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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 the moment you are footpadding your way through the basement of the late Aldoin's house. Your progress is slow - slow enough that you risk abjuring parts of your itinerary tonight - but you have made several discoveries; such as grass inexplicably growing between flagstones on the floor of the basement in darkness, the late Aldoin was Governor-Docent A. Benefice MAsR.B of the University's College of Botany, that there is some unknown shielding material on the premises that was smuggled as a silverware set, and that Aldoin hid something Mysterious - or at the very least, Strange - hanging amongst a veritable forest of dry-curing sausage. The most pressing of your discoveries is that the house is in the process of being remediated by an unknown cast with an incredible range, and either some means of shielding or equally incredible efficiency. This could be the work of a Construct or equivalent ... or it could be a more direct sort of Witchwork. Though that is seeming less and less likely. Only a matter of minutes ago, you raised a ruckus when you accidentally smashed some glassware ... and the cast remained constant throughout. If the cast was originating from a Witch and not an Emitter Organ of some Construct - and the Witch was in earshot of the clangor - then to come investigate, they'd have to throttle away their cast.

But they haven't.

Which means that ... well it could mean a lot of things. It could mean that the cast is from a Construct - and that the party responsible for making it may or may not be elsewhere in the house. It could mean that the cast is originating from a Witch, but preoccupied with sustaining the cast, they didn't hear the racket. Or ... or it could mean that the cast is originating from a Witch, they heard the noise ... and they are counting on you coming to them. Which at the moment, you aren't. You were heading off to investigate a new noise, just on the edge of audibility ... when it occurred to you this room seemingly being empty, when it was right next to a room where something presumably Mysterious was hanging - and judging from the drilled holes near the hook, connected - is in its own way, suspicious. Suspicious enough that you will simply have to take more than a cursory glance.
>>
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> Sight Test I

> DC 30: Witchlet Chlotsuintha is not Keen of Eye, making a Rudimentary Sight Test like this [Easy]
> + 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 4 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> + DC 15 Witchlet Chlotsuintha has no knowledge of Aldoin's basement.
> + DC 1 Witchlet Chlotsuintha is attempting to search a next-to-unlit area with a nude light
> - DC 20 Witchlet Chlotsuintha is allowing herself to take as much time as necessary to search the room.
> - DC 15 Witchlet Chlotsuintha is well versed in casing rooms for valuables and hiding spots.
> - DC 4 Witchlet Chlotsuintha was looking around the room as her eyes adjusted, improving the efficacy of her efforts.
> - DC 15 Room IV has nothing in it, which makes searching it extremely easy


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

> No Passes: Chlotsuintha somehow manages to walk into one of the walls during the search. She is unhurt, she doesn't make any noise and she doesn't break anything ... but she feels like a idiot.
> One Pass: Chlotsuintha is interrupted in an unexpected way during her search, before she can satisfy herself one way or another as to the state of this room.
> Two Passes: Chlotsuintha draws a conclusion on the condition of the room with High Confidence. CF and NCF nulled for the next test.
> Three Passes: Chlotsuintha draws a conclusion on the condition of the room with Absolute Confidence. CF and NCF nulled for the next test. - 3 DC bonus applied to Hearing Tests.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Chlotsuintha's 'joust' with the wall goes a bit more poorly. She smacks her 'stick in such a way that the prong for the candle breaks off inside the stub, complicating use of the 'stick.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then not only does Chlotsuintha draw a conclusion on the condition of the room with Absolute confidence, she gains Complete Knowledge of Aldoin's Basement.

> Standard rules are in effect. Now, may I please have three rolls of 1d100?

> Previous thread: https://suptg.thisisnotatrueending.com/qstarchive/2023/5700233/
> Archives: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=eternal+rome
>>
Rolled 20 (1d100)

>>5737273

>Faaaaatheeeeeer?
>>
Rolled 38 (1d100)

>>5737273
>>
Rolled 100 (1d100)

>>5737273
May our luck stay white!
>>
>>5737469
YES!!! MY SECOND NAT 100! Hopefully it’s way better than when we only gutted that pi-
>>
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>>5737273
>she gains Complete Knowledge of Aldoin's Basement

….
>>
WE ARE ALL POWERFUL AND ALL KNOWING
ALDOIN'S BASEMENT IS OURS TO COMMAND
>>
An excellent roll, anon! Great Job! I am still working on the update, but rather than half-ass something like this, I think I will sleep on it instead, and try to get it out as early tomorrow as I can.

