them in their work, so it stands that a forger might benefit from them as well. You look at everything else you have on hand, but beyond considering emptying the naturalist's 'sack for a moment then deciding against it as you don't intend on taking away anything more than a piece of paper, nothing else strikes you as useful for this job. Desperate for this to be over and done with, you heft up the Unclean Cleaner's bucket in your less battered right arm, and after closing the hatch down to the sewer, you quit the closet.

Haunted by the ghosts of your intentions for the night, you make quick work of the short distance between the Closet and the Clerking House, using your cloak to conceal the spotted bucket as best you can. It is a good thing too, as you are actually passed by a carriage, and have to causally but quickly put a lamp-post between you and the conveyance. You are certain that the diver saw ... something of you, but as far as you can tell, he remains focused on his four-legged and four-wheeled charges. Further up the street, you nearly cross paths with some well-to-do Goodman, walking 'in strength' with a number of his servants, illuminated by stick-lanterns. The light and footfalls gave you enough warning to properly hide from him, taking advantage of another lamp-post by sitting down on the sidewalk and using the bulk of its base to conceal yourself.
>>
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There are a number of houses with lights in one or two windows still - but if anyone sees you like this, they give you no indication it. You wait until the footfalls of the Goodman and company fade away before you break concealment and resume your striding walk towards the Clerking House, wishing that these streets happened to be a bit more deserted. Unfortunately for you, this is Cleanport - mind you, one of the nicer portions of Cleanport. The long and the short of it is that if people like that Goodman are comfortable enough to be out and about, then it follows that there must be Guards nearby, somewhere.

And that means that you cannot be comfortable about being out and about. But in spite of your lack of comfort - or perhaps on account of it - you manage to lay eyes upon the Clerking House without encountering anyone else, though you can still hear vague sounds off in the distance that suggest others are about and moving. More and more cautious with every breath, you appraise the Clerking House from a distance. The windows, shuttered as they are, let slip no threads of light, nor any suggestive sounds that you can make out - at least, at your current range. The more you look at the place, the more you find yourself hoping that the house is actually standing empty. It certainly looks the part - but some place worth Guards during the day is quite probably also worth Guards during the night. And if there weren't Guards set there overnight, then the other securities of the place would consequentially be stronger and tighter.

In this circumstance, you are considering trying what your father calls 'house calling'. Doing something that would engender some response if there was someone in the place - commonly just knocking on the front door, then running back into concealment to see if it was answered or not - or to come up with some tale to tell, something to ask for at the door if someone answered it, things in that vein. It is a good way to see if there is anyone on hand, and if there is, what their response time is like. Unfortunately, doing it as late as this ... if there is someone there, a Guard - then they are liable to be on edge about someone knocking on the door this late, and when they find that no-one is there at the door, well, then they will really be on edge. Potentially more alert as well. But what is more dangerous, a more alert Guard, or wandering into the place blind?

> Please choose ONE of the following:
> You will close the distance and make a 'house call' [Requires Rolling]
> You will close the distance and look for ingresses
>>
>>5918489
>>5918690
Chlotsuintha's concern - which I haven't really articulated - is that at first glance, they may think it to be it human remains from someone killed in the Refinery fire, and send someone to recover it.
>>
>>5918851
> You will close the distance and make a 'house call' [Requires Rolling]
Instead of knocking, we could throw a flower pot or something.
>>
>>5918851
> You will close the distance and look for ingresses
>>
>>5918851
>> You will close the distance and look for ingresses
>>
>>5918851
> You will close the distance and make a 'house call' [Requires Rolling]
>>
>>5918851
>You will close the distance and make a 'house call' [Requires Rolling]
>>
>>5918869
This was going to be the next choice; how does Chlotsuintha make the 'house call'?

Does she throw something, leaving behind physical evidence - or does she 'run' it? If she throws something, then there is physical evidence left behind - no Guard would be able to discount that someone out on the street threw something at their posting (assuming, of course, that there are Guards in the house, which Chlotsuintha believes but doesn't know for a surety) - and they would definitely remember it. Beyond that, if nothing else came to their attention for the rest of the night, then the extent of their reaction would be to be more alert for some time after the 'house call' and reporting it at the end of their shift, or if another Guard or equivalent asked them if they had seen or heard anything during their posting. However, if unexplained noises continued through the night after physical evidence was left behind from a 'house call', then it is increasingly likely that the Guard raises the hue and cry, even if they never actually see proof a break-in or hear something they can definitively say is a sneak-thief.

Alternatively, if she 'runs' it, and manages to get back to concealment before a (hypothetical) Guard responded at the door, then while they probably will remember it, they might not report it at the end of their shift or if asked, figuring that they misheard something. And even if there are other unexplained noises throughout their posting for the rest of the night, they will gain suspicion notably slower, meaning that it would take a lot more bungling on Chlotsuintha's part before a Guard raised the hue and cry. Of course, all of this is dependent on her not leaving any proof behind, and the Guards not seeing nor thinking they are seeing something. If after making detectable noise on a couple of occasions, a Guard comes across physical evidence, or definitively sees or hears something that is obviously sneak-thievery related - then they will be just as suspicious as the (still hypothetical) Guard who found physical evidence left behind a thrown 'house-calling'.

So then, how does she approach this?

> Please choose ONE of the following:
> Throw something - a rock, detritus from the street - at the door from concealment. [Requires Rolling]
> Break concealment, 'run' it, then get yourself back into concealment. [Requires Rolling]
>>
>>5919511
> Break concealment, 'run' it, then get yourself back into concealment. [Requires Rolling]
>>
>>5919511
>> Break concealment, 'run' it, then get yourself back into concealment. [Requires Rolling]
>>
>>5919511
> Break concealment, 'run' it, then get yourself back into concealment. [Requires Rolling]
I’m hoping for a break here
>>
>>5919511
> Break concealment, 'run' it, then get yourself back into concealment. [Requires Rolling]
>>
>>5919511
>Break concealment, 'run' it, then get yourself back into concealment. [Requires Rolling]
>>
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> Athletic Test I:
> DC 30: Witchlet Chlotsuintha is not Fleet of Foot, making a Simple Athletics Test [Running] such as this [Easy]
> + DC 3 Witchlet Chlotsuintha is performing this Athletics Test in middling light
> + DC 7 Witchlet Chlotsuintha is performing this Athletics Test with unsuitable garments
> + DC 2 Witchlet Chlotsuintha is performing this Athletics Test while carrying less than fifteen pounds and three cubic feet of bulk
> + DC 5 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly as she might otherwise [Malus Halved]
> + DC 2 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly as she might otherwise [Malus Halved]
> + DC 2 Witchlet Chlotsuintha is now Worn I, and is not moving as quickly as she might otherwise [Malus Doubled]
> + DC 2 Witchlet Chlotsuintha is now Battered II, and is not moving as quickly as she might otherwise [Malus Doubled]
> - DC 10 Witchlet Chlotsuintha is commencing the Athletics Test at her initiative

> DC 41: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Slapped-Dash. Chlotsuintha overshoots her target, and runs straight into the door of the Clerking House, smashing the decanter, making much more noise than intended and significantly impeding her retreat to concealment [+ 25 DC to Stealth Test II]
> One Pass: Running Out on Yourself. Chlotsuintha stumbles a few times - over the curb, over the stairs, over her own feet - and ultimately impedes her retreat to concealment [+ 10 DC to Stealth Test II]
> Two Passes: A Right Dashing Rake. Chlotsuintha manages to get to the door and get back in short order without any bungling [- 8 DC to Stealth Test II]
> Three Passes: Fleet on the Street: Chlotsuintha positively flies to the door and back - she simply cannot imagine how it could have gone any better! [- 20 DC to Stealth Test II]

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) the Chlotsuintha cuts up her hand when the decanter smashes, further complicating her plans for the night
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha has a moment of clarity while running, and manages to solve as question that had been bugging her

> Please, may I have three rolls of 1d100?
>>
Rolled 40 (1d100)

>>5920417
>>
Rolled 45 (1d100)

>>5920417
>>
Rolled 80 (1d100)

>>5920417
>>
Would you like to use the re-roll or auto-pass, to try for (or get) and additional -12 DC on the Stealth Test?

> Please choose ONE of the following:
> Re-roll
> Auto-pass
> Neither
>>
>>5920507
>Neither
>>
>>5920507
> Neither
>>
>>5920507
>Neither
>>
>>5920507
>Neither
>>
>>5920507
>Neither
>>
> Stealth Test II:

> DC 35: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Involved Stealth Test like this [Rather Easy]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 4 Witchlet Chlotsuintha is dressed incongruously, making her an exceptional and suspicious sight
> + DC 5 Witchlet Chlotsuintha is on an effectively empty street, making her an exceptional sight
> + DC 15 Witchlet Chlotsuintha does not have any physical concealment from the street to the door of the Clerking House
> + DC 5 Witchlet Chlotsuintha is doing something patently suspicious, making her an exceptional and suspicious sight
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 1 Witchlet Chlotsuintha is performing her Stealth Test in middling light
> - DC 5 Witchlet Chlotsuintha is commencing her Stealth Test in concealment
> - DC 15 Witchlet Chlotsuintha is alone on the street at the commencement of the Stealth Test
> - DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area with next to no traffic
> - DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic could be preemptively perceived
> - DC 8 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic would be very distracted
> - DC 12 Witchlet Chlotsuintha passed two of the three components of Athletics Test I

> DC 43: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Doornailed! Chlotsuintha is absolutely certain that there is a Guard in the building - because they see her, and call out for her to stop as she runs away into the night!
> One Pass: Doorstopped. Chlotsuintha's retreat from the Clerking House is complicated when the door of another nearby house opens up! [Prompts Vote]
> Two Passes: Leaving a Light On. Chlotsuintha's 'house call' seems to have stirred the beehive - perhaps too hard, as there are hastily lit lights and signs of movement coming from several houses on the street, including the Clerking House
> Three Passes: Door Knocker Knock-Down. Chlotsuintha's 'house call' seems to have engendered a response from the Clerking House

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then nothing happens as CF and NCF have been nulled for this test by the outcome of Stealth Test I
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha manages to make an important deduction about something that has been confusing her.
>>
Rolled 67 (1d100)

>>5921025
Please be white! Please be white!
>>
Rolled 58 (1d100)

>>5921025
>>
Rolled 37 (1d100)

>>5921025
>>
I might as well ask for this one as well; would you like to use the re-roll or auto-pass for the third test?

> Please choose ONE of the following:
> Re-roll
> Auto-pass
> Neither
>>
>>5921171
> Neither
>>
>>5921171
>Re-roll
>>
>>5921171
>> Neither
For future reference, since it has been long enough I forgot: Were rerolls on a single die or on an entire test?
I assume the latter but figured I should check since we might end up using one here.
>>
>>5921244
Single dice
>>
>>5921171
>Re-roll
>>
>>5921244
>>5921270
The ones you have currently are for single rolls, but there are ones that are for all three.
>>
Just to clarify, we are still looking for a tie-breaker for >>5921171.
>>
>>5921712
Roll for it
>>
I'm not ready to write immediately at the moment, but if there isn't a tiebreaker by the time I am, I will.
>>
Rolled 2 (1d2)

On roll of one, use re-roll.

On roll of two, accept result as it stands.
>>
>>5921831
Did we just juke ourselves into a substantially worse position? Because knowing the DC and the potential results of it now, I would’ve voted to avoid the ‘house call’ all together.
>>
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As things stand, you really don't see any way that there aren't Guards stationed or billeted in the house. There were ... at least a few of them on hand, weren't there? Might have been even more of them, elsewhere - minding other doors, on hand to escort couriers and porters and municipal pages ... stands to reason that there would be some money in the place as well, from collected fees and the like, so they'd definitely want Guards on that as well. It is near as much of a surety as sunrise that there will be at least a pair of Guards - as postings are almost always in pairs - in the Clerking House right now. Obviously, there is some appeal to the notion of going through the place sight unseen and sound unheard - but if you 'call' upon the house, and all goes well, you will have a solid idea of how many there are in the building, what their response time is like - and perhaps most importantly, what their response is like. To be sure, there are very many ways that this doesn't 'all go well'; you could be made, you get caught, or even hurt yourself somehow, to the point where you couldn't 'move house' tonight.

Yet ... the knowledge, the forewarning - that is incredibly valuable. More valuable than being unheard, in your estimation. As long as you get the forgeries done and the fake master copy wherever it needs to go, you don't care if the Guards remember that they heard something. Unseen ... well, that is a different story entirely, but it shouldn't come to that - not if you have observed how the ants scramble after you kick their hill. And it cannot be gainsaid that whatever risks you are taking out on the street by 'calling', they also exist inside the house. Taking the bulk of the risk outside, where you have better odds of running away, all to keep the risk inside of the Clerking House manageable - that feels like a strong play. And you are in desperate need of strong plays right now. You go to set down your decanter, in preparation of your run - but then you stop yourself. Depending on how everything unfolds once you knock on the door, you might not be able to make it back here without being spotted. Feeling as if you have just side-stepped a serious pit-fall, you grip the decanter tighter, and check to see that the stopper is seated firmly. Once you are satisfied, you turn your attention to the street, looking for a closer bolt-hole to bolt for. As you face the Clerking House, there is a dark alley between it and the building to its right... but the Clerking House has windows. They might be shuttered now, but a number of them overlook that alley - and if there were Guards on hand to throw them open and look down, you doubt that there would be enough concealment to keep yourself hidden. There are houses across the street though, that have alleys - which look to be darker and narrower; more suitable to your designs. And it so happens that one of them is almost dead on with the front door of the Clerking House.
>>
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All that is left now, is to actually run it. You take a number of breaths, each deeper than the last, while you tense your legs one at a time - right, left, right, left. You then sway yourself a little bit, to make sure everything you are carrying has been situated well enough that it won't go flying once you start running. Then after one last look around, to make sure all is clear, you just start running before anything else happens. Your long legs make mince of the distance, and almost before you know it, you are hitching in your stride to mount the basalt-brick steps of the basalt brick house. Luckily for you, the door isn't basalt-brick, otherwise you'd have a Hell of time knocking on it. More than your legs, it is your momentum that carries you the remaining distance to the slab-oak portal. You stat to make a fist with your decanter-less hand, but you stop yourself halfway there, instead settling on slapping the door with enough force that your hand actually goes numb for a moment. On the silent street, the sound is like the report of musket - you can only imagine what it must have sounded like inside the building. Blinking, you realize that you aren't moving, and immediately you lunge into a sprint, punting yourself off of the stairs and back onto the street with the tips of your toes. It is not the fastest you have ever run, but you are well into the darkness of the alley before you become aware of any other sounds around you. You have to stop yourself from throwing yourself behind a dilapidated rain-barrel, satisfying yourself with running behind it instead and crouching down.

Where once there was silence, there are now sounds - not just from the Clerking House, but up and down the street - though as you have fled so deep into this alley, you are going to be hard pressed to see what is making any of them. At the moment, all you can see is the front of the Clerking House - and not even all of it. That dark alley to its right - your left, as you face it. Feeling once again like the ground underneath your feet is crumbling away, you scramble for options - and for once, you manage to find one almost immediately. The molding of the house that you are leaning up against juts out into the alley - slightly. Not enough to completely conceal you from all angles. You are wearing a black hooded riding cloak over a black dress though - if you stay stock still once moving up there, you could drastically improve your vantage point of the street. Alternatively, you could remain in your spot, and let your ears take the place of your eyes here - at least for the bits of the street and the Clerking House that they cannot see. Of course, there is no guarantee that you will be able to hear everything that you would see from the molding - just like there is no guarantee that you wouldn't be seen from the molding. You are going to need to make a decision straight-away - otherwise it will be made for you, once people make it to their windows and doors.
>>
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> Please choose ONE of the following:
> Move to the Molding [Requires Rolling, Stealth Test]
> Remain at the Rain-Barrel [Requires Rolling, Hearing Test]
>>
>>5922207
> Move to the Molding [Requires Rolling, Stealth Test]

I think this plays to Chlotsuintha's strengths (stealth) rather than an area in which she is not exceptional proficient (hearing)
>>
>>5922207
> Move to the Molding [Requires Rolling, Stealth Test]
>>
>>5922207
>> Move to the Molding [Requires Rolling, Stealth Test]
>>
> Stealth Test III:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an alarming and suspicious sight
> + DC 12 Witchlet Chlotsuintha will not be completely concealed once she is behind the molding
> + DC 5 Witchlet Chlotsuintha is doing something patently suspicious, making her an exceptional and suspicious sight
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 1 Witchlet Chlotsuintha is performing her Stealth Test in middling light
> + DC 10 The Roused are curiously looking for a source of the noise they just heard, complicating Chlotsuintha's efforts to hide
> - DC 5 Witchlet Chlotsuintha is commencing her Stealth Test in concealment
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an effectively unlit area
> - DC 15 Witchlet Chlotsuintha is alone on the street and in the alley at the commencement of the Stealth Test
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area with no incidental incoming traffic
> - DC 1 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic could possibly be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be impaired

> DC 39: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: A Shadow No More. Chlotsuintha isn't sure where they are exactly, but judging from the shouting, someone has seen something - she must get herself out of here!
> One Pass: Who Lurks There? Chlotsuintha remains unseen and undetected, but it seems that those she has roused are now Concerned.
> Two Passes: When No-Body Calls. Chlotsuintha remains unseen and undetected, but it seems that those she has roused are now Cautious.
> Three Passes: The Bump in the Night. Chlotsuintha remains unseen and undetected, and it seems that those she has roused remain Curious. CF and NCF nulled for Stealth Test IV.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then besides being seen, someone manages to get the beam of a lantern on Chlotsuintha!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> Please, may I have three rolls of 1d100?
>>
Rolled 93 (1d100)

>>5922498
>>
A note on Curious, Cautious, Concerned and Alarmed - these are degrees of alertness in active searching. When a character or characters are Curious, and the player character is trying to perform a Stealth Test against them in their presence, there is a DC 10 Malus applied to the Stealth Test. If the character or characters having the Stealth Test performed against them become Cautious, then a DC 20 Malus is applied to the Stealth Test. If the character or characters having the Stealth Test performed against them become Concerned, then a DC 30 Malus is applied to the Stealth Test. If the character or characters having the Stealth Test performed against them become Alarmed, then a DC 40 Malus is applied to the Stealth Test.

