[X] Bring Aes directly to Ozpin, and drag him out to deal with the necromancer as soon as possible. (Begins the assault ASAP, but Ozpin and Aes will have little time to interact)
There's no time for social niceties, you decide. It's taken far too long just finding the information you needed to move Ozpin to act, and every second you wait, more children could be suffering. With that thought in mind you don't hesitate to go directly to Ozpin, dragging Aes along with. The bullhead pilot meant to take you back looks like he wants to complain about the extra passenger, at first, but one look at your serious expression had him shaking his head and turning back to the controls. Ozpin, it seemed, understood you better than you thought. It certainly helped that the flight made better time than was strictly necessary.
"So you've found something worrisome, I take it." Ozpin said the moment you entered his office, already waiting in that strange steel chair of his and sipping a cup of coffee. For all the brevity his tone of voice carries, you can easily the the concern writ large across his features, a sharp frown firmly in place as he observed you carefully. Even Aes's entrance, the faunus girl lingering at the back of your group and almost hiding in Yang's shadow, earns a bare flicker of his attention before he returns his gaze to you.
"No kidding." Yang replies with a snort, thought she doesn't quite manage to pull off the same degree of levity as your mentor. When Ozpin raises a curious eyebrow, you waste no time explaining just what you've been up to the last few days, including a short description of your meetting with Aes--another glance passes, but Ozpin remains focused upon you. ONce you're done, he leans back in his chair, brow creasing.
"That is certainly a concern." Ozpin says finally, after several long moments of thought. "And you mean to assault this hideout immediately?"
"I do." You confirm, nodding sharply. "I know you're busy, but…" You begin to say, trying to find the right words for your request, but Ozpin preempts you.
"I will, of course, accompany you on this outing. Maintaining the peace of Vale is my responsibility as a Huntsmen, just as Beacon is as a Headmaster. You will need someone to take down these wards you mentioned if nothing else, and I doubt your new friend is quite capable enough as yet." Here he looks to Aes fully for the first time, a small smile twisting his lips for a brief moment before returning to their more serious position. "Now if you will excuse me, I must make the arrangements swiftly. Meet me at the bullhead docks in… oh, half an hour should do." And with that the silver-haired is up and moving, leaving you and your little party in the dust.
It takes most of the thirty minutes allotted to convince your Father to allow you to go out again; a confirmation that yes, Ozpin knows what you're doing, and yes, he is in fact going with you, is needed, but eventually the man succumbs. He almost came with himself, but with his own piles of paperwork for the next day's classes--which he couldn't simply foist off onto someone else as easily as Ozpin--and your insistence that too large a group would only make things more difficult to coordinate, you argued him down. For all that you loved your father, and trusted him to protect you, it had been a long time since he truly fought, and magic was dangerous for those unprepared to face it. He did, however, insist that Yang go with you. She, at least, had some experience dealing with these sorts of monsters, and he wanted you to have as much protection as possible.
When you got to the bullhead, just a minute short of the time limit, you were surprised to find that there was no pilot on duty. Instead, Ozpin himself was sitting it the controls, already going through a pre-flight checklist.
"Time for a pop quiz, Miss Rose." He said as the three of you--four, counting Lily--boarded. "I will be guiding you through this conflict, but if you want to continue handling magical threats on a regular basis--and I have no doubt you will--then you must have the necessary skills. I will not be there to help you forever. So, how do you wish to handle this?"
[ ] Loud and Hard: This monster has been kidnapping children and experimenting on them, if nothing else. Go in loud, go in hard, and bring down the wrath of the Choir upon him. (zero subtlety route. Crash the wards, walk in the front door, and fight your way through whatever defences have been set to bring your target to justice)
[ ] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
[ ] Clever and Cunning: It worked for the devils, it should work here. Purposefully trip the wards and put on an act to fool the necromancer into coming out himself. There's a risk he might send his undead servants instead, but if it works, you will have solved this mess much quicker. (exactly what it says on the tin. Best chance of avoiding the mansion entirely and going straight for your target, but you might still have clean-up to deal with, if it even works)
XXX
OOC: I am sort of regretting even making the Ruby path an option right now. It's really difficult to find a valid reason for Taiyang to not just Papa Bear everything--even with the rolls supporting it--but with Ozpin as a chaperone and your previous efforts getting him off your back, I think it should be okay. Hopefully that doesn't break anyone's SOD too much.