In the meantime, it is probably warranted to take another look at the itinerary for tonight. Right now, it is slightly closer to quarter to eighteen than it is half pass seventeen. Remember, she is expected at the Coach House to pick up the stage and team between the last hour and midnight ... and while it is not like she is going to lose the stage if she doesn't show up then, showing up outside of the agreed upon window could complicate things. Moreover, before taking delivery of stage and team she also planned on planting the Decoy Graven Ball, swinging by the site of the house where she first saw the Hook Gulls congregating, head to a Port Authority clerk-house to steal Family Patent papers ... and stopping by a Temple, if there was time. At some point, she is also going to need to get her hand-cart back to the Midden - and she won't be able to use the stage to help with that, unless she figure some way to work around her lack of an Entry Permit. And then, after all of this, she still needs to gather up everything in the Belfry, get it into the sewers, and then get it out of the sewers.

Time is certainly not on her side here. Even if she were to walk out of Aldoin's house right now, she would probably have a very hard time of accomplishing all of that before sunrise. Now, father said to leave by the seventh day after he left for his job - but he never specified to leave at the start or the end of the seventh day. So, the thousand-talent question. Does Chlotsuintha stay in the Mount for Titheday, or does she accept that she is probably going to have to further reduces her expectations tonight?

> Please choose ONE of the following:
> Chlotsuintha will continue to aim for leaving the Mount at sunrise tomorrow.
> Chlotsuintha will allow herself some breathing room, and changes her plans to stay through Titheday.
> Chlotsuintha will allow herself all of the breathing room, and changes her plants to stay as long as it takes to get her affairs in order.
>>
>>5737513
> Chlotsuintha will allow herself all of the breathing room, and changes her plants to stay as long as it takes to get her affairs in order.

Frankly I’ve come around on the Blue Boy incident, an now believe that it is clearly a sign from the Patternmaker that he wishes us involved in the foreign merchant affairs, somehow. Plus, think of all the proper equipment, books, and foodstuffs we could buy- and we can even get a new fitting umbrella for our worn piece.

But even if all that wasn’t the case, I’d probably still vote to extend through Titheday- and not just to give the Patternmaker his due on this holy day. The Innkeeper’s heir awakened me to the fact that I’d rather like a gun on us, and multiple loaded guns for the trip, with enough munitions to to equip a squad or several- because I’m now rather paranoid of unscrupulous men while we’re alone, and I want that fear addressed before we leave.
>>
>>5737469
Finally

>>5737513
>> Chlotsuintha will continue to aim for leaving the Mount at sunrise tomorrow.
>>
>>5737513
> Chlotsuintha will continue to aim for leaving the Mount at sunrise tomorrow.

Unless we literally find dad or a VERY good lead we should skedaddle
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>>5737513
> Chlotsuintha will continue to aim for leaving the Mount at sunrise tomorrow.

WE RIDE AT DAAAAAAAAAWN!
>>
>>5737513
>Chlotsuintha will continue to aim for leaving the Mount at sunrise tomorrow.
There must be a good reason to leave before tomorrow and we shan't deviate from that.
>>
More likely than not we're going to run over schedule despite our best efforts but in terms of what we're gonna try to do, yeah, for now try to stick to schedule
> Chlotsuintha will continue to aim for leaving the Mount at sunrise tomorrow.
>>
>>5737896
I interpret that more like getting our stuff outta the Belfry by tomorrow, not necessarily leaving the Mount before we’re ready to- we’re going to be dealing with murderous Highwaymen, alone, and I want at least some non-magical options for dealing with them before we leave properly.
>>
>>5737513
>Chlotsuintha will allow herself some breathing room, and changes her plans to stay through Titheday.
>>
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>>5737475
UNLIMITED POWER!
>>
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Carefully, you sweep the 'stick and stub around the room – just to make sure that you have not missed anything obvious. It takes a minute – and you agonize over every second you spend – but ultimately, nothing new is revealed in the flickering glow of your nude light. If you had only found a lamp or lantern with reflectors, so you could have a proper beam, this would be going so much quicker. You don't have time to dwell on that though. Honestly, with so many things that you absolutely have to get done tonight, it is questionable if you have the time to give empty rooms like these more than a second glance.