I would like to point out that these Maluses only apply when the character or characters are actively searching. If the characters having the Stealth Test performed against them are unable to find anything, then with time they will give up their active search and the Curious, Cautious, Concerned and Alarmed Maluses drop off. Upon dropping off, the Cautious state leaves the Ill-at-Ease state, which carries a 2 DC Malus on Stealth Tests performed against this character. Likewise, the Concerned state dropping off leaves the Jumpy state, which carries a 6 DC Malus and the Alarmed state dropping off leaves the On Edge state, which carries a 12 DC Malus for Stealth Tests performed against the characters. Similarly to Curious, Cautious, Concerned and Alarmed, On Edge, Jumpy and Ill-at-Ease drop off as well, given enough time - however, on dropping off, On Edge is replaced by Jumpy, just as Jumpy is replaced by Ill-at-Ease. Ill-at-Ease doesn't get replaced with anything once it drops off.

Additionally, behavior changes at different states as well. When characters are Cautious, they are more likely to stick together if such a thing is possible, and are more likely to arm themselves, if weapons are available to them. When characters are Concerned, they will always stick together when possible, and they will always arm themselves when able. Additionally, if the option is available to them, they might hole up in an area they believe is secure. When characters are Alarmed, they may also hole up - again, if the option is available to them - and they will stick together and arm themselves with what they can. They will also either try to leave the area, or bring others into it - situationally, and if possible of course.

>>5922539
That is a Hell of a roll, anon! Just need two more like that, and Chlotsuintha will be sitting - or rather, lying - pretty.
>>
A point of clarification, the Maluses from Curious, Cautious, Concerned and Alarmed do not stack, neither do the Maluses from Ill-at-Ease, Jumpy and On Edge. Rather, the larger Maluses supersede the smaller. And additional points; the 'remainder' states - Ill-at-Ease, Jumpy and On Edge - these take precedent in determining the degree of alertness in active searches. Say Chlotsuintha made a noise or did something that would typically engender a Curious active search - but the characters that she is performing Stealth Tests against have the Jumpy state. The ensuing active search would be a Concerned active search, as opposed to a Curious active search. 'Remainder' states do not/b] fall off if an active search starts up again - both of them 'degrade' separately. Additionally, if enough active searches are engendered in a short enough time, it is possible for the active searches to initiate at a higher degree than it otherwise might be. Finally, characters that were not involved in active searches can gain Ill-at-Ease, Jumpy and On Edge by interacting with characters who have these states. Depending on the receiving character and the situation, they may receive the same state, a higher state, a lower state or no state at all. Finally, guidelines dictating the degree of active search apply to those with interaction induced 'remainder' states as they apply to those who have actually been in active searches.
>>
Rolled 86 (1d100)

>>5922498
>>
Rolled 31 (1d100)

>>5922498
May our luck remain white
>>
I might as well ask, is there any support for using a re-roll or an auto-pass here?

> Please choose ONE of the following:
> Re-roll
> Auto-pass
> Neither

Moreover, what is Chlotsuintha's next play? Does she remain in place until the active search concludes (an easier Stealth Test and five or so minutes of waiting) or does she try to sneak back down the alley, to a spot where the house with the molding and the rain-barrel is screening her from active search, so she may immediately attempt to approach the Clerking House (two harder Stealth Tests with no waiting). By her best estimation - which as we have seen can be more than an hour off - it is somewhere between ten and fifteen past the twenty-second hour.

> Please choose ONE of the following:
> Remain in place [Requires Rolling, Stealth Test]
> Remain in place [Requires Rolling, Stealth Tests]
>>
>>5922650
I vote we Remain in place ;)
>>
>>5922650
> Re-roll
Logic being that this would add a significant lingering malus otherwise.
>Remain in place or remain in place
I think I'll vote to remain in place as well
>>
>>5922650
>Re-roll
>Sneak back to remain in place ;)
>>
>>5922650
I'm asleep at the switch, aren't I. I mean for the vote to be:

> Please choose ONE of the following:
> Remain in place [Requires Rolling, Stealth Test]
> Retreat further into the alley, use the house as a screen to hide behind [Requires Rolling, Stealth Tests]

If you voted in the bungled vote, you can vote again, or just indicate that you want your vote to stand. Sorry about that.
>>
>>5922689
>> Remain in place [Requires Rolling, Stealth Test]
>>
>>5922689
>Retreat further into the alley, use the house as a screen to hide behind [Requires Rolling, Stealth Tests]
>>
>>5922689
> Remain in place [Requires Rolling, Stealth Test]
>>
>>5922689
What would be the benefit and rough DC of both options, if you don’t mind me asking?
>>
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>>5922706
The benefit to retreating into the alley and swinging around the house is that if she succeeded at it, Chlotsuintha wouldn't need to burn a few minutes waiting for the active search to conclude. The benefit to staying in place is that there is just one relatively easy Stealth Test to pass - as opposed to two harder ones. On the DC values, I generally don't give them ahead of time, simply because I feel that in the moment, the player character wouldn't be able to calculate the likelihood of success before an action is taken with any level of accuracy - and if I give the values, then the players would be able to. If it was a situation where the player character had prepared for something, then they should have an idea of their chances, and giving an approximate DC would be alright then.

Anyway, it seems that there is a consensus on using the re-roll.

> Please, may I have one re-roll of 1d100?
>>
Rolled 98 (1d100)

>>5922720
White luck, white luck, no reckoning from the Patternmaker.
>>
Good roll, that changes things. As those who have been brought out by the knock in the night were never more than Curious during their active search, the search concludes quicker. As such, Chlotsuintha doesn't need to decide between remaining in position or darting back into the alley. I'll get to writing after dinner.
>>
>>5922725
>near-near-critical success
>nothing to show for it
>>
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You know almost immediately what you should do, and that is to get to the molding. After all, the entire point of 'calling' upon the Clerking House was to see what happened, to plan your approach. If you cannot see the entirety of the Clerking House - and from here you cannot - then it seems that would have paid for more than you received. But with the street alive with soft sounds all around you, potentially even from the houses on either side of you, moving the few feet to the molding will be no mean feat. You squirm at the prospect - but you know that every moment you linger, getting to the molding without being made becomes harder.

That is enough to spur you into fitful, scrambling movement. Bent over at the waist, you break the concealment offered by the rain-barrel and shuffle as quickly as you can to the molding. Once you are as close as you dare, you lay yourself down prone, squeezing yourself as tight as you can against the the foundation of the house and the stones of the alley, desperate to screen as much of you as possible out of sight. To tell it true, you don't think it is going very well, you are a lot more exposed out here than you thought you would be. Thankful that you threw on the black hooded riding cloak and not the red one, you continue to squeeze yourself into the shadows as before you the street comes alive. You can see light from upper windows further down the block pouring out onto the cobblestones of the street, as well as lights the windows of homes that are across the street from you. You have to stop yourself from trying to press yourself against the wall - at this point, the jut and the shadows are hiding what they can hide. Moreover, moving is liable to catch eyes - and while this spot is an excellent vantage point, it just occurs to you now how being so close to the door would make it a sensible spot to check if anyone was serious about finding the source - or the party - responsible for that bump in the night.

Your lower back twitches and your battered left arm spasms a bit, but you hold yourself fast - and finally, you get what you are waiting for. You can make out a light on the second story of the Clerking House, filtering through one set of closed shutters after another - until it stops at the set directly over the door. Guessing what comes next, you fight the urge to try to shrink further into the shadows as one of the shutters is opened up. Your head is practically pointing right at the intersection of paver-stone and foundation, but staring out at the tops of your eyes, you can see the Guard - you are just assuming that it is a Guard, as the man is unhelmeted, and you cannot see a cuirass - as he leans out an surveys the street beneath him. Including where you are hiding, as it is nearly dead on with his window. You have to keep telling yourself that as long as he is not reacting to you, you are safe - but every time that he sweeps his head past your hiding spot, you have to fight the urge to cringe.
>>
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Much of the light that had filtered out onto the street from inside houses is gone now, and things have quieted considerably - but there is still some light splashing out onto the street, and you can hear movement, quite clearly. Judging from the reaction of the Guard in the window, he can hear it as well - you can make out him sticking his head further out of the window, and craning it in the direction of the alley to the right of the house. You are confused - both by this sound, and by the Guards relatively nonchalant response to it - until out of the shadows of this other alley walks another Guard, this one properly potted with helmet and cuirass, carrying an awl-pike like a large and lethal walking stick, as well as an unlit shrouded lantern in his free hand.

"You heard it too, then?"

The question is directed from the window to the alley, and while spoken in a causal tone and in a typical volume, it feels damned near booming in the stillness of this sleepy Cleanport street.

"Aye. D'you have a snapper up there with you? The one on this lantern has gone bum."

There is a soft grunted affirmation from the window, then it closes. The Guard takes a couple of lingering looks up and down the street, then departs back to where-ever he was on the far side of the house. What lights remained on the street - besides the street-lamps, of course - have all gone away now, and the soft noises that you heard are fading into inaudibility. Even the tapping footfalls of the retreating Guard are getting quieter and quieter. Now ... you have learned that there is a Guard out behind the Clerking House, and there is ... someone on the second floor. But it is what you didn't see that is of real interest to you. You didn't see a helmet on the man hanging out of the window, and Guards are typically assigned to postings in pairs. So if this just happens to be a ... boarded and bonded servant of the Clerking House, or something in that vein, then that means there is one Guard roaming around unaccounted for. But what you also didn't see was anyone sticking their head out of the front door. It might just be that as far as the situation inside of the Clerking House is concerned, that is the best ingress. Of course, that would mean picking the lock in sight of the entire street. No shadows, no nothing. And while this street is quiet enough, you did run across some traffic on your way here, didn't you?

Your other alternatives are similarly dissuitable. You could try to pull open one of the shutters, but given the time that it took for the ones to open up above the front door, they almost certainly have latches on the inside. You could try cutting them like you cut through the door-bar on the Euthyphro, but that would take serious time and leave physical evidence of a break-in. The other option would be to follow the Guard back behind the Clerking House, as it sounds like he might be heading inside momentarily to fetch a snap-sparker.
>>
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> Please choose ONE of the following:
> Approach the front door of the Clerking House [Requires Rolling, Stealth Test]
> Approach one of the shutters in the dark alley to the right of the Clerking House [Requires Rolling, Stealth Test]
> Follow the Guard to his post to see if he heads inside of the Clerking House [Requires Rolling, Stealth Test]
> Write-ins are allowed with QM approval
>>
>>5923197
> Approach the front door of the Clerking House [Requires Rolling, Stealth Test]
>>
>>5923197
> Follow the Guard to his post to see if he heads inside of the Clerking House [Requires Rolling, Stealth Test]

I'm feeling lucky.
>>
>>5923197
>> Approach the front door of the Clerking House [Requires Rolling, Stealth Test]
>>
>>5923197
>Approach the front door of the Clerking House [Requires Rolling, Stealth Test]
>>
>>5923197
>> Follow the Guard to his post to see if he heads inside of the Clerking House [Requires Rolling, Stealth Test]
no need to rush it...
>>
> Stealth Test IV:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an alarming and suspicious sight
> + DC 15 Witchlet Chlotsuintha will not be completely concealed she leaves the cover of the molding
> + DC 10 Witchlet Chlotsuintha is doing something extremely suspicious, making her an exceptional and suspicious sight
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 1 Witchlet Chlotsuintha is performing her Stealth Test in middling light
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test
> - DC 15 Witchlet Chlotsuintha is alone on the street and in the alley at the commencement of the Stealth Test
> - DC 4 Witchlet Chlotsuintha is performing a Stealth Test in an area with next to incidental incoming traffic
> - DC 4 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic very likely will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be somewhat impaired
> - DC 12 Witchlet Chlotsuintha has knowledge of the locations and response times of potential witnesses

> DC 29: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: A Shadow No More. Chlotsuintha isn't sure where they are exactly, but judging from the shouting, someone has seen something - she must get herself out of here!
> One Pass: Who Lurks There? Chlotsuintha is acutely aware of how exposed she is, and it gets to her as she prowls. Not only does she start questioning her grasp of the House, she ends up wasting half of the decanter on a failed Ice Lockpick.
> Two Passes: When Some-Body Calls. Chlotsuintha is aware of how exposed she is, and it starts to get to her as she prowls. Her nerves are a genuine impediment to the Cold-Touch reaction she needs for the Ice Lockpick. [+15 DC to Ice Lockpick]
> Three Passes: The Bump in the Night. Chlotsuintha manages to get to the door without losing her head or her cool. NCF and CF nulled for Stealth Test V
>>
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then nothing happens, as NCF and CF have been nulled for Stealth Test IV.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> Please may I have three rolls of 1d100?
>>
Rolled 82 (1d100)

>>5923460
>>
Rolled 82 (1d100)

>>5923460
>>
Rolled 48 (1d100)

>>5923463
White luck, white luck, no reckoning from the Patternmaker.

>>5923468
>>5923475
Lucky Dubs!
>>
Sorry about the hold up - I wound up away from my computer longer than I intended to be.

Now, the question is how much of the decanter do you want to drain for this Cold-Touch? The more you use, the easier the DC will be - of course, but that will mean that you will run out quicker, and you'll need to find somewhere to replenish it.

> Please choose ONE of the following:
> Pour out the entire decanter for this cast
> Pour out half of the decanter for this cast
> Pour out a third of the decanter for this cast
>>
>>5923651
> Pour out half of the decanter for this cast
>>
>>5923651
>> Pour out half of the decanter for this cast
>>
>>5923651
>> Pour out a third of the decanter for this cast

We are at the point where it will be easiest to find a refill. If we fail, we try again then go get some more.
>>
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> Cold-Touch I

> Critical Success: DC 99 and higher. Not only does the cast go flawlessly, you feel more confident in your ability to cast Cold-Touch and perform Ice-Lockpick
> Complete Success: DC 36 and higher. The cast goes flawlessly and you open the door without any delay or emergent issue. More than that, you managed to use less of the water than you originally intended to.
> Partial Success: DC 16 and higher. The cast goes as well as you could hope - but your performance of the Ice-Lockpick doesn't. While you are able to get the lock picked, you also managed to get Estranged and communicable spent working material down the front of your apron.
> Partial Failure: DC 15 and lower. The cast gets going well enough ... eventually - but your performance of the Ice-Lockpick was messy. In you struggle to get the lock open, you manage to get Estranged and communicable spent working material down the front of your apron, where it threatens your sling.
> Complete Failure: DC 5 and lower. Not only does the cast throttle itself to death on you, your performance of the Ice-Lockpick turns out to be all wet. You got Estranged and communicable spent working material down the front of your apron, and into the apron pockets - Estranging some of the Nodules inside.
> Catastrophic Failure: DC 3 and lower. Not only does the cast throttle itself to death on you, your performance of the Ice-Lockpick turns out to be all wet. You got Estranged and communicable spent working material down the front of your apron, and into the apron pockets - Estranging the Nodules inside.
> Critical-Catastrophic Failure: DC 2. You are not entirely sure what has happened ... but you managed to pry the fingernail off of your right pointer finger by freezing the nail-bed underneath it. It is excruciatingly painful, you are bleeding - and worse, you are liable to drop the decanter if you aren't careful!

> May I please have one roll of 1d100?
>>
Rolled 80 (1d100)

>>5923874
>>
Good roll. I'll get an outline of the update done tonight, and get it finished tomorrow. For the overnight vote, should Chlotsuintha proceed into the Clerking House with two minimum 'charges' of working material for Cold-Touch, or should she try to find someway to replenish it before heading in?

> Please choose ONE of the following:
> Head on in with two minimum 'charges' of working material for Cold-Touch
> Step away for a moment, and look for somewhere to refill [write-ins allowed with QM approval; may expedite process]
>>
>>5923890
> Head on in with two minimum 'charges' of working material for Cold-Touch
>>
>>5923890
> Step away for a moment, and look for somewhere to refill [write-ins allowed with QM approval; may expedite process]
It rained heavily recently, right? Could be a rain barrel nearby, or a gutter, or horse trough. Hell, even a puddle.

Otherwise, the Clerk House should have a Washbasin in their Washroom, and some refreshments and water for the staff, right? Maybe a quick glance around is warranted.
>>
>>5923890
>> Head on in with two minimum 'charges' of working material for Cold-Touch
>>
>>5923890
> Head on in with two minimum 'charges' of working material for Cold-Touch

I think that anon who voted the other way is right about there probably being a wash basin or cistern of some kind inside the clerking house if we need more than 2 charges
>>
Alright, with three to one against, Chlotsuintha will head into the Clerking House. And even though >>5923908 didn't win, his recollection of recent rain and rain-barrels is enough for me to say that Chlotsuintha - even in her worn down, tired and stressed state - remembers that just minutes ago she was hiding behind a rain-barrel. Otherwise she would have had to look around inside the Clerking House - which is potential dangerous, considering that there are Guards there - or she would have had to look around outside for a bit - which would burn a few minutes - before remembering the barrel. So good on you, anon, you managed to find the easy way out!

I'll get to writing as soon as I can.
>>
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Holding the tail of a Guard anywhere at anytime is an inherently risky proposition; in this case, it is made all the riskier as you have no conception of the lay of the land behind the Clerking House. Moreover, you need to consider the man in the window - actually, you need to consider him twice. For a start, him and the Guard seem to be intent on meeting - so it stands that he might have headed over to that side of the house to wait for the Guard, which could potentially put him in a vantage point where he has commanding views of ... whatever is behind the Clerking House. For that reason, you'd be dissuaded against going back there - but there is another reason too. If the man upstairs is not a Guard, and if this is a typical two Guard posting, then it could very well be that the other Guard is back behind the house, waiting at or just inside some door. You could follow the Guard with the broken lantern back behind the house, only to find that you are immediately made by another Guard. And it is also worth pointing out if there is a second Guard, then that isn't exclusive with the man you saw on the second floor positioning himself at a vantage point. No, that ... that is just no good. And as for bulling your way into the building by prying open a set of shutters, you aren't comfortable going that route either. As your father taught you; a shadow unseen might never have existed at all. You are not intending to steal anything inside, and you have the pens, ink and even the paper on hand to make your forgeries. It is quite conceivable that you manage to conclude your business here with leaving nothing more to suggest a break-in than a bump in the night ... and of course, a puddle of Estranged water.

