The Beaten Trail
26st of Rova 4707 A.R. (Absalom Reckoning)
Since your employer had not set a time for the interrogation, the five of you decide that 'twould be wiser to rest and restore your magics while Mina and Sirim pick out just the spells for tomorrow morning. The latter also suggests hoods and rough black masks over the face. It would not do much good to disguise Cob or Gorok if they are seen, but for you and Mina at least they should help hold back the hue and cry.
Stealth Check to avoid being heard (Akorian; Cob; Mina; Gorok): 19, 40, 24, 21 vs 15 (Success)
Unseen, unheard and, thanks to Mina's magic, even un-smelled, you make it over the wall to find Sirim waiting on the other side. His mind voice guides you between the main body of the house and the carriage house where a window stands ajar with bright red flowers, roses you think, spilling onto the ledge. Had there been any witnesses they might have been surprised at the pots drawing back as though of their own accord or the faint click of a hooked rope catching as those of you not gifted with flight make your way up.
Climb Check: Take 10 Automatic success
After returning the flowers to their place, thorns a seeming ward against the open window, the four of you take stock of the room; a bed, plain and austere against the window, a low bookshelf serving to hold half and half alchemical cleaning supplies as books. A plain bound tome marked 'Parables of Erastril' sits opened on the table and above that table hangs an the stern portrait of an old man, too marred by age and soot to be paced somewhere public. Just as you had hoped the room's occupant, the mansion's housekeeper, is not in yet.
Cob points up at the portrait, at it's eyes you realize.
"Yes," Sirim answers a question you had obviously not heard.
"Spy hole for the sprites. The family trusts them more than their mortal servants it seems."
Mina shakes her head at the cynical view, but whatever she may have answered against you do not hear.
A quick turn along a corridor hung with the deeds of long dead merchant princes, flatteringly immortalized in brightly colored wool, you enter into a large square room held up by columns in the shape of great keys, in honor of Abadar, the
Scales and the Streets, a memory not quite yours whispers. A pale dark haired man, bearing a certain resemblance to the woven visages you had just seen, strides into the chamber, the soles of his hard leather shoes echoing unnaturally loud after the pains all of you have taken to stay silent. It's hard to pin an age to him, burnlanders age differently under the touch of wind and sun, but you would judge his face lined as much with ill temper as age.
Mina Knowledge (Nobility) (DC 15/20): 1d20+12 = 14 (Failure)
For a man walking in his own home behind the protection of guards, dogs, and watchful fey he seems coiled like a spring about to break, as though he he expecting some foe to burst out of the dark. Making it all the more ironic when he almost steps on Gorok's beglamored tail as he makes a sharp turn towards the eastern wall to yank a lantern from an alcove, face twisting in anger and... fear? One thing is certain, this is no ordinary visit to look upon the treasures of his house.
"If we trail him we should be able to chart a straighter path through at least the outer defenses..." Sirim whispers and so you do, descending down and down, past the wind trap flowing ever from the depths of the stone and into the sprite net above, walking where he walks as you cross the great stone plug. The path sports lanterns of its own that one may light, but your unwitting guide does not, whether for haste or secrecy you know not. After what felt like three hundred feet of delving into the heart of the hill and below he comes to a three sides parting of the ways. Three closed doors, both wide enough for two men to walk abreast through them and solid enough to take a blow from an angry troll. One is marked with a spiral, the second with the same key as the pillars above, and the third with a face half of black basalt and half of marble.
Mina Knowledge (Religion) (DC 0/12/17): 1d20+11 = 21 (Success)
"Pharasma, Abadar, Nethys..." Mina passes on to Sirim, who dutifully relays it to the rest of you.
"Tombs, treasure, and... magic maybe, that would fit the All-Seeing Eye."
Your unwitting guide takes out a heavy key and unlocks the last door.
What do you do?
[] Follow him further, it's a guarantee that you will not have to deal with any traps at least
[] Knock him out and take his keys so you can have the run of the place
[] Wait for him to leave then continue through one of the other doors
-[] The Door of Death
-[] The Door of Wealth
[] With a bit of luck you can steal something more ethereal than keys, try to read his mind
[] Write in
OOC: Sorry this is late guys, my internet decided to flake out on me again. They are still moving cables around.