Well ... that would depend on if you turn anything up in the end here. In essence, you are gambling, if you think about it. Putting up your time - and your safety, for that matter - on the hope of a payout. And admittedly, at this moment, that hope seems to be rather fleeting. You slowly walk the perimeter of the room once, looking at where the floor meets the walls, then you walk the perimeter once more, now looking at where the walls meet the ceiling. Then you walk the entirety of the floor of the room in sweeping passes - three times. Once to look at the floor, once to look at the walls and once to look at the ceiling. Gingerly tapping, and softly pressing and probing with your hands as you go, straining your eyes and getting your face and your light right up against whatever you are looking as you check for anything for anything that would indicate ... well, anything! Evidence of a secret passage, evidence of what this room might have been intended for, anything evidence that there had once been something Strange or Mysterious or anything at all ever in this room, . You look for anything and everything. And you get nothing.

Precious minutes, all so you can say with absolute certainty that a room that looked empty is in fact empty. You feel stupid - appropriately, consider that you have been stupid! Couldn't you just have moved on? Couldn't you just have assumed that everything was as it appears in this room? Is that really such a leap? That the 'dropped' plank ceiling is just a ceiling, that the stone walls are just walls, and that the stupid fraying flagstone floor is - Hold! Hold now!

Those flagstones, there is grass growing in between them. Now, you may not know how, but you can plainly see that it is. And as it is, then it has to follow that there is space between the stones and dirt underneath them for the grass to grow in, which would mean ...

They are all loose! Unmortared!

Not wanting to waste any more time, you pocket your wand, set down your 'stick and alight upon one of the smaller flagstones in the room, which is about the size of the Flounder you bought, and after a quick prayer for courage, you get your fingers along the edge of stone. There is nothing that you can do to prevent touching the grass as you do this, but you move your fingers as fleetly as you can.
>>
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Your left arm trembles and throbs its objections at the weight and strain of your hefting - but the flagstone comes free. Quick as you can, you back up so you may see what you have struck upon in a moment of pure inspiration. You are so quick and so excited in fact, that you feel more than a little dizzy, and you have to stop yourself for a moment to brace and right yourself once more. Once you are so situated again, you return your attention to the space left by the stone. To your surprise, there is more than just dirt underneath - there is a thin bed of dead grass, dried out and matted down. Apparently, the entire floor was planted with grass ... and the stones must have been placed over them at a later date. That does make sense, considering that Cultivars, unlike Constructs, can be Nursed in such a way that they are still functional after death. You don't know too much about it, but you have to assume it has to do with how life and death is different for plants than it is for beasts.

So if this grass was supposed to be the Cultivar equivalent of a Conduit, a Conduit that touched all points of the floor simultaneously, then the fact that the grass under the flagstones is dead might not impede the function of ... whatever exactly the Cultivar is a part of. It might simply be enough that the roots of the dead grass are intertwined with roots of living grass. Actually, as the stones were clearly placed here deliberately, it might be that the grass being killed underneath the flagstones is a requirement for operation - or a safety consideration. As you mull this thought over, you notice that there is a faint indentation in the matted grass - which lines up exactly with the middle of the flagstone. Curious, you turn the stone around - and your jaw drops.