Having held off on it enough, you fish out of repurposed sail-cloth purse, and while still prone you pack an adequate amount of the sea-salt underneath your tongue, trying not to wince and flinch at the taste. You deliberately swallow a little bit as well, just to make sure that you have enough to draw on to catalyze the cast. You then draw your hood down - only to find that your Inquiring-Eyes are in the way. Alright, that ... that is admittedly not great. You were counting on being able to 'dowse' your eyes. Then again ... does it matter? If someone sees you outside of the Clerking House - or worse - inside the Clerking House, it is going to be life and death. To be sure, a lot more people are going to try a lot harder to kill or capture a Witch than just a prowler ... but still, you need to count on not being seen at all. As you straighten up, you set your jaw - and jab the underside of your tongue with the coarse grains of sea-salt in the process. Wincing and flinching, you take a moment to salt your Wand of Head-Knocking as well.
>>
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You don't imagine that there will be anyone to use it on waiting for you on the other side of the door - but you also don't see any reason why you shouldn't have it out and at the ready while you are at the Clerking House. Ready to start, even readier to be done, you take one last look up and down the street, then you gather up your feet underneath you and hustle across the street as quickly as you can without making noise or risking losing anything. In short order, for the second time tonight, you have mounted the basalt-brick front steps of the Clerking House, and now you are faced with its large oaken doors. Using the grip that you came up with in the 'Poonist's Perch, you get your right forefinger into a cavernous keyhole that swallows it up to find to your pleasant surprise that there is an exceptionally shallow keyway. You are smiling to yourself, imagining how silly the key for this lock must look as you center your digit while keeping your wand perpendicular to the door, with the salt for the wand being squeezed onto the grip. Still smiling, you go to pour out the decanter - only to realize that you have left it capped. Resisting the urge to perform a second 'house call' by beating your head against the door, you shuffle yourself around a bit, removing your forefinger from the keyway so with it and your thumb you can carefully work the stopper out of the decanter, and stow it away in a pocket. Hoping that this will be your first and last misstep here, you return your finger to the keyway, pushing it in as deep as you can without hurting yourself. You allow yourself the paltry luxury of one questionably fortifying deep breath, then you tip the decanter.

The moment that the working material hits your finger, you initialize your cast and the lock is suddenly brought into illuminated relief by the light glowing from your eyes. As expected, you start to lose feeling in your finger almost immediately - but in place of any missing sensations, there are all sort of new and unwanted feelings for your mouth and the bottom of your tongue. There is dryness, for a start - the sort of pervasive dryness that one wakes up with, that takes a few quaffs of water to slake and soothe. There is the heat; it is not dangerously hot - just unpleasant and uncomfortable. Also, the grains of salt feel like they are getting coarser as the cast progresses, but that can be chalked up to you pressing down on them harder and harder with your tongue. Beyond your mouth, your Strange-Staining Glyph activates on the water as it passes over your finger - though the Glamor has a hard time getting the white-then-gray-then-black-then-gray-then-white stains on flowing water, to the point that your eyes are straining a bit looking at it, on top of the touch of warmth they have from the glowing. Still, in spite of all of this, you are pleased.
>>
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Or rather, because of all of this - as these are the extent of the strain and on-caster effects of this cast of Cold-Touch, it would seem that you have a very solid and reliable reaction to work with here. At the count of three, the water pouring over your finger begins to cool dramatically, and you can feel the start of the 'key' begin to freeze. Carefully pouring with your left and casting with your right, you work the Mystery out until there is a solid stub jutting out of the keyhole.

You aren't done though; in consideration of the awkward dimensions in play here, you seek surety by electing for a longer than typical 'shank' on your 'key, pouring and casting until you clear an inch and a half from the lock-plate.At the count of fourteen, you stop pouring and move your forefinger away, then grip the stud of Mysterious ice just as you gripped the stopper on the decanter - with thumb and forefinger - though this time, instead of plucking, you twist. And with a well-oiled clicking, the key opens the door. Cautiously, you step back as the Mysterious Ice thaws and melts into Estranged water, cascading down the door to join the water on the steps. Looking yourself over in the light from your eyes and with the aid of Strange-Staining, you cannot see any of the Strangeness on your clothes. You start to wipe your forefinger dry on the door, then you catch yourself - realizing that you could get splinters if you did that. You use the stonework that surrounds the door instead, quickly getting it dry, inspecting it carefully in the light, making sure there is no water left to Estrange things you may touch. Coming in contact with it, you yourself have no doubt been Estranged, but to what extent you can only guess, as your Strange-Staining Glyph cannot activate on yourself.

You are keen to get out of the street with your eyes blazing away as they are, but before you do, you check your decanter. Even though you are pleasantly surprised with how much water you have left to work with - enough for two casts, if you play it close to the chest - you find yourself thinking about how many other locks you may need to pick inside the Clerking House before you can quit the place with your forgeries. Still, you are not really seriously thinking about the prospect, on account of how long it would take you to find a source of water to refill with ... until you realize that you are right across the street from one such source - that dilapidated rain barrel you were hiding behind a few minutes ago.

> Please choose ONE of the following:
> Go for a quick refill from the barrel [Requires Rolling, Stealth Test]
> Slip on into the Clerking House [Requires Rolling, Stealth Test]

I know we just had a vote on this, but I figured that the proximity of the water might change some minds
>>
>>5924679
> Go for a quick refill from the barrel [Requires Rolling, Stealth Test]

Yeah sure, why not
>>
>>5924679
> Go for a quick refill from the barrel [Requires Rolling, Stealth Test]
>>
>>5924679
>Go for a quick refill from the barrel [Requires Rolling, Stealth Test]
>>
>>5924679
> Go for a quick refill from the barrel [Requires Rolling, Stealth Test]

It will leave less of a clue inside if we use rainwater instead of sewerwater.
>>
>>5924679
>Go for a quick refill from the barrel [Requires Rolling, Stealth Test]
>>
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> Stealth Test V:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an alarming and suspicious sight
> + DC 15 Witchlet Chlotsuintha will not be concealed while she is out on the street
> + DC 2 Witchlet Chlotsuintha is doing something at an unusual time, making her an exceptional and suspicious sight
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 1 Witchlet Chlotsuintha is performing her Stealth Test in middling light
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 15 Witchlet Chlotsuintha is alone on the street and in the alley at the commencement of the Stealth Test
> - DC 4 Witchlet Chlotsuintha is performing a Stealth Test in an area with next to incidental incoming traffic
> - DC 4 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic very likely will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be somewhat impaired
> - DC 12 Witchlet Chlotsuintha has knowledge of the locations and response times of potential witnesses

> DC 24: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: A Smashing Slip-up. Chlotsuintha is painfully aware of how exposed she is, and it really gets to her as she 'tops off' the decanter. In a moment of blind panic, she loses her grip on the decanter, and it falls towards the pavers! [Prompts Deftness Test]
> One Pass: A Slip-Up. Chlotsuintha is acutely aware of how exposed she is, and it gets to her as she 'tops off' the decanter. In a moment of fretful distraction, she loses her grip on the decanter, and it falls into the barrel..
> Two Passes: All Wet. Chlotsuintha is aware of how exposed she is, and it starts to get to her as she 'tops off' the decanter. In a moment of distraction, she manages to get rainwater all over her black hooded riding cloak.
> Three Passes: The Drip in the Night. Chlotsuintha manages to 'top off' the decanter without issue, and returns to the door in short order. NCF and CF are nulled for Stealth Test VI.
>>
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then nothing happens, as NCF and CF have been nulled for Stealth Test V.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> Please may I have three rolls of 1d100?
>>
Rolled 57 (1d100)

>>5925043
>>
Rolled 80 (1d100)

>>5925042
>>
Rolled 59 (1d100)

>>5925043
Oh white luck, forever be in thy favor
>>
Alright, I'll get to writing.
>>
Well ... it might be one thing if you had to go looking for it, but as it is just across the street, you cannot see any reason to not put the head back on your decanter. After you pull the door open just a hair and satisfy yourself that the door is not going to close on you, lock itself or otherwise make any unwanted noise, you dart across the street as quick as you safely can, and slip into the relative safety, concealment and darkness of the alley almost right across from the front door of the Clerking House, where mere minutes ago you were hiding behind a stout but otherwise dilapidated and grimy rain-barrel, which is contrasted by the cleanly painted downspout pipe, complete with a tippler's spew. But after that, you are thrown for a real loop when you get a good look at the head of the barrel. The individual croze planks have not been nailed together as you would have expected them to be - where you were expecting a crude, rudimentary lid, you have found what appears to be the original seated seal, because beyond the accommodation for the downspout pipe - a drilled hole fitted around the pipe, so that it may run into the volume of the barrel - this head looks like it was dropped here by the cooper and left to rot. You are quite certainly confused ... but even in your sorry state, you have the presence of mind to arrest your thoughts before you start breeding mules.

Keen as you are on not lingering here, you are just slightly ever so more keen on not being defeated by something so silly as thin wood planking. As you fight off the urge to swear under your breath at this latest complication, you cautiously set the decanter down on a safe, level paver, then you get your now free left hand working on the individual croze of the head. Besides the one that has the downspout running through it, the others have considerably more play that you were expecting them to. With a little bit of effort, you are able to squeeze one of the leading edges of the croze out of the retaining edge of the chime. You look down at the decanter, intent on filling it - only to finally question how you are to do that. There is no cup here to dole, no pump to ... pump. You could submerge the decanter, and fill it that way - but that means having to remove another croze. Belatedly, you realize that you are standing with the barrel between you and the house which it belongs to - and as such could potentially be visible. Throttling a shriek into a silent squeak, you put the barrel between yourself and the Clerking House, ducking down behind it - not so much to hide, but to regain your nerve.
>>
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Ready to start tearing your hair out in frustration at how stupid and sloppy you are being, you work the second croze out, and then carefully fetch the decanter - all while keeping as much of you as possible in concealment behind the hogshead as possible. You dip, wait for the bubbling to stop, then you take the now filled - but notably more slippery - decanter out of the water. Praying that whatever was in the bucket you got the water for the decanter out of hasn't fouled the rest of the rainwater here, you set the thing down again, with the same sense of caution, on the same paver. At least, you think it is the same paver, you aren't entirely sure. Regardless, having worked out the trick of the head, you are able to get the two croze snug once again underneath the chime - and it is like nothing has happened. Satisfied on this account, you break the dubious concealment of the alley, and rush back to the front steps of the Clerking House as quickly as you dare to slip inside the warming vestibule that leads to the gallery. You turn to push the door close, but stop when you see a second key-plate on the inside of the door. Damn it all, it must be some manner of quarantining lock! There is some solace in know that this cannot be the sort that requires two keys on both sides to be turned to open ... but even the simpler strain of these locks is going to be a pain. The door will lock itself on closing - and moreover, if the key is left in one of the locks, the opposite lock becomes disabled, sealing the door - hence the name, quarantine locks. Maker's Mercy, the unusually short keyway should have clued you in. Now what in the Heights of Hell are you supposed to do?

> Please choose ONE of the following:
> Leave the door slightly ajar, as it will expedite your egress
> Close the door tight, as an ajar door could draw eyes and raise alarm
>>
>>5925345
Question, OP: do the windows have glass panes? As in, could we just unlatch a wi down and jump out of it as a means of egress?
>>
>>5925345
> Close the door tight, as an ajar door could draw eyes and raise alarm.

If we're found out, an ajar door is just another way witnesses could escape. They're trapped in there with us, not the other way around.
>>
>>5925345
>> Close the door tight, as an ajar door could draw eyes and raise alarm
>>
>>5925450
All of the windows on the Clerking House that she has seen tonight are shuttered, but she doesn't recall the man on the second floor having to open a sash of glass panes to stick his head out - or seeing any glass windows earlier in the day when she went to the Clerking House earlier in the day.
>>
I was going through the thread, updating the running inventory, and I found that I made a mistake! Imagine that ...

Errata; in >>5922650 I meant to say that it is somewhere between ten and the fifteen past the last (twenty-third) hour, which corresponds to 11:10 to 11:15 pm. This was established by the twenty-three bongs across posts >>5915014 and >>5915017, as well as Chlotsuintha's earlier notion that it was already well past the twenty-first hour back in the previous thread. Apologies for any confusion on this point.

To clarify, the hours in the day are on a twenty-four cycle; starting with the Changing Hour (0:00 or 12:00 am), followed by the first hour (1:00 or 1:00 am) through the twenty-second hour (22:00 or 10:00 pm), which is then followed by the last hour (23:00 or 11:00 pm) after which it becomes the Changing Hour of the next day.

Anyway, the vote is still open. I'll leave it up until I am done with breakfast, then I will close it.
>>
>>5925345
> Close the door tight, as an ajar door could draw eyes and raise alarm

Just to expedite the vote

>>5925911
Did we set our pocket watch to the correct time? I’d like to keep appraised of the time, as we’re on a schedule.
>>
>>5925345
> Close the door tight, as an ajar door could draw eyes and raise alarm

Thanks for the clarification on the windows, Trash
>>
>>5925969
I went back through the thread, and I saw that someone wrote that in. In consideration of the confusion that I have caused over time, I will say that she did, she just didn't bring it with her, over concerns that the ticking was just a little too loud.
>>
>>5925345
>Close the door tight, as an ajar door could draw eyes and raise alarm
>>
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This is a large door, and leaving it open ... it would be bad enough if the Guards got tipped off that you had slipped inside the Clerking House, but what if upon seeing that the door had been opened, the Guard closed it - then used his key to seal it off. If you were to come into this vestibule later, looking to flee from pursuers or even just hide from wandering eyes, and you found that the door was closed and couldn't be opened from this side ... you'd be a pig in a poke. There aren't any windows here, and what scant cover is afforded by the alcoves and the hearths will not hold under scrutiny. Truly, this afterthought of a room could be the most dangerous place in the whole of the Clerking House. So while it may seem counter to intuition that closing and locking the egress behind you is going to make it safer for you here, it cannot be gainsaid that a locked egress is better for you than a sealed egress - nor can it be challenged that knowing a locked door is locked and having to account for the time, effort and material to unlock it is a better situation to be in than believing a sealed door is open. With these point taken in mind, then it seems the best way to prevent the door from being sealed is to avoid drawing attention to it, and the best way to avoid drawing attention to a door that should be closed is to keep it closed.

Still, when you do ease the door close, you cannot help but feel a sense of foreboding when the quarantining lock engages with a series of well-oiled snaps. Being plunged into total darkness doesn't help much either. Cautiously, arms outstretched, you grope your way around the hearths, until you believe you are standing in front of the second set of double doors, the ones that lead into the gallery of desks for the clerks to ply their trade and take custom at this house. You can just barely make out the hint of a shape, but it is so fuzzy you have to wonder if you are seeing it simply because you remember that there is a door here, as opposed to actually being able to make out the door. At least you tell that there is no light coming through the gaps that this door must have - which is a strong but not absolute indicator that there is no light and therefore no one in the gallery. You set the decanter down on the floor - between your footwrapped feet, so you can find it quickly - and use your free hand to fumble through your pockets, seeking one of your candles and that snap-sparker. Your hand finally seizes upon the sparker, but before you take it out, you pause. Perhaps, it would be best to go forward without light? Or at least until you are ready to start the forgery, or are otherwise unable to proceed any further without it? As you consider that, you look around the vestibule, vainly hoping your eyes start to adjust. But as you set aside this hopeless hope, and start to consider the boons and dangerous drawbacks of sneakthievery with nude flames, you recall that there were posters nailed to this door.
>>
> Please choose ONE of the following:
> You will light a candle
> You will not light a candle

> If you chose the former, please choose ONE of the following:
> See if there is a wanted poster for you listed, read about other bounties
> You are burning more than just candle-wick here; move on immediately
>>
>>5926104
>> You will not light a candle

>> You are burning more than just candle-wick here; move on immediately.

Que sera sera.
>>
>>5926104
> You will not light a candle

>> You are burning more than just candle-wick here; move on immediately.
>>
>>5926104
> You will not light a candle

> See if there is a wanted poster for you listed, read about other bounties
We need to make sure in order to mislead them- besides, I’m more worried that Father is up there.
>>
>>5926362
>>5926201
>>5926223
You can only cast a vote for reading or not reading if you voted to light a candle - without a light source in the vestibule, you cannot possibly see anything.
>>
>>5926382
Ngl, sorta cuts the relevance of the second vote, but sure, change my vote >>5926362 to
> You will light a candle
then, if purely for Father’s sake.
>>
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> Stealth Test VI:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an exceptional and suspicious sight
> + DC 10 Witchlet Chlotsuintha will not have physical cover as she moves through the gallery
> + DC 12 Witchlet Chlotsuintha is trespassing, any sight or sound of her would be exceptional, suspicious and possibly alarming
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 5 Witchlet Chlotsuintha is performing her Stealth Test in near-total darkness, reducing her responsivity and awareness
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in concealment
> - DC 15 Witchlet Chlotsuintha is in near-total darkness, making her exceptionally difficult to find
> - DC 15 Witchlet Chlotsuintha is alone in the vestibule at the commencement of the Stealth Test
> - DC 6 Witchlet Chlotsuintha is performing a Stealth Test in an area with no incidental incoming traffic
> - DC 6 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be impaired
> - DC 12 Witchlet Chlotsuintha has knowledge of the location and response times of potential witnesses

> DC 9: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Crashing Ignorance. Chlotsuintha, stumbling in the dark, bumps into one of the desks. Shocked by the impact, she drops her decanter which shatters - drawing unwanted attention to the gallery!
> One Pass: Bump in the Night. Chlotsuintha, stumbling in the dark, bumps into one of the desks. The resulting noise draws unwanted attention to the gallery!
> Two Passes: In the Dark. Chlotsuintha, with an overabundance of caution slowly makes her way into the gallery - eventually making her way to one of the desks and accessing it.
> Three Passes: Tilt-Top Knock-Down. Chlotsuintha deftly makes her way into the gallery, promptly arriving at the largest and most imposing desk in the room. NCF and CF are nulled for Stealth Test VII.
>>
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then nothing happens, as NCF and CF have been nulled for Stealth Test V.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> Please may I have three rolls of 1d100?
>>
Rolled 31 (1d100)

>>5926512
>>
Rolled 8 (1d100)

>>5926512
>>
>>5926519
There are re-rolls and auto-passes available.