The other side of the stone has been ground plumb flat, save for what looks to be a perfectly rounded mound jutting out from the center of the stone. Both are very impressive - you know from your experience digging graves into the basalt of the Mount that getting stone anywhere near geometrical shapes requires quite a deal of doing. In fact, the work on the stone is so good you find yourself wondering if it was entirely mundane. You can also take a stab at the purpose of the work - by planing the bottom of the stone down, it is ensured that it remains flat and flush with the ground so anyone walking on it cannot feel any play or give, and the mound acts as a focal point for any weight put on the stone - which would help simply the design on an Instrument that determines which stones in the floor of the basement were being pressed on at any given time.

But none of that is what has dropped your jaw. No. No, certainly not.
>>
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There is a drawing of this room overlaid with a numeric grid, which has been block-stamped onto the bottom of this stone in paint. No doubt the 22-27 corresponds with the grid, allowing someone to place the stone in more or less a specific spot surrounded by specific stones. However, it is the I that has been painted on the bottom of the stone that has your heart and head racing at the moment, because it must correspond to the letter labeled fraying map stamped onto the bottom of the stone as well.

You stare at it in disbelief. Trying to wrap your head around this, you set the stone down, and turn to another one of the smaller stones within arms reach. You are simultaneously shocked and unsurprised to see that this stone - labeled as I 24-28 - also has drawings of the room and the entire basement on its underside. You check three more in quick succession. All are planed to lie flush and flat, all have the mound in the center, and all have stamped maps and serials. Aldoin - that wonderful academical madcap! - must wanted to have made absolutely certain that the right stones went in the right spot, presumably because he was having someone else doing the lifting. Whoever was providing brawn for Aldoin's brains though - they must have had enough brains of their own to be literate ... which really isn't that surprising. You wouldn't want some run-of-the-mill servant involved in something like this, and as the Governor-Docent of the College of Botany, he probably had no small number of intelligent and capable men to call upon for aid. Explaining this might have been tricky, though ...

Well, whatever. That is question you cannot hope to answer at the moment - possibly ever. Anyway, you are much more interested in just how much information you can glean from the drawings of the room.
>>
>>5738371
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones is in the next room on your way to the unknown noise.

> Though it doesn't seem to be in working order now, if you were to try to Reach through the grass, you might be able to learn something about the Implement that Aldoin made - or had made - to 'read' the grass. For a start, you should be able to figure out where it is - as well as what exactly the Witch responsible for it was capable of. And if things go well, you might even be able to 'read' the grass yourself. Of course, this is all making the assumption that the Instrument is still connected to the grass. And that the Instrument actually exists, and this isn't all just some bizarre but thoroughly and utterly mundane botany experiment.

Quick votes for a quick update lads
>>
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> Please choose ONE of the following:
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones is in the next room on your way to the unknown noise.
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones in the room you just left are.
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones in the rooms you have been in already are.

> Please choose ONE of the following:
> Though it doesn't seem to be in working order now, if you were to try to Reach through the grass, you might be able to learn something about the Implement that Aldoin made - or had made - to 'read' the grass. For a start, you should be able to figure out where it is - as well as what exactly the Witch responsible for it was capable of. And if things go well, you might even be able to 'read' the grass yourself. Of course, this is all making the assumption that the Instrument is still connected to the grass. And that the Instrument actually exists, and this isn't all just some bizarre but thoroughly and utterly mundane botany experiment.
> Assuming that it exists, you are very keen to learn more about the Implement that was set here to 'read' the grass ... but Reaching into some other Witches craft without knowing even the most basic facts - like its Draw, or if it is carrying fuel, or how resilient it is and what will happen if you accidentally break it, or if it has security-sureties built in - that is a dangerous proposition. Doubly dangerous, when you are inside the envelope of a ranged remediation spell, and could be producing Strangeness on yourself, on the grass or on the Instrument. You will be better off finding it the mundane way - with your eyes!
>>
>>5738382
>The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones in the rooms you have been in already are.