> Please choose ONE of the following:
> Re-roll
> Auto-pass
> Neither
>>
>>5926520
>> Neither
If we double fail we can always choose to reroll then, it's not worth rerolling just because we're moving too slowly.
>>
Rolled 23 (1d100)

>>5926512
> Neither
>>
Alright, consider the >>5926520 vote closed as well. I'll try to get an update out before I fall asleep. No promises though.
>>
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You know that you should be able to make you way into the gallery well enough without a lit candle - but you certainly cannot hope to read any of the posters that you know to be nailed to this door. You cannot even make them out in this darkness, but when you run your knuckles over the door, you can feel the thin, cheap paper, hear it rustle in the near total silence of the vestibule. Struck suddenly with the concern that you might dislodge one by accident, you whip your hand away, as if you had touched a hot cauldron, causing more rustling by the rapid wake of its departure. Gripping your Wand of Head-Knocking tight, your eyes fall upon your apron and its bulging pockets in the darkness, which you can just barely make out the shape of - though you can feel the heft of as it weighs on you quite acutely. There certainly is a temptation to light a candle now; after all, you only glanced at the posters earlier. You could have easily overlooked one describing you. Come to think of it, what if one of them is for father?

For a moment, the pocket that holds the snap-sparker and the candle almost seems to get heavier - but then that moment passes. No, you ... you heard the crier. Everything that would be on a bounty poster would be in his spiel - and if you recall it correctly, you heard everything he had to say about you. As for father ... if Aldoin was in fact your father's mark, and not one of his professional friends, then that means that the Port Authority is still in the dark about the knock-down. So there could be no poster. If the actual knock-down was somewhere else, and things just ... wound up happening at Aldoin's house, then that might be another story. Then again, if there were posters here for him - or for you, for that matter - then it stands to reason that they would have them elsewhere.

That settles it - the candle will remain unlit for now. Cautiously, you tug at the handles of the door, only putting serious force behind your pulls once you are satisfied that the door will not squeak. You open it up enough to allow yourself inside, then you gather up your decanter from where you placed it between you feet and slip through the door into the gallery. Once you are inside, you ascertain that there is no one inside in the gallery, nor is there any light to speak of, then you delicately close the door with your foot and start to slowly and deliberately grope your way towards where you recall the desks being, careful not to trip over anything. It takes longer than you would have liked, but eventually you manage to get to a desk. Again you reach for a candle - and again, you stop yourself. Beyond this gallery, and the knowledge that there is someone upstairs and a Guard outside, you really don't know the lay of the land here.

> Please choose ONE of the following:
> Press on, and make sure that you are alone on the first floor before lighting anything.
> No more delays, no more false starts, no more half-measures. Light the damned candle.
>>
>>5926607
> Press on, and make sure that you are alone on the first floor before lighting anything.

Tis better to get the drop on them. Hunt.
>>
>>5926607
> No more delays, no more false starts, no more half-measures. Light the damned candle.

I don't really see what we'd do with knowledge of the layout. We still need to be in that room, we still need to have a lit candle. Looking is just another chance to make noise and waste time
>>
>>5926607
> No more delays, no more false starts, no more half-measures. Light the damned candle.
>>
>>5926607
>No more delays, no more false starts, no more half-measures. Light the damned candle.
>>
Alright, consider this closed.
>>
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Oh, cry fie and fray it all! You don't have time for any more delays, false starts or half-measures. Quite honestly, you don't have time for much of anything at this point. Spurring yourself on with that thought, you set the decanter between your feet as you did earlier, then you fish out the snap-sparker and one of your candles. Hoping and praying that you haven't overlooked anything, you steady yourself and light the damned thing. Immediately, the nebulous shapes that you only knew to be a desk because you had been in the gallery earlier are brought into stark relief. As you find yourself standing on the custom side of the desk, you go to walk around it to the clerk side - but you stop yourself straight-away, on account of the decanter between your feet.

Thinking quickly, you pluck the stopper of the decanter out, put it in your pocket, then firmly stuff the candle into the mouth of the vessel. Feeling clever for the first time in ... you don't even know how long, you take up the 'stick-decanter, and walk around to the clerk side of the desk. Your heart nearly skips a beat when you see that every single drawer has a lock - but then it does actually skip a beat when you see that in the lock for the lap-drawer, a key has been left behind, festooned with a pristine white tassel double, if not treble its own size. You look around the gallery, wondering at this inexplicable oversight, but you are light blind from the nude flame. Outside of the small island of light around the stick, the rest of the space is just as inscrutable as it was before you lit it. You go to set the 'stick-decanter down on the clerk's chair, then you think better of it, and put it on a safe portion of floor instead. Then you use the key to rifle your way through the entire desk. There are envelopes waiting for letters, and sheets of paper in every size and grade imaginable. There are six different pairs of pens, each pair with a different type of tip. There are even sticks of wax and ribbons.

What there isn't is a Family Patent. Neither a Personal nor a Master. In fact, there isn't any sort documentation at all. No ledgers, no binders, no bills, no writs, not affirmations, no permit-orders, no postings of any kind. Not even receipts, personal notes or idle drawings. All the paper that you can lay eyes on is virginal, unspoiled by ink. However, just as you are starting to wonder if this well is dry, you come to the last bottom drawer - the one to the left of the clerk as they sit at the desk - and you find that you cannot open it with the key. Immediately, you look towards the decanter - but these cheap locks have thoroughfare-style keyways. When you perform an Ice Lockpick, water will be pouring out on both sides of the lock; and considering that the swag you are after is made of paper ... oh, Pattern's Perdition! You don't want to water-log the damned desk, but unless you find a key that works, you don't see any other non-destructive way in.
>>
> Please choose ONE of the following:
> It will make it harder to pull off, but if you were to be very careful, and to use as little working material as possible, perhaps you could get the drawer open without making a mess?
> Perhaps this desk just has a gimmicked drawer. Or perhaps it is just stuck. Before you do anything drastic here, you should take a look at the other desks in the gallery.
>>
>>5927276
> Perhaps this desk just has a gimmicked drawer. Or perhaps it is just stuck. Before you do anything drastic here, you should take a look at the other desks in the gallery.

Mind you, we should probably just check that specific drawer location in another desk, not every drawer in another desk
>>
>>5927276
>> Perhaps this desk just has a gimmicked drawer. Or perhaps it is just stuck. Before you do anything drastic here, you should take a look at the other desks in the gallery.
>>
>>5927276
>> Perhaps this desk just has a gimmicked drawer. Or perhaps it is just stuck. Before you do anything drastic here, you should take a look at the other desks in the gallery.
>>
Alright, consider this closed.
>>
For now, you will just forget about performing an Ice Lockpick. To your recollection, there are more than a dozen desks in the gallery - so you don't see any need to do anything drastic. You shift your grip of the key so your left hand can accommodate both the key and the 'stick-decanter, and once you have both in hand, you start to move further into the room, heading away from the street - only to stop dead in your tracks once you realize that you have left all of the locks save for the one on the bottom left drawer unlocked. So you reverse yourself, correct your mistake as quick as you can, then you get over to the next desk - where you find to some surprise that there is another tasseled key sitting the lock of the lap-drawer. The tassel on this one is also white - save for the hanging tip, which has been dyed with madder, presumably to differentiate it. At this point, you have to think that all of the desks in the room have their keys in the lock of their lap-drawer ... which really beggars the question, why have locks if you are just going to leave the key behind? It cannot just be something that the desk was built with that isn't needed, that doesn't hold any water at all. If that was the case, then you would just unlock all of the locks once, then stuff the keys into some drawer somewhere. Could this just be an oversight? That after being used to lock up the desks for the night, the keys were supposed to be taken somewhere else? No, that doesn't hold water either.

Unable to come up with a better course of action by the time you have set down the 'stick-decanter again, you try the key from the first desk in one of the locks on the second. As you might have thought, it doesn't budge. Then after checking to see if the drawers of this desk are even locked - they are - you try the key with the dyed tassel in one of the locks of this desk. It opens right up, and in short order, you have all of the drawers open - save for the bottom left. You try that one with the key with the white tassel as well, but that doesn't work either. You even try bringing the 'stick-decanter closer to lock, to try to peer through the keyway, but try as you might, you cannot make anything out at all. Looking to regain momentum, you rifle through the open drawers, and find basically the exact same articles, implements and writing utensils. There is paper, but none of it is part of a Family Patent, or - oh! Hold on! Underneath a small porcelain plate, which judging from discoloration and waxy surface is used to set warmed seals and wax on, is a hastily written and even hastilier hidden note.

Delmatae, if I am to be made to decide between you keeping your job, or me keeping mine - am I supposed to chose you?
>>
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There is more on the reverse;

Locking up spare binders and running the occasional stray scribbling of yours upstairs before the C-C inspects and closes the gallery is one thing, but to-night, in your perpetual daze, you left one of your seals behind, right out in the open! On account of this, I now owe that profligate donkey-diddler a favor for getting it in the vault with the others. My cousin, for the sake of our gainful employment - and my sanity besides - please, please, please be more diligent in this!

So ... judging from this note, this gallery is a pretty tightly run ship, captained by a C-C ... whatever exactly that is.

Anyway, from what you can glean from the note, documents and the like are kept upstairs - among which you suppose you will find the Family Patents - and when they aren't being used by the clerks, the seals are ... oh, Maker's Mercy, are you going to need seals? Do Family Patents have seals? You don't know. You will have to get your hands on one, that was always the plan. Of course, you are a lot less enthusiastic about the plan, now that it seems to entail having to go upstairs where the Guard or whatever he is is. What is the alternative? Keep trying the desks, to see if anything was left behind? Hope that there are some documents - including Family Patents - somewhere on the first floor, and set out to find them? And damn it all, that isn't even a safe bet, either - that Guard that walked out of the alley, the one with the awl-pike, he could be somewhere on the first floor by now. You could just assume that the Family Patents do have seals, and go find the vault - which you have to believe that is on the premises, partly from the way the author of the note wrote about it, and partly because if it isn't, then it might as well be in the Great Gloom, or at the bottom of the Ocean. Is there anything else that you can learn from the note? Heights of Hell, you cannot even keep a thought straight to save your life.

> Please choose ONE of the following:
> Continue to rifle through desks in the gallery - it could be that more was overlooked.
> Make your way out of the gallery, and look for a way upstairs where the 'scribblings' are brought.
> Make your way out of the gallery, and look around the first floor for anywhere a Family Patent could be.
> Make your way out of the gallery, and look for anything that could be a vault, possibly in a basement.
>>
>>5928242
> Continue to rifle through desks in the gallery - it could be that more was overlooked.

Might as well be thorough, better than backtracking.
>>
>>5928242
>Make your way out of the gallery, and look around the first floor for anywhere a Family Patent could be.
>>
>>5928242
> Continue to rifle through desks in the gallery - it could be that more was overlooked.
>>AND do ice lockpick on that locked drawer despite the potential risks of water damage and contamination. If it is the same papers in every drawer, surely it can't be so bad to get some wet
>>
Alright, consider this closed. I'll put the write-in from >>5928522 as part of the next vote.
>>
>>5928242
> Make your way out of the gallery, and look for a way upstairs where the 'scribblings' are brought.
the seals probably use a specific kind of wax for anti-counterfeiting, and specific pens and colors of ink for specific parts of the document, on specific paper. quite annoying for any would-be forger, though luckily we have Direct Physical Access to their supplies, at least for now.
>C-C
chief clerk or clerk conspector, I imagine
we have a slightly sloppy clerk's name to slip our work into (sorry Delmatae), or perhaps we would want to avoid the slightly sloppy clerk and rely on someone more reliable. not sure which. really, forging seems to have such obstacles that I'm considering bailing out now while it's easy, but we have a plan, and it relies to some degree on this, so we need to stick to it. I think we need to find a Family Patent first, before deciding to go for a vault or continuing to rifle. we need to set clear mission parameters, and know what we need, when we're already improvising so much
those singleton drawers are probably important but there's probably no keys for it here. may contain 'work in progress', manuals for clerks to reference, or other useful materials. ice-lockpicking those drawers would be noticed, I think, and Chlot is probably too tired to ride a knife's edge of using the exact right amount of water when casting is a risky proposition in the first place
hopefully Chlot's Scrivening experience has made her writing good enough for scrivening, even in that exhausted state
>>
>>5928881
oh bother, I missed the close. though it doesn't matter, vote wise
>>
>>5928881
Still a lot of valuable insights here for other anons, thanks Anon
>>
Just a heads up - I am not going to be able to get the update out tonight. Look for it earlier tomorrow.
>>
>>5929251
Ok Qm, take your time.
>>
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Wary as you are about getting off track, or biting off more than you can - or need - to chew, you decide to stick with the path of least resistance, and continuing to rifle through the desks. The continued absence of Family Patents - or any documents at all - is certain a cause for concern, but that concern is a tempered one; after all, you have only been through two desks - a dozen or so remain untouched. And it certainly is possible that you have just had a bad draw, a little turn of black luck; for isn't it possible that the two desks you have been through simply belonged to clerks who were responsible for the keeping of accounts, as opposed to the origination and correction of documents? It is possible, in fact, you would say that it was quite possible. So then! You will resolve to keep to your course. You return the note to the location and condition you found it in, then you quickly lock up the drawers and leave the second key behind in the lock of the lap-drawer. With all of this accomplished, you take up your 'stick-decanter, and start over to your next tilt-top mark. All the while, you are telling yourself that the second desk borne out that note for you, so whose to say what the third desk will bear?

Your concerns, apparently. For it is as you had hoped it not be; you rifle through the desk, using the key left in the lock of its lap-drawer - this one having been dyed with weld instead of madder - and find nothing that you haven't already in both previous desks. There is the virgin paper in all sizes, the inks, the pens and all the rest. But there is no new helpful note. And there certainly isn't any Family Patents or any documentation or writing of any kind. And with this desk as it was with the others, the bottom left drawer doesn't open with the key left in the lap-drawer of the desk, nor does it open with the key you took from the first desk. Figuring that you might as well play the odds on the tumblers, you even return to the second desk to fetch the second key and try that - but it is all mule breeding. That lock will not open for any of your keys. For what is not the first time - and surely not to be the last time either - you wish that you had a mundane lockpick to rely on. But that is a toweringly tall order. For obvious reasons, such things cannot be sold openly - and even if you could find some place where they were sold, you have no doubt that it wouldn't be safe for you to give custom - so it seems that if you are to get your hands on a set, you must either make them or steal them. Either from a locksmith or another thief. With little to work with and less to show for it, you lock up this third desk and move onto the fourth, continuing down the horseshoe, moving deeper into the Clerking House.
>>
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As it had been with the others, there is the tasseled key in the lock of the lap-drawer - white again, with the hanging tip being dyed with woad. And just as it was with the previous desk, there was nothing of interest or use to you inside the drawers that you could open, and you couldn't open the bottom left drawer with the key in the desk or the key from the first desk. Certainly not feeling maudlin about your prospects here in the gallery, you continue on to the fifth desk - which when sufficiently illuminated reveals a slight deviation. The key left in the lock of the lap-drawer has a blue tassel with a white hanging tip - or more likely, everything but that tip has been dyed with woad. Beyond that, rifling through the drawers nets you the same catch as the first, third and fourth desks bore out - nothing. Still, you make a point of pressing on, working your way down the bottom left drawer of the desk. As you might have expected, the neither keys you have work on it, but unlike the four drawers that came before it, this one looks to be sitting a little further out. All doubts and concerns drown in anticipation as you double and treble take at the sight, confirming it in the flickering wash of light off of the 'stick-decanter. And when you actually try to pull open the drawer, the resistance you are met with doesn't feel like it did with the others either. Clearly, this drawer isn't locked - it is just stuck. You set yourself upon it with deliberate strength and the entirety of your attention, doing all you can to win free the drawer without marring or any sharp, loud noises.

Under such constraints, it takes longer than it might have otherwise, but eventually you do manage to get the drawer open. Straight-away it is apparent that the cause of the binding also happens to be the sole content of the drawer. It is an official looking piece of leather ... you are not sure what exactly you would call it, but you could certainly imagine it being some sort of paper-purse for important documents, as once it is unfolded, it is the right size. Perhaps Family Patents use these? You check inside of it, and find nothing - then remembering the dressers and wardrobes of Aldoin's room, you check this drawer from a false back or bottom, and find nothing again. But you are too sweet on this breakthrough to be soured by your - purely figurative - empty hands here. But it is soured by the realization that you might have made trouble for yourself. For a surety, finding a drawer that was left jammed at the close of the house to be moving free at the house's next opening is not something worth raising a hue and cry over. But if the cause of the binding was known, if someone knew that there was a paper-purse fouling up the works of this drawer, and now there isn't ... could that be a problem with your plan to leave your forged Master Family Patent behind here somewhere suitable, and hope that it gets filed away properly? Would anyone make the connection?
>>
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You don't know - moreover, you really cannot know. And while you have to imagine that there are more of these in the Clerking House, they might not be as easy to find or secure as this one. Assuming that these are needed for Personal Family Patents - and it would make sense if they were, considering that Personal Family Patents are intended to be carried around - perhaps you just take this one with you, and keep an eye out for a supply of these somewhere, as it would be easier to accept one missing from a supply rather than a desk. If it turns out that you do need one of these, you could just return to this desk and use it to foul the drawer again ... though that is presupposing that you will have enough time to return to the gallery, and the ability to do this without raising any alarums. You very well might not; even if you don't get discovered or the Guards are on too high of an alert. If for whatever reason, a Guard comes into and then remains in the gallery, you are not going to be able sneak through here reliably. To tell it true, you doubt that you could at all. Simply too close with too little concealment, none of it contiguous save for the darkness. And what if Family Patents don't use these little paper-purses, or they use a different sort - then you'd have to return two, or hope that two were overlooked. Of course, this argument can be reversed; if it turns out that you do need this slip of leather, and you didn't take it with you, there is no guarantee that you would be able to find a supply or to come back here and make off with this one.

> Please choose ONE of the following:
> You will take this 'paper-purse' with you.
> You will leave this 'paper-purse' behind.
>>
>>5929630
>> You will take this 'paper-purse' with you.

Loot up.
>>
>>5929630
> You will take this 'paper-purse' with you.
>>
>>5929630
> You will take this 'paper-purse' with you.

The downsides here seem minimal. Also, we should make sure to blow out the candle as soon as we're done looking at these desks.
>>
>>5929630
> You will take this 'paper-purse' with you.
Since they know it’s jammed, what are the odds of them trying to use within this month?
>>
Alright, consider this closed. I'll get to writing.
>>
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Well ... if no one realized that the drawer wasn't locked, if no one realized that it was merely stuck, then it follows that what is - or isn't - inside of these bottom left drawer is not of any great consideration to the Clerking House. If you have seized upon the truth here, then it should be safe enough for you to take this paper-purse with you. You slip the thing into one of your apron pockets, fetch the 'stick-decanter and move on down the horseshoe. Desk number six and seven play out predictably. The keys are in the locks of the lap-drawers; the key to the sixth desk has a blue tassel with a weld-dyed tip and the key to the seventh desk has a blue tassel with a madder-dyed tip. The bottom left drawer of both desks cannot be unlocked by the key from the lap-drawer lock, but all other locks can. Most importantly - and frustratingly - there is nothing in either of the desks that you haven't already found five times over. By your count, you have worked your way through just shy of half of the gallery - and all you have to show for it is a piece of leather that you might not even need and an indirectly pertinent note.

You'd imagine that it would take another ten or so minutes to clear the remaining desks in the gallery, maybe a little less, maybe a little more. You need to ask yourself though, is that the best way to spend your time?

> Please choose ONE of the following:
> Yes, you think it is. Work through the desks remaining in the room.
> No, you think it isn't. Instead, you are going to look for a way upstairs where the 'scribblings' are brought.
> No, you think it isn't. Instead, you are going to look around the first floor for anywhere a Family Patent could be.
> No, you think it isn't. Instead, you are going to look for anything that could be a vault, possibly in a basement.
>>
>>5930032
> No, you think it isn't. Instead, you are going to look for a way upstairs where the 'scribblings' are brought.
>>
>>5930032
>> No, you think it isn't. Instead, you are going to look for a way upstairs where the 'scribblings' are brought.
>>
>>5930032
>> Yes, you think it is. Work through the desks remaining in the room.

Open more of the foam containing crates in the cargo bay.
>>
>>5930032
>No, you think it isn't. Instead, you are going to look for anything that could be a vault, possibly in a basement
>>
>>5930032
>No, you think it isn't. Instead, you are going to look for a way upstairs where the 'scribblings' are brought.
>>
>>5930032
>No, you think it isn't. Instead, you are going to look around the first floor for anywhere a Family Patent could be.
>>
Alright, consider this closed. I'll get to writing.
>>
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No, it ... no, you would have to say that this isn't the best way to spend your time. Everything that you have seen points towards an utter and total dearth of Family Patents or any sort of documentation - save for notes to Delmatae - in the gallery. That note suggested that the 'scribblings' of the clerk in question were kept upstairs. If you were to assume that 'scribblings' encompasses Master and Personal copies of Family Patents, and that the entire flock of clerks for this house likewise had their 'scribblings' stowed away upstairs as well, then your next play here is obvious - sneak yourself upstairs. Of course, 'scribblings' might not encompass Master and Personal copies of Family Patents, and there might be other places where other clerks keep their documents. And as valid as these concerns might be, taken together and trebled they wouldn't churn you as much as the prospect of having to sneak past the man upstairs. Depending on where he is, relative to the staircase, it could very well be impossible. Still, time is not on your side here; you are going to have to follow your lead as opposed to looking for an alternative that you have no indication exists.

Before leaving the gallery, you return to the very first desk that you rifled through, and after checking to make sure you locked it up again, you return the wholly white tasseled key to where you found it, in the lap-drawer lock. You then pad your way over to the far side of the room, slipping past the horseshoe of desks and reaching a pair of doors that are smaller but otherwise identical to the ones that you entered the gallery through. Careful to not upset the melted wax, you purse your lips and softly blow out your candle. You leave the 'stick-decanter as it is though, in the hopes that you find yourself in another space where you can use it without fear of discovery. With great trepidation, you try the door and find that it is unlocked. With even greater trepidation, you ease the door open and stick your head through. To your surprise and concern, there is enough light for you to make out the room as a hallway. Along the wall to your left there is a single door, and further along, a staircase, while along the wall to your right there are two doors. Across the hall is a fourth door, from which most of the light in the space pours out from the gaps around it - though you cannot help but notice that there is some light filtering down from the top of the stairs.

To be sure, you are pleased that you found the stairs so quickly, but being so close to lights - and presumably men who would benefit from them - has you wondering if it might be best for you to look for a second staircase. To your eyes, the Clerking House is large enough that it could have one - and one that wasn't so centrally located might be easier for you to ascend without drawing notice or interruption. And you might stumble across something you need for the forgery while you are looking for it.
>>
Or you could be casting yourself into even deeper waters by spending more time in portions of the Clerking House you have no knowledge of looking for something that doesn't even exist.

> Please choose ONE of the following:
> Sneak over to the door on the left
> Sneak over to the staircase
> Sneak over to the door opposite you
> Sneak over to the first door on the right
> Sneak over to the second door on the right
>>
>>5930890
> Sneak over to the first door on the right

I agree with the plan to try to find another staircase not as close to a light source. And if not, maybe we'll discover something else of use to forgery on the way
>>
>>5930890
>Sneak over to the door on the left
>>
Rolled 4 (1d5)

>>5930890
1> Sneak over to the door on the left
2> Sneak over to the staircase
3> Sneak over to the door opposite you
4> Sneak over to the first door on the right
5> Sneak over to the second door on the right
>>
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> Stealth Test VII:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an exceptional and suspicious sight
> + DC 10 Witchlet Chlotsuintha will not have physical cover as she moves through the hallway
> + DC 12 Witchlet Chlotsuintha is trespassing, any sight or sound of her would be exceptional, suspicious and possibly alarming
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 5 Witchlet Chlotsuintha is performing a Stealth Test in near-total darkness, reducing her responsivity and awareness
> + DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area that she has just seen for the first time
> + DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incidental traffic is possible
> + DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area that is central and accessible
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in concealment
> - DC 15 Witchlet Chlotsuintha is in near-total darkness, making her exceptionally difficult to find
> - DC 15 Witchlet Chlotsuintha is alone in the Hallway at the commencement of the Stealth Test
> - DC 6 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be impaired
> - DC 6 Witchlet Chlotsuintha has knowledge of the response times of potential witnesses

> DC 30: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]
>>
> No Passes: Crashing Ignorance. Chlotsuintha, groping through the dark, loses her footing, and in her flailing she drops the decanter. The resulting noise draws unwanted attention to the Hallway.
> One Pass: Bump in the Night. Chlotsuintha, groping through the dark, loses her footing, and in her flailing hits the wall with her right hand, disloging some of the salt she was gripping and drawing unwanted attention to the Hallway.
> Two Passes: In the Dark. Chlotsuintha, moving as quickly as a hobbled tortoise makes her way to the first door on the right without doing anything to raise the hue and cry- though in hindsight, she certainly could have moved quicker.
> Three Passes: Hauling through the Hall. Chlotsuintha deftly makes her way over to the first door on the right with no one else the wiser and without a single wasted step, breath or moment. NCF and CF are nulled for Stealth Test VIII.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then suddenly, a light beams out from the top of the stairs! Someone is practically right on top of Chlotsuintha!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> May our luck run white, and may I please have three rolls of 1d100?
>>
Rolled 86 (1d100)

>>5931305
>>
Rolled 49 (1d100)

>>5931305
A most favorable change?
>>
Rolled 11 (1d100)

>>5931305
Ut nostra forma sit alba
>>
>>5931362
Cacas
>>
A reminder; there are re-rolls and auto-passes available. Another reminder; passing the third test would null critical and near-critical failures for the next stealth test as well.

> Please choose ONE of the following:
> Re-roll
> Auto-pass
> Neither
>>
>>5931393
>> Neither
>>
>>5931393
> Neither
>>
>>5931393
I’m uncomfortable justifying a reroll for this, since it’s hard to qualify the time lost vs other future stealth tests. If it isn’t clearly qualified, I can’t really judge whether it would be worth it, and as much as I hate the CF/NCF outcome, I also hate being frivolous with scarce resources.
>>
>>5931393
>Re-roll
>>
>>5931393
>> Neither

Let's save these for getting out the city gates or escaping (almost)certain death.
>>
Alright, I'll get the overnight update out as quick as I can.
>>
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Your breath catching in your throat, you break the dubious concealment of the gallery doorway, and creep out into the hallway, heading for the closer of the two doors to your right. Once again, you find yourself in thanksgiving for your battered, creased and suspicious-smelling footwraps; when you bought them earlier today, it was not with the intention of ever wearing them - they were to be rags, wipes and bandages. But you cannot imagine doing this in any of your other footwear; not the boots that you were issued with your Spotted Cloak, not the ones that you pinched off of the mortal coil of the Comptroller and certainly not the fraying Oilers, which squeak like six-dozen live mice being ground to grist in a mill. These footwraps - questionable as they may be - allow you to properly tiptoe and mince-step your way through the darkness towards your goal. It is admittedly slow going, but you manage to reach the door before you completely lose your mind. Alternating glances at the top of the stairs and the door at the opposite end of the hall, you draw yourself square with the door, then once you are certain enough that no one is coming, you devote the whole of your attention on the keyhole before you. As you might have expected, you cannot see anything through it - but tellingly, there is no light visible underneath this door. You try the handle - and to your alarm find that the door pushes into the room the moment you put weight on it. You scramble to catch the damned thing, and once you get a grip on it, you have to force yourself to not slam it shut.

Figuring that if there was someone on the other side of the door then you are already good as made, you slip yourself inside with your heart beating as if it was about to batter it way through your ribs. With the door closed behind you, you stand stock still in the darkness and silence, trembling. No one challenges you of course, because of course the room is empty. But what if it wasn't? Maker's Mercy, you could have died! Really and truly; the only way out of here that you know is locked right now. If you had been seen and pursued... oh, you need to stop thinking about this, otherwise you burn more time and make yourself sick to boot. Just ... don't be so hasty, so indelicate. This isn't Aldoin's house, you cannot afford to make mistakes here - even if they end up being harmless. Trying to not dwell overlong on what just happened - and what might have happened on account of it - you turn your attention to peering into the room you have found yourself in. There is some light that filters through a pair of shuttered windows along one wall, but beyond that, there are no sources of light in here. Your adjusting eyes find that the small room is dominated by an uncommonly large desk, with a brace of plain wooden stools in front of it and a handsomely upholstered chair behind it.
>>
There is a fireplace between the two windows, though you don't imagine that it would be anywhere near as interesting as the ones in Aldoin's house. Beyond that ... there is a dumbwaiter in the corner of the room, and small round table beside it, where you could easily imagine a tray-service being placed. What has really gotten you excited is the bookshelf - but it has also gotten you frustrated, as there is a murky glass-pane door over it. With a lock, of course. And when you walk around to the other side of the desk, you find a sea of drawers and compartments, all with locks. Unfortunately enough, this desk doesn't have a key left in the lap-drawer lock and after trying a few at random, the drawers seem to be locked tight. Shit.

Anyway ... unless you are game to shimmy up the dumbwaiter shaft, you aren't going to find what you are looking for in here - a way upstairs. Still, that doesn't mean that this room isn't worth your time. While there might be too many locks in this room for you to open them all, there are two that open compartments of exceptional interest; the bottom left drawer and the bookshelf. You'd risk getting the contents of those compartments wet - but if there were locks you were going to use Ice-Lockpick on, these would be it. On the other hand, do you have any reason to believe that there are Family Patents in the desk? Or in the bookshelf? Beyond that, there are the windows here - it might not be a bad idea to see if you can get one open, so you could potentially have an unlocked egress. But in the end, what with how tightly you are being kept by the keeper, it might just make the most sense for you to move on.

> Please choose ONE of the following:
> Perform an Ice-Lockpick on the bottom left drawer of the desk with a third of the water from your decanter
> Perform an Ice-Lockpick on the bottom left drawer of the desk with a half of the water from your decanter
> Perform an Ice-Lockpick on the bottom left drawer of the desk with two thirds of the water from your decanter
> Perform an Ice-Lockpick on the bottom left drawer of the desk with all of the water from your decanter
> Perform an Ice-Lockpick on the bookshelf with a third of the water from your decanter
> Perform an Ice-Lockpick on the bookshelf with a half of the water from your decanter
> Perform an Ice-Lockpick on the bookshelf with two thirds of the water from your decanter
> Perform an Ice-Lockpick on the bookshelf with all of the water from your decanter
> Evaluate the dumb-waiter as a means to get to the second floor
> Evaluate the windows as as a means to exfiltrate the house
> Leave this room and sneak over to the door across the hallway
> Leave this room and sneak over to the staircase [Light]
> Leave this room and sneak over to the first door on your right
> Leave this room and sneak over to the second door on your right [Light]
> Leave this room and sneak over to the door on your left [Gallery, Vestibule and Egress]
> Write-ins allowed with QM approval
>>
>>5931814
>Evaluate the dumb-waiter as a means to get to the second floor
>>
>>5931814
> Leave this room and sneak over to the door across the hallway
>>
>>5931814
>Leave this room and sneak over to the staircase [Light]
>>
This is one of those votes that I am absolutely going to have to wait for a proper tiebreaker. If any of you who have already voted are still in the thread, perhaps you could explain your vote, so that others may be more inclined to vote for it?
>>
>>5932342
Sure, I voted this way >>5931996 because I figure that this current room isn't valuable. We were looking for A) patent papers, or B) another staircase without someone at the top. This room has neither so we should move on to another one.

I don't think we should try shimmying up the dumwaiter yet because it will hurt our arm, we might not fit, we might get stuck, or it might open right next to someone. And I think we should avoid the clerks and guards (indicated by light) whenever possible
>>
>>5931814
I was originally going to outsource the decision making to the others, but…
> Perform an Ice-Lockpick on the bookshelf with a third of the water from your decanter
Figured the books in the clerkhouse would be useful, since Chlot declared this of exceptional interest and Trash though it so important to take up 4 voting slots (with lockpick overall being 8 in total, a clear majority of slots). That, and trash deciding to wait for a proper tiebreaker instead of simply outsourcing it.

Willing to be convinced otherwise though, after a couple hours if the tie remains consider me supporting >>5931996 since >>5932486 was the only one who bothered to explain their reasoning.
>>
>>5931814
> Evaluate the dumb-waiter as a means to get to the second floor
>>
I guess we could also consider climbing the chimney depending on built?
>>
Okay, so we have five votes, two for evaluating the dumbwaiter as a means to get to the second floor and two for sneaking over to the room across the hallway (one of which was initially cast as a vote for performing an Ice-Lockpick on the bookcase). To move things along, I'll combine them. Chlotsuintha will evaluate the dumbwaiter, and a vote will be presented. If there are the votes for it, she will attempt the ascent. If there are not enough votes for it, then she will quit the room immediately and sneak across to the other side.
>>
Sorry for going radio silent on you all today. A lot of small stuff kept getting in my way. I have the update done now, but it just so happens that my internet is out. They say that it will be back soon, so fingers crossed.

> Gained one lucky tenth talent
>>
Standing behind the desk, you blearily look around the room, blinking as your eyes continue to adjust to the light - or rather, the lack there of. To tell it true, you are overwhelmed with both the number of choices before you, as well as the enormity of the task at hand here - the task that you have effectively made no progress on whatsoever. And of course, there is the matter of the time that you are chewing through right now. Even if you set aside the incontrovertible fact that the more time you spend in the Clerking House, the harder it will be to completely any - let alone all - of the other tasks that you have set yourself tonight. These fears - these facts - suffuse you as if they were black humors, pound away at your temples, churn your stomach ... and draw your attention to the dumbwaiter. Years ago, before you made the crossing, on one of the very first knock-downs that your father brought you along for, you used a dumbwaiter to sneak through an occupied house. To be sure, it was a country estate not a Clerking House, and the only people in the house at the time were unarmed slaves, as opposed to armed and armored guards - and you were a lot smaller than too. But you have done it before ... and now that you look at it, it is a rather large. Perhaps it was built to move books instead of just ... what are dumbwaiters typically used for? Food? Is there a kitchen in the basement? Or on the second floor? No, no, books make much more sense. Come to think of it, this dumbwaiter is probably why the door to this room wasn't locked ...

You walk on over and get a better look. There are a pair of slatted wooden doors, or perhaps closer to screens than doors, that cover the shaft opening. There is no lock, no latch - a surprise in this house. The dumbwaiter is not on this level - the only thing visible in the shaft is the ropes. You grope around inside of the shaft for a bit, and find that there are ... you don't know what the proper name of them is, but you suppose you could call them guides. They are made of steel, and there are supported in such a way it is as if there were rungs of a ladder, at least around this opening in the shaft, as far as you can reach up. Beyond that, you won't know unless you commit to a climb. Of course, while you are more than capable of making this climb, you are concerned about the possibility of making noise during the ascent. There is also the issue of the Socketing Needle. Rungs or no rungs, you simply cannot expect to climb anything with that needle set in your left arm as it is. And the blackest mark against all of this is that you have no idea where this dumbwaiter comes out, moreover, you have no idea who this dumbwaiter comes out by.
>>
Hmm … perhaps if you were to ride inside the dumbwaiter, then you could keep the Wand of Head-Knocking ready to go. It might make the going a bit quieter too … though if anyone was looking, they would see the ropes moving. Worse than that, if anyone went to use the dumbwaiter while you were inside of it, you'd be in a real tight spot. Assuming that the dumbwaiter itself is the size of the opening in the shaft, if worse came to worse, you couldn't possibly muster enough leverage to keep yourself from getting reeled in like a fish on a line. You softly huff in the near-total silence of the room. Neither of these are good options. The real question is, are there any?

>Please choose ONE of the following:
> You will climb the dumbwaiter shaft up to the second floor. [Requires Rolling, Deftness Test]
> You will ride the dumbwaiter up to the second floor.
> You will move on, and find another way up to the second floor.
>>
>>5933614
>> You will move on, and find another way up to the second floor.

You guys familiar with the Nutty Putty Cave Accident?
>>
>>5933614
> You will move on, and find another way up to the second floor.

Actually, before we go, could we also look into the dumbwaiter shaft and see if there is a basement level?
>>
>>5933501
How many do we have now?

>>5933614
>You will move on, and find another way up to the second floor.
>>
> Stealth Test VIII:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an exceptional and suspicious sight
> + DC 10 Witchlet Chlotsuintha will not have physical cover as she moves through the hallway
> + DC 12 Witchlet Chlotsuintha is trespassing, any sight or sound of her would be exceptional, suspicious and possibly alarming
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 6 Witchlet Chlotsuintha is performing a Stealth Test in near-total darkness, reducing her responsivity and awareness
> + DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area that she has just seen for the first time
> + DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incidental traffic is possible
> + DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area that is central and accessible
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in concealment
> - DC 3 Witchlet Chlotsuintha is able to commence her Stealth Test at what she judges to be the optimal moment
> - DC 15 Witchlet Chlotsuintha is in near-total darkness, making her exceptionally difficult to find
> - DC 15 Witchlet Chlotsuintha is alone at the commencement of the Stealth Test
> - DC 6 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be impaired
> - DC 6 Witchlet Chlotsuintha has knowledge of the response times of potential witnesses

> DC 28: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]
>>
> No Passes: Crashing Ignorance. Chlotsuintha, groping through the dark, loses her footing, and in her flailing she drops the decanter. The resulting noise draws unwanted attention to the Hallway.
> One Pass: Bump in the Night. Chlotsuintha, groping through the dark, loses her footing, and in her flailing hits the wall with her right hand, disloging some of the salt she was gripping and drawing unwanted attention to the Hallway.
> Two Passes: In the Dark. Chlotsuintha, moving as quickly as a hobbled tortoise makes her way to the door on the other side without doing anything to raise the hue and cry- though in hindsight, she certainly could have moved quicker.
> Three Passes: Hauling through the Hall. Chlotsuintha deftly makes her way over to the door on the other side with no one else the wiser and without a single wasted step, breath or moment. NCF and CF are nulled for Stealth Test VIII.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then suddenly, a light beams out from the top of the stairs! Someone is practically right on top of Chlotsuintha!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> May our luck run white, and may I please have three rolls of 1d100?

>>5933768
> How many do we have now?
By my count, you now have three re-rolls and a single auto-pass remaining.
>>
Rolled 65 (1d100)

>>5933842
>>
Also, OP, can we look into the dumbwaiter to check for a basement before we sneak out the room
>>
>>5933876
Yes, certainly.
>>
Rolled 61 (1d100)

>>5933843
Come on, a most favorable change.
>>
Rolled 34 (1d100)

>>5933842
Chance blanche
>>
the return of tired 3 and drained 2, once more adding +13 to our DCs and making everything mathematically half as effective. that pretzel was hours ago and she hasn't had the chance to nap again since the fitting room. anons, in the future, please do not ask so much of Chlotsuintha. she has to commit to so many high stakes rolls in a single day and night. do your knock-downs well-prepared, well-rested and well-fed, and not after a whole day of stressful work. the other DC modifiers we can't always control but those two are absolutely our fault.
>>
What, our bandolier of sausages didn’t do nufffin Trash?

>>5934113
We don’t exactly have a choice- any moment the Inquisition choirs launch a Hunt for any of the dangerously stupid things the witchlets of the Mount got up to, and we’re living on a literal ticking dirty bomb. I’d love for us to take our time, but we royally fucked ourselves not passing the Pattrrnmaker’s first trial.
>>
She needs sleep. Or a 4 pack of monster.
>>
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You stare into the depths dumbwaiter shaft intently, as if the way forward might just materialize out of the darkness. No answers are forthcoming, though the straining of your eyes is not without recompense when you finally become wise to the significance of being able to stare down into the shaft - the Clerking House must have a basement! You had been taught - or at least, you had surmised that Cleanport had a dearth of basements, as it had been build more or less right on top of the basalt ... yet both Cleanport houses you have called upon to ply your most basal trade have been so endowed. It is certainly curious, but you cannot ascribe anything more to it than that. You ... you are beating around the bush. You aren't going to climb. You hate to admit it - or at least, the admission scares you, because you now have to square yourself to either spending the time to find a third way up to the second floor, or risk the staircase. But with the dumbwaiter, you would be in a confined space, in the darkness. To wit; a pig in a poke. And what if something you were carrying on you fell while you were climbing, what then?

There has to be a better way forward then just marching yourself up those stairs in the hallway ... but it just isn't the dumbwaiter. And it isn't in this room, either, so you really should be getting yourself hence. Before you leave though, you do have the presence of mind to check the windows - which are remarkably made. The shutters - which are castings, as you expected - don't have the typical latches. In fact, they don't have latches at all. Instead, each shutter has a little metal plate that sticks straight out from the frame of the shutter, that protrudes through a slot cut in the hardwood frame of the window. The plate is held inside - and the shutter is affixed closed - by a drop-pin on the inside of the window which fits through a hole on the little metal plate. Might get a little drafty during the Sleep Season, but as there is a fireplace right between the windows, you don't imagine that it is too much of a problem here. What is a problem here is the set of nails that have been driven through the bottom of the sash straight into the sill. Judging by the alignment of the nails - or the lack thereof - you suspect that this is a recent and temporary security measure. You try the window with some insistent tugs, hoping that the work is so slipshod that you might be able to just be able to pull it out regardless. Unfortunately, the work suffices. That sash might as well be cemented in place. To be sure, you could bull your way through these windows, but that would be a noisy and all-around sloppy endeavor. Your chief concern is that all or most of the other windows in the Clerking House have been similarly afflicted.
>>
Mulling on that, you quickly quit the room before you can find anything else to distract you, and after making sure that all of your belongings are still with you, you return to the hallway. Steering well clear of anywhere leaking light, you start over towards the door opposite the hall, the one near to the foot of the staircase. Halfway there, a noise from above your head nearly makes you jump out of your skin - and you almost freeze up, right in the middle of the hall. But you catch yourself, and with breath held and heart a-hammering, you force yourself to keep your pace and close the distance without doing anything hasty that might give yourself away. Alighting upon the door handle, you do end up stopping and staring up the stair - there is no door, but there is a landing, faintly illuminated. The noise continues to move overhead, and half expecting someone to wander out of the shadows onto the landing, you tear your eyes away and bolt a quick peek down the keyway. You cannot see anything; you are not sure if it is a matter of there is no lights on the other end, or that this keyway doesn't run through, but you don't intend on lingering in this hallway any longer. You pry open the door, and slip yourself inside.

What scant light is in the room filters its way in underneath a door to your right. But your eyes are still adjusting; beyond the light, you cannot see anything at the moment. You can, however, smell something; fresh paint. It is not overwhelming, not as if this room had just been painted, but it is still quite strong. There has to be a large vat of paint in this room - though you cannot imagine why. Overhead, you still hear noises, but you cannot resolve it to a specific location - at least, not anything beyond 'close'.

> Please choose ONE of the following:
> Get a candle burning
> Remain in darkness

> Please choose ONE of the following:
> Remain in and investigate this room
> Sneak through this room, and pass through the door to your right [Light]
> Leave this room and sneak over to the door to the right [Gallery; Desks and Vestibule Access]
> Leave this room and sneak over to the nearest door across the hall [Office; Desk, Bookcase, Dumbwaiter, Window Egress]
> Leave this room and sneak over to the furthest door across the hall
> Leave this room and sneak over to the door on the left [Light]
> Leave this room and sneak up the staircase [Light, Noise]
> Write-ins allowed with QM approval
>>
>>5934113
To clarify a point; the Drained malus is caused by performing strenuous casts (can be ameliorated and ultimately removed with the passage of time or a combination of regular meals and consecutive nights of restful sleep). Tired is brought about by needing sleep (naps prevent it from worsening, but in most circumstances, only restful sleep can actually knock it down and remove it). The Famished and Parched maluses- neither of which have been seen yet - are brought about by needing food and water, respectively, and are addressed by taking food and water. There are also more conditional tiered maluses as well, like the Tapped malus - which is brought about by lacking quantities of blood.
>>
>>5934450
>> Leave this room and sneak over to the furthest door across the hall

Lets give it a shot.
>>
>>5934450
> Remain in darkness

> Leave this room and sneak over to the furthest door across the hall

I also wanted to note that we can be fairly certain that all of the windows are NOT similarly fixed because we saw that bonded slave call to a guard through a window. It is probably just the ground floor windows that are nailed shut
>>
>>5934478
+1
>>
>>5934478
Good on you for catching on that. I should point out though that Chlotsuintha thinks he might be a bonded servant - quite close to what we might call a serf - not a slave. There are two reasons she thinks this. First, she knows that the Laws of Coffle and Chain prohibit the Emperor and the Imperial Organs of State - such as the Port Authority - from directly benefiting or profiting from, owning, trading, speculating on or offering surety (insurance) for slaves. These prohibitions also apply to Subjects and Citizens while they are inside the bounds of Imperial Fiefs - with a few narrow exceptions, and an accommodation for the transportation of slaves through the Fiefs, as well as internment of them in specific emergencies. Moreover, non-female slaves can only be utilized for Unclean or markedly unwholesome labors; neither of which should exist in a Clerking House.

I'm going to leave this vote open for another hour or so, then I will close it.
>>
> Stealth Test IX:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an exceptional and suspicious sight
> + DC 10 Witchlet Chlotsuintha will not have physical cover as she moves through the hallway
> + DC 12 Witchlet Chlotsuintha is trespassing, any sight or sound of her would be exceptional, suspicious and possibly alarming
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 6 Witchlet Chlotsuintha is performing a Stealth Test in near-total darkness, reducing her responsivity and awareness
> + DC 1 Witchlet Chlotsuintha is performing a Stealth Test in an area that she has barely seen
> + DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incidental traffic is possible
> + DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area that is central and accessible
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in concealment
> - DC 3 Witchlet Chlotsuintha is able to commence her Stealth Test at what she judges to be the optimal moment
> - DC 15 Witchlet Chlotsuintha is in near-total darkness, making her exceptionally difficult to find
> - DC 15 Witchlet Chlotsuintha is alone at the commencement of the Stealth Test
> - DC 6 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be impaired
> - DC 6 Witchlet Chlotsuintha has knowledge of the response times of potential witnesses

> DC 27: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]
>>
> No Passes: Crashing Ignorance. Chlotsuintha, groping through the dark, loses her footing, and in her flailing she drops the decanter. The resulting noise draws unwanted attention to the Hallway.
> One Pass: Bump in the Night. Chlotsuintha, groping through the dark, loses her footing, and in her flailing hits the wall with her right hand, disloging some of the salt she was gripping and drawing unwanted attention to the Hallway.
> Two Passes: In the Dark. Chlotsuintha, moving as quickly as a hobbled tortoise makes her way to the far door on the other side without doing anything to raise the hue and cry- though in hindsight, she certainly could have moved quicker.
> Three Passes: Hauling through the Hall. Chlotsuintha deftly makes her way over to the far door on the other side with no one else the wiser and without a single wasted step, breath or moment. NCF and CF are nulled for Stealth Test X.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then nothing happens as the outcome of Stealth Test VIII has nulled CF and NCF for Stealth Test IX.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha.

> May our luck run white, and may I please have three rolls of 1d100?
>>
Rolled 10 (1d100)

>>5934864
>>
Rolled 99 (1d100)

>>5934867
>>
>>5934929
That is an excellent roll, anon! But as it is only a Near-Critical Success, it still could be superseded by a Critical Failure; I'm going to need someone to make that final roll.
>>
Rolled 73 (1d100)

>>5934867
I'll try for another lol, discount it if you want new rollers
>>
>>5934955
No, that's fine. Anyway, I'll get to writing as soon as I can.
>>
>>5934951
Does the outcome of a near crit and a crit differ?
>>
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> Hearing Test I

> DC 30: Witchlet Chlotsuintha is not Keen of Ear, making a Simple Hearing Test like this [Easy]
> + DC 9: Witchlet Chlotsuintha is now Tired III and is not as perceptive as she might be otherwise
> + DC 2: Witchlet Chlotsuintha is now Drained II and is not as perceptive as she might be otherwise [Half-Malus]
> + DC 5: Witchlet Chlotsuintha is attempting a Hearing Test while also trying to remain hidden, complicating her efforts
> + DC 1: Witchlet Chlotsuintha is wearing quite a bit of bulk on her head, over her ears, complicating her efforts
> + DC 8: The Conversation is occurring while both parties are moving, making a not inconsiderable amount of confounding noise
> - DC 15: The Clerking House is quiet and still - save for what she is listening for, aiding her efforts
> - DC 12: The Conversation is occurring in the open breadth and width of the hallway, aiding her efforts
> - DC 5: The Conversation is being held by two parties who are speaking plainly and with typical volume
> - DC 5: Witchlet Chlotsuintha is positioned very, very close to the parties holding the Conversation
> - DC 10: Witchlet Chlotsuintha is positioned and hidden so that she may listen for as long as she likes
> - DC 2: Witchlet Chlotsuintha is listening specifically for the Conversation

> DC 6: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: Deaf and Dumb. Chlotsuintha cannot make out a single word of the Conversation; due to confounding and confusing sounds, she is not even certain when and where they leave earshot
> One Pass: Spoken For. Chlotsuintha picks out about a half-dozen words of the Conversation with Low Confidence, and judges the tone of the Conversation with High Confidence
> Two Passes: Speaking Up. Chlotsuintha picks out about two-dozen words of the Conversation with High Confidence, another dozen with Low Confidence, and judges the tone of the Conversation with Absolute Confidence
> Three Passes: Hear Ye, Hear Ye. Chlotsuintha picks out about two-dozen words of the Conversation with Absolute Confidence, another dozen with High Confidence, and judges the tone of the Conversation with Absolute Confidence

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) nothing happens, as this test was initiated by a Near-Critical Success
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes again, in another favorable way for Chlotsuintha

> May our luck run white, and may I please have three rolls of 1d100?
>>
>>5935638
No; but a Critical Success trumps a Near-Critical Failure and a Critical Failure trumps both a Near-Critical Success and a Critical Success
>>
Rolled 5 (1d100)

>>5935648
>>
Rolled 79 (1d100)

>>5935648
THE SITUATION CHANGES AGAIN
>>
Rolled 24 (1d100)

>>5935648
May our pattern be whi-

>>5935651
>>
Alright, now I need two rolls of 12d20 for the High Confidence parts and one roll of 12d2 for the Low Confidence parts please. The outcomes of the rolls won't be scrambled, and Chlotsuintha will be aware of which words (and short phrases) are High Confidence and Low Confidence. However, the order that rolls will be scrambled; so that the first High Confidence roll may or may not be for the first word or phrase in the conversation.

If you are lost, don't worry. This should become a lot less baroque on the other side.

> Please, may I have to rolls of 12d20 and one roll of 12d2?
>>
Rolled 12, 15, 8, 18, 8, 2, 15, 13, 8, 17, 15, 9 = 140 (12d20)

>>5935784
Oh joy
>>
>>5935784
Of all the silly typographic errors; I meant to ask for two rolls of 12d20.

>>5935828
From this roll, Chlotsuintha has misheard at least one word of the two dozen she has high confidence in.
>>
>>5935858
Want me to wait or roll again?
>>
Rolled 7, 20, 9, 16, 3, 16, 20, 17, 4, 17, 14, 8 = 151 (12d20)

>>5935784
>>
>>5935864
I'm not going to be able to sit down and write before dinner, so I think it would be best to wait for someone else to roll the last one. Thank you for asking though.
>>
>>5935934
Someone else already did
>>5935871
>>
>>5935938
Yes, but we still need a single roll of 12d2.
>>
Rolled 2, 2, 1, 1, 1, 2, 1, 1, 1, 1, 1, 2 = 16 (12d2)

>>5935784
>>
Still working on the update, but at this point I won't be able to finish it before going to bed. Sorry about that.

> Gain one lucky tenth-talent
>>
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Paint fumes assail your nose as your mind starts to race with possible explanations - but you stop yourself. This isn't Aldoin's house; as such, any incongruities and oddities here are not going to be worth your time to figure out. You turn about on your heel, and slip once more into the hallway, heading for the far door on the opposite wall - of your remaining choices here, it is the only one that doesn't leak light, so you figure it to be the safest of the three. Progress is quick, clean and blessedly quiet - but for all of the noise that you aren't making, those upstairs have more than taken up the slack. It is not constant, as if someone was on the move towards the staircase; no, the noises start and stop, and moreover, you could not say that the sounds are getting closer either - you cling desperately to these points, seeking surcease and succor; but the rumbling thuds and squeaking squawks above wither and unwind your nerves all the same. You make it to this final unlit door before you are completely undone, and you throw yourself inside with as much calm as you can muster. This most newly achieved room is as dark as the paint or painted room was - but as it is markedly smaller, you can just make out its singular feature; a staircase. Of course, it is a staircase to the basement - and unless you need seals to make a Family Patent and the vault mentioned in that clerk's note happens to be down in the basement, there can be no sane reason for you to go down there ... but all the same, you feel much better for having come into this room, as the noises overhead haven't stopped.

The Clerking House is certainly large - but you wouldn't go so far as to call it huge, nor from what you have seen would you consider it to be a third as confounding as Aldoin's house was. To wit; you cannot imagine that whoever is making all the noise upstairs is that far from the staircase landing and this hallway, nor can you imagine that there is much keeping them from it. Not looking to ... relive what happened at the Palisades ever, ever again, you resolve to hold yourself tight until the situation here settles. Yet the situation isn't settling; there is more noise from above - and now you think you can hear movement on this floor. You bite your lip as your heart - already risen up into your throat - bolts the remaining distance into your mouth. You don't dare breathe - but you must dare move; for right now, resolving the cause, location and heading of these noises is quickly becoming a matter of life and death, and you know from experience that you will hear thrice as well at the bottom gap of the door than you will just by simply being near the door.
>>
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You awkwardly kneel down, thankful for the protection for your knees that the apron provides, then you strain your ears as hard as you can. In turns, the vague sounds become crisper and clearer - definitely footsteps. Two sets on two floors. Both approaching, both heavy, both clanking. Both Guards. The grains of salt between the Wand of Head-Knocking's handle and your hand feel as huge and as coarse as salt has ever been. More and more footfalls, louder and louder, closer and closer. Light begins to seep under the crack of the floor, illuminating the stairs down - though at the moment, it is as if you have no eyes to see it. The set of footfalls that you judge to be on the first floor with you stops for second, and the seeping of light underneath the door becomes a torrent, then the footfalls resume louder than before. Now there is nothing but a thin, unlocked wooden door between you. You desperately fight the urge to curl up, to tense - for the fear that shifting your already awkward and mildly precarious position will engender some squeaking clarion cry from the planks underneath you. Both sets of the footfalls draw closer; the nearer slows, the further quickens.

"Where the Hell are you?"

Flushing with an instinctual, primitive panic, you tell yourself that this cannot, this must not be directed at you. It was enough to make you jump out of your own hide; now your entire body is beset with racking chills, and now you have no choice but to tense to throttle dead any convulsions or shivers. Blessedly, the wood underneath you is mute - or at the least, has nothing to say about your trespass here.

"Coming, coming."

Much more distant, and quiet. From the second floor, no doubt.

"What are they using, the Hell?"

Still the distant party, still garbled and mumbled. Considering unwieldiness of that sentence, you think it likely that you have misheard much of it. The tone, though is clear; confusion.

"The mustering-carillonneurs have been taken by the sheds. Did you lock him in?"

That was much closer, and much clearer. This tone is authoritative, even when asking a question.

"Aye. Where who?".

Now you know you are mishearing things; unfortunately, the harder to hear Guard is now coming down the stairs and as can be expected is raising a real ruckus - making it hard to hear the Guard right outside your door.

"The Belly, then the leeward."

You are certain that he said the Belly; the garrison and gaol carved from an 'abscess' in the Mount. The leeward though ... that is a sailing term, you know that, but the way it was said - if it was said - made it sound like a place.

"Then the barracks?"
>>
That is a question, you are certain of it. It also happens to be the clearest thing the second floor Guard has said. Unfortunately, no answer is forthcoming. The other Guard must have nodded his answer. There is no further conversation; the two Guards move on, the light fading away - suggesting that the door the first floor Guard entered through is still open. The sound eventually fades away as well, and finally, you allow yourself to slump and shudder with relief. It certainly seems that they are leaving - and possibly not coming back. Will there be new Guards to replace them? Probably. Quite probably actually, if not certainly. But the replacements aren't here yet, damn it, and you are going to need to make the most of this while you can. Assuming that the 'reinforcements' are waiting at the Belly to be sent over... that is ... oh, say, eight minutes for this pair to get there, and then another eight minutes for the replacements to get here. Sixteen minutes! Sixteen Guard-free minutes! At least sixteen; neither of them seemed to be rushing and they are both wearing armor. Of course, you are making assumptions. The replacements might be from somewhere closer; they might already be on the way ... but after your luck turned so impossibly white that an important conversation like that took place where you could hear it, you have to believe that things wont turn so sharply against you. At the very least, you have to pray that they don't.

Your breathing is still slightly ragged, but you are certainly calming down now. You are also reminding yourself that if you heard the conversation correctly, you aren't alone in the house. Someone has been locked in somewhere; presumably a bonded servant of the House - ah, that must be the markedly unarmored man you saw speaking to the Guard earlier from the second floor window. How much of that floor does he have the run of now? Can he get out, or in some way call for help? Does it make sense to rush upstairs right away to maximize the time you have upstairs without Guards ... or does it make more sense to continue to explore down here for a little longer, to allow time for this remaining witness to fall asleep? Clouded by exhaustion, and distracted by good fortune, you are having a hard time than usual coming up with an answer ...

> Please choose ONE of the following:
> Get a candle atop your 'stick-decanter and head down into the basement
> Head down into the basement
> Leave this room and sneak over to the door to the right [Light, Open?]
> Leave this room and sneak over to the door to the immediate left [Office; Desk, Bookcase, Dumbwaiter, Window Egress]
> Leave this room and sneak over to the door to the far left [Gallery; Desks and Vestibule Access]
> Leave this room and sneak over to the door across the hall [Room; Door and Paint-Smell]
> Leave this room and sneak up the staircase [Light]
> Write-ins allowed with QM approval
>>
>>5937615
>Leave this room and sneak up the staircase [Light]
>>
>>5937615
>> Leave this room and sneak up the staircase [Light]
>>
>>5937615
> Leave this room and sneak over to the door to the right [Light, Open?]

Assuming that either the light is gone or we can see into the now open room. If neither of those things is true (if it is still a closed door with light), then instead I support >>5937634

My rationale is that the bondsman is still potentially dangerous and that there may be safer stairs elsewhere
>>
>>5937615
>Head down into the basement
>>
I have no opinion on the right course of action
>>5937600
>"What are they using, the Hell?"
the bell, if 'mustering carillonneurs' is accurate. but those are pretty distinct and unusual words, so I don't think if Chlot misheard them that they'd be her first thought, so I don't think she did, and that's a sentence marked as pretty distinct
>where who?
where to
leeward, may be the leeward side of the walls or something. hard to say. or it may be another mishearing. if it is I can't think of what it may be
>>
>>5937615
> Leave this room and sneak over to the door to the immediate left [Office; Desk, Bookcase, Dumbwaiter, Window Egress]
Grab the books

>>5938022
Generally agree with ya. Leeward means downwind, so if air currents are predictable, could be a stretch. Way I figure it, we probably misheard (though I haven’t a clue what the derivative of it could be), or it’s a pub or something. Seems like a patrol route, going from the Belly to ‘Leeward’ to their barracks.

If we get into speculation though…
>The mustering-carillonneurs have been taken by the sheds. Did you lock him in?
This is probably also garbled, and maybe the Hell(Bell) thing could be Belly, but that’s an idle thought.

The mustering bells have been put in the shed, and the sole man here locked away in his room? I do wonder the utility of getting this puzzle right, in a sense.
>>
> Stealth Test X:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making an Simple Stealth Test like this [Rudimentary]
> + DC 8 Witchlet Chlotsuintha is Hard to Miss, given her size; moreover, she is more likely to be remembered as someone so tall in woman's clothes is an exceptional sight
> + DC 8 Witchlet Chlotsuintha is dressed suspiciously, making her an exceptional and suspicious sight
> + DC 10 Witchlet Chlotsuintha will not have physical cover as she moves through the hallway and up the stairs
> + DC 8 Witchlet Chlotsuintha will be at an elevated risk of making noise as she moves up the stairs
> + DC 12 Witchlet Chlotsuintha is trespassing, any sight or sound of her would be exceptional, suspicious and possibly alarming
> + DC 9 Witchlet Chlotsuintha is now Tired III, and is not moving as quickly or as surely as she might otherwise
> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly or as surely as she might otherwise
> + DC 6 Witchlet Chlotsuintha is performing a Stealth Test in near-total darkness, reducing her responsivity and awareness
> + DC 1 Witchlet Chlotsuintha is performing a Stealth Test in an area that she has barely seen
> + DC 3 Witchlet Chlotsuintha is performing a Stealth Test in an area where incidental traffic is possible
> + DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area that is central and accessible
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in stealth
> - DC 3 Witchlet Chlotsuintha is commencing her Stealth Test while already in concealment
> - DC 3 Witchlet Chlotsuintha is able to commence her Stealth Test at what she judges to be the optimal moment
> - DC 15 Witchlet Chlotsuintha is in near-total darkness, making her exceptionally difficult to find
> - DC 15 Witchlet Chlotsuintha is alone at the commencement of the Stealth Test
> - DC 6 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic will be preemptively perceived
> - DC 2 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be distracted
> - DC 5 Witchlet Chlotsuintha is performing a Stealth Test in an area where incoming traffic and potential witnesses would be impaired
> - DC 15 ???

> DC 28: Anything lower is a failure. [Re-roll(s) available. Auto-pass(es) available. No hostile re-roll(s)]
>>
> No Passes: Crashing Ignorance. Chlotsuintha, groping through the dark, loses her footing, and in her flailing she drops the decanter. The resulting noise draws unwanted attention to the hallway.
> One Pass: Bump in the Night. Chlotsuintha, groping through the dark, loses her footing, and in her flailing hits the wall with her right hand, disloging some of the salt she was gripping and drawing unwanted attention to the hallway.
> Two Passes: In the Dark. Chlotsuintha, moving as quickly as a hobbled tortoise makes her way up the stairs without doing anything to raise the hue and cry- though in hindsight, she certainly could have moved quicker.
> Three Passes: Hauling through the Hall. Chlotsuintha deftly makes her way up the stairs with no one else the wiser and without a single wasted step, breath or moment. NCF and CF are nulled for Stealth Test XI.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then nothing happens as the outcome of Stealth Test VIII has nulled CF and NCF for Stealth Test X.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then the situation at the Clerking House changes in a most favorable way for Chlotsuintha a second time.

> May our luck run white, and may I please have three rolls of 1d100?
>>
Rolled 71 (1d100)

>>5938480
>>
Rolled 91 (1d100)

>>5938480
>>
Rolled 99 (1d100)

>>5938480

I definitely agree with "Hell" as a mishearing of "bell". Only words I can think of for "leeward" are "reward" or "toward", although neither of those are very enlightening.
>>
>>5938549
Well well well
>>
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>>5938549
Fuck yeah.
>>
Wow, this is really going to make this whole thing much, much easier! Alright, I'll get to writing soon as I can. Look for an overnight update.
>>
>>5938746
I just hope we don't waste too much time here despite having a free reign.
>>
Just a heads up; I am not going to be able to get the update done for an overnight vote. My apologies.

> Gained one lucky tenth talent
>>
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You hold yourself, still as stock in the darkness, and you strain your ears to the point that you feel the muscles behind them clenching and flexing, listening to the pair of Guards making their clanking, thudding retreat out of the Clerking House. There is a half-hope quickening in your breast that they may yet resume their conversation - but with each footfall duller and more distant than the last, it is only a matter of moments before you must come to account. Even if they were to begin speaking again, you would be hard pressed to hear it, and Condemned if you had to make sense of any of it. Had you the hands free to do so, you would be rubbing your temples right now. You make to plant your forehead against the wall - but you stop yourself as soon as you remember that your new-to-you Inquiring Eyes are on your forehead. Relieved that you caught yourself before you could cause them any harm - and frustrated that you very nearly did - you continue to hold yourself ramrod, straining your ears to the point that it feels as if you were somehow flexing your eardrums. Only once a footfall fades away into the ether and no new one is there to take its place do you do finally allow yourself a deep breath and some slack - slumping deeply, but keeping your forehead with its precious cargo well clear from the wall.

However, as you begin to muddle your way through what you heard, trying to make sense of a few senseless cuttings of conversation, you happen to hear a new set of noises from above. Footfalls, you would stake yourself on it. And as they don't clank and thud, you cannot imagine that the party responsible is armored or encumbered with weapons. This must be the bonded servant that the Guards locked in. Apparently, they didn't do a particularly good job of it. Closer and closer the sounds get - then they abruptly stop. Without even realizing it, you have brought your Wand of Head-Knocking up, placing it between you and the door. You make no move to level it, but you cannot bring yourself to lower it either. The darkness smothers as it ensconces, making this unexpected silence feel all the more absolute. But before you can properly start to panic, the footfalls resume - louder than before, as they are now coming down the stairs. Hoping that all there was to the pause was the bonded servant seeking surety that the Guards had left the house, you bite your lip and wait. Surely, he has no need for anything in the basement?

You strain your ears to hear him as he finishes the flight. He isn't saying anything, of course - he has no cause to, as he is alone. That you are sure of; the footfalls are singular and the 'testimony' of the Guards speak of just a 'him' to be locked in. But more than his feet are making noise though, and it takes you more than a moment to work out what it is. Laughter. He is laughing softly to himself. You keep tight, starting to tremble from the exertion of not moving, and from fear of discovery.
>>
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But most of all, from fear of what you must do if you are discovered. Yet ... somehow your luck holds impossibly white. He passes the basement by without slowing, then continues on further into the Clerking House. You think he is taking the route that that Guards took out of the house, but once he gets distant enough it becomes harder and harder for you to figure his location with any sort of accuracy. In a matter of moments, he slips out of audibility all together, and once more, the house is as still as you are. You allow yourself the luxury of a single, soft sigh - then you get your feet underneath you. To the extent of your knowledge, the second floor is now empty. But is the first floor? Should you continue your search upstairs - or should you ascertain what the unbonded bondsman is doing first? Or perhaps you should take this opportunity to take a second, more thorough look over somewhere you have already been ...

> Please choose ONE of the following:
> Remain in this room and sneak down the stairs [Basement?]
> Leave this room and sneak up the staircase [Light]
> Leave this room and sneak over to the door on your right [Light, Heading of Witness, Open?]
> Leave this room and sneak over to the door on your immediate left [Office; Desk, Bookcase, Dumbwaiter, Window Egress]
> Leave this room and sneak over to the door on your far left [Gallery; Desks and Vestibule Access]
> Leave this room and sneak over to the door across the hall [Room; Door and Paint-Smell]
> Write-ins allowed with QM approval
>>
>>5939536
> Leave this room and sneak up the staircase [Light]
>>
>>5939536
>> Leave this room and sneak up the staircase [Light]
>>
>>5939536
> Leave this room and sneak up the staircase [Light]
>>
>>5939536
>Leave this room and sneak up the staircase [Light]
>>
>>5939536
>> Leave this room and sneak up the staircase [Light]
If there's no one else we should stop sneaking and start running
>>
Alright, consider this closed (again).
>>
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Oh, cry fie and fray it all! You don't have time for this. To tell it true, you don't have time for anything at this point! You need to just ... just get yourself upstairs right quick, before you waste any more time - or your luck turns black once more. Of course, this is not something easily done; you don't know if the bondsman is still in the house, or if he has quit the place as the Guards did. All told, he was moving pretty quietly - and now that you think about it, there was no light underneath the door when he passed by as there was with the Guards, so it seems that he is walking around in the dark too. Trying to put the prospect of the two of you running into each other in the darkness out of your head, you resolve to get yourself upstairs immediately. After making sure that you still have everything with you, you position yourself at the door and try listening one last time. When you find that you still cannot hear anything, you offer up a silent prayer and slip yourself back into the hallway.

Immediately, you see that the door to your right - the one that is opposite to the gallery, and the one that both the Guards and the bondsman passed through - is now open, as you had expected. Moreover, the hallway is much darker than it was before - the lights you saw earlier have either been extinguished or they have been taken away. From where you are, you cannot make out anything beyond the open door but darkness - not that you intend to. Upstairs. You need to be upstairs. Moving as quickly as you can while still remaining quiet, you mince over to the steps, position yourself as close as you can to the wall and start your way up - all the while staring at the door opposite of the gallery, straining to see if anyone comes blundering through the shadows.

They don't. Almost before you realize it, the door is passing out of sight, and you are on the second floor. However, you can barely see your hands in front of your face in this darkness ...

> Please choose ONE of the following:
> Oh, just ... just give it a little more time to see if your eyes adjust. In the meantime, grope around a bit [Requires Rolling]
> You should be able to stomach the risk of a candle, for a surety ...

> Please choose ONE of the following:
> You'd certainly like to think that the bondsman followed the Guards out of the Clerking House. But you don't know for sure - so out of an abundance of caution, you will continue to sneak around, even though doing so will slow your progress
> The bondsman walked off in the same direction the Guards left the house from, so odds are good that he isn't on the premises anymore. In consideration of how little time you have left to work with, you will take a risk and stop sneaking.
>>
>>5940012
>You should be able to stomach the risk of a candle, for a surety ...
> The bondsman walked off in the same direction the Guards left the house from, so odds are good that he isn't on the premises anymore. In consideration of how little time you have left to work with, you will take a risk and stop sneaking.
>>
>>5940012
Supporting this anon >>5940047
>>
>>5940012
>> You should be able to stomach the risk of a candle, for a surety ...
> The bondsman walked off in the same direction the Guards left the house from, so odds are good that he isn't on the premises anymore. In consideration of how little time you have left to work with, you will take a risk and stop sneaking.
>>
Alright, consider this closed.
>>
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Absolutely everything you have seen, heard and learned suggests - strongly - that the second floor is currently unoccupied. So you should be able to stomach the 'risk' of a candle, for a surety ... right? You notice all of a sudden that your mouth is dry, and you compulsively swallow. But to tell it true, doing so really doesn't help at all ... oh, come on. Bite the damned bit, already. You set the 'stick-decanter down, and with your freshly freed up left hand, you fish out a candle and the snap-sparker. With the candle seated and lit in short order, the room you are in is illuminated in stark relief. And it is certainly an unusual space. The wall opposite you runs flat along with the wall to your back, but the other two walls sit at shallow angles, so none of the corners in the room are square. Moreover, three of the four walls have windows all along them, shuttered up - though these don't seem to have the push-through ... mover or whatever that the ones in the office had. Which makes sense, actually - you have seen a window on the second floor open, something that the windows in the office couldn't do, on account of the gimmicked shutters. Besides the landing of the stair, there is a an open door to your left, and another door beyond that closed - both on the wall behind you. From what you can make out through the open door, it looks like it leads to another hallway, right on top of the one on the first floor. The only furnishings the room has are some low-slung wooden benches, underneath the windows - and a floor lamp, unlit. You doubt it was the source of the light you saw earlier - looks too big to just put off the dribs and drabs you saw.

You timidly take a step towards the center of the room, then you stop. You cannot even begin to imagine how much time you wasted in Aldoin's house, sneaking around and hiding from no-one. The hour of changing is not going to wait for you, now is it? The bondsman left. He had to have. And what if he didn't? Would he run for the Guard on account of some noise overhead, knowing that he'd get in trouble for leaving his room? No, he wouldn't! He mustn't! For a surety ... right? Uh, well, if he never actually lays eyes upon you, and you don't make any noises nor leave anything behind that would put the fear of the Shears into a reasonable man, then you should be able to swallow this and keep it down. You can be quiet and unobtrusive without sneaking and without losing any time; that should squeeze you through - assuming he is even here!
>>
Even so, even with all of this encouragement, your stomach still sees fit to throttle itself as you make more typical - though still a little softer and slower - strides to the center of the room, so you may get a better look at your two options. Three if you count the stairs, four with the windows - but neither of those are serious choices. From your new vantage point, you can definitively say that the open door leads into a hallway. There is no light up here, save for the little from your stick.

> Please choose ONE of the following:
> Flip a coin to decide which door to approach
> Head over to the open door [Hallway]
> Head over to the closed door
>>
>>5940473
>Head over to the open door [Hallway]
>>
>>5940473
>Flip a coin to decide which door to approach
>>
>>5940473
>> Head over to the closed door
>>
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Clerking House Layout and Points of Interest

[1] Vestibule; Wanted Posters, Egress
[2] Gallery; Desks
[3] Hallway; Second Floor Access
[4] Office; Desk, Bookcase, Dumbwaiter, Window Egress
[5] Room; Door and Paint-Smell
[6] Room; Basement Access
[7] Landing; First Floor Access
>>
>>5940473
> Flip a coin to decide which door to approach
>>
>>5940473
I would choose the direct route, but I doubt people will change their votes, so…

> Flip a coin to decide which door to approach

Just to expedite the vote.
>>
Alright, consider this closed.
>>
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You walk yourself over to the nearest of the benches, you set your 'stick-decanter down and ... realize that you don't have any money on you. Not a solitary eighth-talent. Feeling the fool, you go through your pockets, looking to turn up something on hand that you could flip, before ultimately deciding on that ailing Fuel Nodule. While it isn't warm to touch any more, it is still 'sweating' quite a bit, and just generally looks inflamed and aggravated. That said, the large black spot on one side of it serves your purposes here - though you wouldn't dare flip the damned thing; instead, you will put it back in your apron pocket - gently shuffle it around a bit, then draw it out, like a lot. If you can see the spot, you will head into the dark hallway. If you cannot, then you will try the closed door. Ready to get moving again, you return the Nodule to your pocket, and roll it back and forth a bit with the ball of your thumb. Once you are satisfied you have shuffled it enough, you draw it out.

> May I please have one roll of 1d2? On a roll of one, Chlotsuintha will draw the Nodule spot-side up, and on a roll of two, Chlotsuintha will draw the Nodule spot-side down. Look for the second half of the update early tomorrow
>>
Rolled 2 (1d2)

>>5941036
>>
Sorry for being missing in action, I had another bunch of small stuff crop up on me again. But tomorrow, I'm free and clear, and I intend to do a proper 'run' instead of just one or two updates. Depending on how close we are by the end of the day to falling off of the board, I might shoot for doing the same thing tomorrow, or might just archive the thread.

> Gained one very lucky tenth talent [Autopass]
>>
You draw the Nodule spot-side down, so after getting the ailing Construct safely ensconced in its wrapping once more, you take up your 'stick-decanter and head over to the door. Blessedly, it is unlocked ... though the room on the other side of it holds little of interest. To tell it true, it holds little of anything. There are wooden shelves against most of the walls, and wooden trays and square bottomed wicker baskets stacked on the floor - empty, each and every one of them. There are three tired looking hand carts - all empty as well - built tall and narrow, presumably to navigate hallways and door frames. Two floor lamps, identical to each other and the one in the landing sit squeezed into opposite corners of the room, both unlit. There is also an imposingly large steel eyelet in the center of the ceiling, unburdened by a chandelier or any more ... pedestrian light. The dumbwaiter from the office downstairs has an access hatch in this room - but not the shaft, which must be in the room on the other side of that wall. The only other thing that you notice is that the single window in this room has wooden shutters on the inside; the first time you have seen such in this house.

> Please choose ONE of the following:
> Return to the landing [First Floor Access, Hallway? Access]
> Remain in the room and (write-in)
>>
>>5942433
> Return to the landing [First Floor Access, Hallway? Access]

Unless anything changes, let's continue on to the hallway beyond the landing
>>
I'll leave this up for a little longer, to see if there is any one else who wants to weigh in. If there aren't any more votes cast in an hour, I'll close it and get to writing.
>>
Alright, consider this closed.
>>
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From your vantage point in the doorway, you continue to survey the room in the flickering light afforded by your 'stick-decanter, peering into the corners, leaning and craning towards the shelves, then the nearest of the carts, then the closest pile of baskets - then you stop yourself, flattening your feet and straightening your back. You are here to find a copy of a Personal and a Master Family Patent. If you don't see anything that looks like it could be either of those - by the Heights of Hell, if you don't see any fraying paper in a room, then you need to move on. Immediately. Time is that tight now. To tell it true, time has been that tight all day. And anyway, it isn't like you are at risk of overlooking the Patent; this isn't Aldoin's house, this is a municipal administrative building - the Patents are going to be filed away somewhere, or at a desk. Not hidden in a secret compartment. They aren't Mysteries, or contraband or valuables, they are just ... pieces of paper - admittedly, very important pieces of paper, but paper nonetheless.

Shaking your head, you quit the room for the landing - making sure to close the door behind you - and then make haste as quietly as you can manage through the other door, the one nearer to the stair, the one that was left open. It is as you expected, this space is a hall, more or less mirroring the one right beneath it. However, you can see that the figurative looking glass has some notable imperfections. There are fewer doors; not counting the one that you just passed through, there are only two - one to your left, and one opposite you. Both shut up with neither light nor sound seeping out from underneath them. But what is interesting - and perhaps, a touch unsettling - is that looking at the bare walls of this hallway, you can plainly see where doors were sealed over. The work looks fairly recent too. Beyond these patches - or seals - the walls are only adorned by the occasional lamp-sconce, all unlit. Curious, you head over to the nearest one and prod at it; it is cold. Moreover, the lamp doesn't even have a damned wick in, so this couldn't have been the source of the light you saw earlier either.

> Please choose ONE of the following:
> Head over to the door to the right
> Head over to the door opposite you
>>
>>5942654
> Head over to the door opposite you

This looks to be the room directly above a gallery, so maybe it will be big and have stuff?
>>
>>5942654
>Head over to the door opposite you
>>
Alright, consider this closed.
>>
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Hmm ... well, if you go back to the looking glass, the first floor equivalent of the door across the hall lead to the gallery, while the first floor equivalent of the door to your right lead to an office. If all of the walls continue to be built more or less right on top of the ones below through the entire floor, then that means the room behind the door across the hall is going to be larger, much larger than the room behind the door to your right. From there, it is simply a matter of playing the stakes; if there are Family Patents here - and may the Maker grant you Mercy if there aren't - then with all other things being held equal, you are more likely to find them in a larger room. Moreover, you have to figure that a larger room is more likely to be a library or archive or ... whatever the proper word is. Not wanting to spend any more of your already thrice-spent time, you hold your 'stick-decanter aloft, and with long, confident but still soft strides you close the distance.

You pull at the door, and it swings freely - to reveal a second door, barred, of steel or cast iron. The sight of it is so unexpected - and so unwelcome to a practicing thief - that you actually let slip a throttled gasp. Once you recovered and assured yourself that the unexpected exclamation has engendered any response, you bring your self to try the door. It is as you had feared; the door is locked. But of course, you don't spend the talents on a door like this and not lock it. You are sorely tempted to kick the damned thing, until you recall that you are just wearing footwraps ... and you manage to see what lies beyond the bars. Bookshelves, rows and rows of them. You are looking at them in profile, but even so, you can see that they are not empty as they were in the other room. The water in the decanter half of the 'stick-decanter shifts its weight, back and forth. You definitely have enough to perform an Ice-Lockpick on this keyway ... but you don't know how long the bondsman and the Guards are going to be, nor do you know what they will think if they find a puddle of water around the lock. You suppose you could try looking for another way in - after all, there is a lot of this house that you haven't seen yet - but you have to imagine that if there is another way in, it is going to be similarly secured. That said, if it was out of the way, perhaps a puddle of water might go unnoticed long enough to dry. Or if you could accept Estranging something else, then you could wipe up the puddle. Or just accept that if a puddle is found, no one is going to assume that the lock was picked ... unless of course, the door that was left locked is now unlocked. But what in the Heights of Hell can you do about that? Pick the lock closed behind you?

Actually, you could do that ... but if you should, well, that ... oh damn it. You can barely think straight, and you have to work your way through all of these stupid questions ...
>>
> Please choose ONE of the following:
> You will attempt to perform an Ice-Lockpick on this barred door
> You will attempt to find another way into this room

> If you chose the FORMER of the FIRST VOTE, then please choose ONE of the following:
> You will head to the door on your right
> You will head to the door opposite of you [Landing; First Floor Access] and from there ... [Write-in intended destination]

> If you chose the LATTER of the FIRST VOTE, then please choose ONE of the following:
> You will not attempt to wipe away the water left over from Cold-Touch, which is Estranged to the Second Degree
> You will attempt to wipe away the water left over from Cold-Touch, which is Estranged to the Second Degree with [Write-in object on person, or inside of premises]

> If you chose the LATTER of the FIRST VOTE, then please choose ONE of the following:
> You will use one-third of the water in the decanter as the working material for the Cold-Touch cast
> You will use one-half of the water in the decanter as the working material for the Cold-Touch cast
> You will use two-thirds of the water in the decanter as the working material for the Cold-Touch cast
> You will use all of the water in the decanter as the working material for the Cold-Touch cast
Recall that the more working material used, the easier it is to perform the Ice-Lockpick

> If you chose the LATTER of the FIRST VOTE, then please choose ONE of the following:
> You will lock the barred door closed behind you by performing a second Ice-Lockpick
> You will try to unlock the barred door, then lock it closed behind you by performing a single Ice-Lockpick - a harder proposition.
> You will leave the barred door unlocked behind you, though you intend to lock it once your business here has concluded
> You will leave the barred door unlocked behind you, and you do not intend to lock it again
>>
>>5942782
> You will attempt to find another way into this room

>You will head to the door on your right

We can always come back here. It's good to know it's locked, but let's see if the patents are somewhere not locked before we try here
>>
>>5942782
>You will attempt to perform an Ice-Lockpick on this barred door
> You will not attempt to wipe away the water left over from Cold-Touch, which is Estranged to the Second Degree
> You will use one-third of the water in the decanter as the working material for the Cold-Touch cast
> You will leave the barred door unlocked behind you, though you intend to lock it once your business here has concluded
Trash we need a new thread
>>
Can we make out what is in these bookshelves? We're not interested in books but files.
>>
>>5942782
>> You will attempt to find another way into this room
> You will head to the door on your right
May as well check the unlocked doors first.
>>
>>5943049
> Can we make out what is in these bookshelves? We're not interested in books but files.
The shelves are in profile, that is to say that Chlotsuintha is looking at them from the side. She cannot make out exactly what is on them, just that there is something there.

>>5943045
> Trash we need a new thread
I think I can get another update or two on this one.

Anyway, consider this closed.
>>
You fight the urge to swear under your breath, as you stew and stare at the barred door. Of course, this is the door that is locked. And of course, the shelves are in profile, so you cannot know for sure if this is going to be worth your troubles or not. That said, you are fairly certain it is. With all of the security and sureties and precautions that have been built into this place, you are having a markedly hard time imagining that the Family Patents are not going to be under lock and key. You could be wrong ... Maker's Mercy, you certainly hope you are, but ...

Perhaps ... before you commit yourself to either performing an Ice-Lockpick on this door, or traipsing through the house some more, you should at least see where the other door leads to. Invigorated by the thought, and tentatively hopeful at the prospect, your long legs make short work of the distance. Standing without the door, you offer up a quick prayer, then you try the handle. It doesn't swing - but the door does. You are startled for a hair of a moment, but you quickly recover and after getting a quick look around the room - some manner of dormitory judging by the number of beds - you turn your full attention to the lock. In the glow of your 'stick-decanter, you can plainly see that the bolt has been shaved and a portion of the striking-plate has been taken off. If you understand the gimmick, the bolt is just long enough to catch on the striking-plate - and only on the striking-plate. When the inside portion of the striking plate is removed - as it has been now - the bolt cannot bite into nor catch on anything that it was intended to, so the door will swing freely, even though it is still 'locked' You cannot imagine that the lock, gimmicked and shallowed as it is, can withstand a tent as much violence as a comparable lock with its depth intact could - but does it really need to? You have to think that such a door wouldn't really withstand much more beyond bored pushes on a day to day basis.

It is really quite clever; though you have to wonder at it all. How has a gimmicked lock with a split-apart striking-plate been overlooked in such a security conscious house such as this? Moreover, the striking-plate wasn't broken apart, it was clearly made in two pieces, with one of them intended to be removed. This is clearly how the bondsman slipped out after being locked in the Guards, but how could this lock be his doing? For a surety, he cannot be a lockswright. If he was, then he wouldn't be languishing here as a servile ... or perhaps he is so skilled, but he is also lettered and numbered, and on this account is being kept by the house as a clerk? That would make more sense ... but still, in your estimation, a craftsman has to be more valuable than a book-boy. It certainly is curious .. but beyond looking for similarly gimmicked lock - like on that barred door - you don't see the worth in dwelling on this any further.
>>
Unfortunately, the room within is much, much less interesting than the lock that didn't keep you out of it. There are four bed-frames arranged around the fireplace - which puts you directly over the office on the first floor. There are some belongings and personal effects on top of a battered sea-chest, and presumably more inside. Notably, you don't see the missing portion of the striking-plate of the lock - and while the shaft for the dumbwaiter sits in the corner of the room, there is no hatch on this side. Beyond that there is ... oh! Wash basin! You rush over, to check the water level. The water has been soiled with use - and a touch of perfume, if your nose tells true - but it still should be perfectly suitable to perform an Ice-Lockpick with. You estimate that there should be between half to two-thirds of a decanter of water here - if you dare use it. A puddle on the floor around a lock is hard to overlook - but water disappearing from a wash basin when there shouldn't be anyone in the house, that is a beast of an entirely different stripe.

> Please choose ONE of the following:
> Return to the barred door [Hallway; Landing, Dormitory, Archive?] and check the lock to see if it is similarly gimmicked.
> Return to the landing [Landing; Hallway, Receiving, First Floor Access] and (write-in)
> Remain in the room and (write-in)
As always write-ins require QM approval. RIP Space Scrapper Quest
>>
> Archive updated at https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Eternal%20Rome
>>
>>5943340
> Return to the barred door [Hallway; Landing, Dormitory, Archive?] and check the lock to see if it is similarly gimmicked.

If this lock is broken, yeah, let's check the other lock. It will only take a second

Also, looking at the map, I think we haven't checked out a ground floor room yet. Isn't there another door from the downstairs landing/hallway (room 3)?
>>
>>5943371
> Also, looking at the map, I think we haven't checked out a ground floor room yet. Isn't there another door from the downstairs landing/hallway (room 3)?
That is correct.
>>
>>5943340
> Return to the barred door [Hallway; Landing, Dormitory, Archive?] and check the lock to see if it is similarly gimmicked.
>>
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Alright, consider this closed.
>>
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It doesn't seem likely that the lock of the barred door is gimmicked as this one is, but ... well, there couldn't be any harm in checking, could there? You quit the dormitory, making sure to leave the door positioned in the frame just as you found it, then rush over to the barred door. After a moment of hesitation, you pocket your Wand of Head-Knocking and let the sea-salt fall out of your hand into the pocket as well, then you rub the palm of your hand against the canvas of your apron for a bit, to dislodge any remaining salt. With your right hand now freed up, you can poke and prod at the lock directly - on both sides, conveniently enough, as the door is naught but bars. Inconveniently, you can feel that the striking-plate for the inside - or at least, the other side - of this door is still in place. And even more inconveniently, after a solid minute of trying to work the damned thing free, the plate remains where and as it was when you first laid eyes upon it. You have to accept the account; this striking-plate is not gimmicked. In a last gasp attempt, you try the door directly, hoping that the lock is actually gimmicked, just ... differently. Somehow.

But as you had expected, it isn't. Or at least, if it is, then the gimmick requires something more of you. All of this has been more than enough to sour your mood - as tenuous as it may of have been to begin with - but once you belatedly realize that you have already tried the barred door, back when you first came upon it, only a matter of minutes ago, your mood positively rots. How much longer can you push yourself like this? What else are you overlooking and forgetting? You manage to calm yourself down before you can spiral away, but you are still very ill-at-ease on account of this oversight.
>>
> Please choose ONE of the following:
> You will attempt to perform an Ice-Lockpick on this barred door
> You will head to the door opposite of you [Landing; First Floor Access] and from there ... [Write-in intended destination]

> If you chose the LATTER of the FIRST VOTE, then please choose ONE of the following:
> You will not attempt to wipe away the water left over from Cold-Touch, which is Estranged to the Second Degree
> You will attempt to wipe away the water left over from Cold-Touch, which is Estranged to the Second Degree with [Write-in object on person, or inside of premises]

> If you chose the LATTER of the FIRST VOTE, then please choose ONE of the following:
> You will use one-third of the water in the decanter as the working material for the Cold-Touch cast
> You will use one-half of the water in the decanter as the working material for the Cold-Touch cast
> You will use two-thirds of the water in the decanter as the working material for the Cold-Touch cast
> You will use all of the water in the decanter as the working material for the Cold-Touch cast
Recall that the more working material used, the easier it is to perform the Ice-Lockpick

> If you chose the LATTER of the FIRST VOTE, then please choose ONE of the following:
> You will lock the barred door closed behind you by performing a second Ice-Lockpick
> You will try to unlock the barred door, then lock it closed behind you by performing a single Ice-Lockpick - a harder proposition.
> You will leave the barred door unlocked behind you, though you intend to lock it once your business here has concluded
> You will leave the barred door unlocked behind you, and you do not intend to lock it again
>>
>>5943496
>> You will attempt to perform an Ice-Lockpick on this barred door
> You will attempt to wipe away the water left over from Cold-Touch, which is Estranged to the Second Degree with [Write-in object on person, or inside of premises]
Is there anything like a rag in that dormitory that wouldn't be missed? We can refill while we're in there.
> You will use one-half of the water in the decanter as the working material for the Cold-Touch cast
> You will leave the barred door unlocked behind you, though you intend to lock it once your business here has concluded
>>
>>5943496
> You will head to the door opposite of you [Landing; First Floor Access] and from there ... [Write-in intended destination]

Go back downstairs to the unopened downstairs room (the north heading off of the downstairs hallway/landing)
>>
>>5943518
+1 to this. Lets do a little more scouting before acting.
>>
I almost forgot to hold the vote for the next book the opening passage will be taken from.

> Please choose ONE of the following:
> The Endowed Farm
> The Canon of Medicine
> The Ways and Means
> Imperatives and Rights
> The Feats of Tools
> Waste Not, Want Not
> On Design
> The Grown Pharmacopœia
> The Garden of the Suppressed
> The Estrangement of the Great Gloom
> Cultivated Curiosities and Exotics
> Compendium [Reformed Priests]

Do note, that the vote from >>5943496 is still open. If you have not voted already, vote in there too.
>>
>>5943736
> Imperatives and Rights
>>
>>5943736
>Imperatives and Rights

>>5943496
>You will attempt to perform an Ice-Lockpick on this barred door
> You will use one-third of the water in the decanter as the working material for the Cold-Touch cast
> You will leave the barred door unlocked behind you, though you intend to lock it once your business here has concluded
>>
>>5943736
>> Imperatives and Rights

Sounds good.
>>
Damn it, doesn't look like we got a proper tie-breaker. In the interest of expediting things, I will decide that two identical votes outweigh two votes for performing the Ice-Lockpick with different conditions.

Consider this vote - and the thread - closed. I'll get to writing. Look for Thread XIV either later tonight or tomorrow.



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