> Assuming that it exists, you are very keen to learn more about the Implement that was set here to 'read' the grass ... but Reaching into some other Witches craft without knowing even the most basic facts - like its Draw, or if it is carrying fuel, or how resilient it is and what will happen if you accidentally break it, or if it has security-sureties built in - that is a dangerous proposition. Doubly dangerous, when you are inside the envelope of a ranged remediation spell, and could be producing Strangeness on yourself, on the grass or on the Instrument. You will be better off finding it the mundane way - with your eyes!
>>
>>5738382
>> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones in the rooms you have been in already are.

> Though it doesn't seem to be in working order now, if you were to try to Reach through the grass, you might be able to learn something about the Implement that Aldoin made - or had made - to 'read' the grass. For a start, you should be able to figure out where it is - as well as what exactly the Witch responsible for it was capable of. And if things go well, you might even be able to 'read' the grass yourself. Of course, this is all making the assumption that the Instrument is still connected to the grass. And that the Instrument actually exists, and this isn't all just some bizarre but thoroughly and utterly mundane botany experiment.
>>
>>5738382
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones is in the next room on your way to the unknown noise.
> Though it doesn't seem to be in working order now, if you were to try to Reach through the grass, you might be able to learn something about the Implement that Aldoin made - or had made - to 'read' the grass. For a start, you should be able to figure out where it is - as well as what exactly the Witch responsible for it was capable of. And if things go well, you might even be able to 'read' the grass yourself. Of course, this is all making the assumption that the Instrument is still connected to the grass. And that the Instrument actually exists, and this isn't all just some bizarre but thoroughly and utterly mundane botany experiment.

I'd hate to spend so much precious time in this stupid basement.
>>
>>5738382
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones in the rooms you have been in already are.
> Though it doesn't seem to be in working order now, if you were to try to Reach through the grass, you might be able to learn something about the Implement that Aldoin made - or had made - to 'read' the grass. For a start, you should be able to figure out where it is - as well as what exactly the Witch responsible for it was capable of. And if things go well, you might even be able to 'read' the grass yourself. Of course, this is all making the assumption that the Instrument is still connected to the grass. And that the Instrument actually exists, and this isn't all just some bizarre but thoroughly and utterly mundane botany experiment.
>>
>>5738382
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones in the rooms you have been in already are.

> Please choose ONE of the following:
> Assuming that it exists, you are very keen to learn more about the Implement that was set here to 'read' the grass ... but Reaching into some other Witches craft without knowing even the most basic facts - like its Draw, or if it is carrying fuel, or how resilient it is and what will happen if you accidentally break it, or if it has security-sureties built in - that is a dangerous proposition. Doubly dangerous, when you are inside the envelope of a ranged remediation spell, and could be producing Strangeness on yourself, on the grass or on the Instrument. You will be better off finding it the mundane way - with your eyes!
>>
>>5738382
> The drawing shows nothing but the floor and the doors for this room - but you are curious to see how detailed the drawing on the bottom of the stones is in the next room on your way to the unknown noise.
> Assuming that it exists, you are very keen to learn more about the Implement that was set here to 'read' the grass ... but Reaching into some other Witches craft without knowing even the most basic facts - like its Draw, or if it is carrying fuel, or how resilient it is and what will happen if you accidentally break it, or if it has security-sureties built in - that is a dangerous proposition. Doubly dangerous, when you are inside the envelope of a ranged remediation spell, and could be producing Strangeness on yourself, on the grass or on the Instrument. You will be better off finding it the mundane way - with your eyes!
>>
I've got this feeling like this house is the central puzzle of the entire quest. We should take our time.

Maybe disable the ranged remediation and come back to hook up to the grass construct(touch grass... eventually).
>>
Sorry for the little bit of lapse. At the moment, there is a tie between attempting to access the Implement and leaving it alone. However, we do have a sort of a tiebreaker in >>5738993, so to speed things up, I'll consider this closed for Chlotsuintha holding off further investigation into the grass until her investigations of the unknown noise and the ranged remediation cast have either concluded or netted more workable information.

Writing!
>>
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As desperately curious as you are about the grass and whatever is or was hooked into it, there are simply too many things that could go wrong – horrifically wrong – if you were to just Reach for it through the grass. Perhaps … perhaps if you were to find and disable the ranged remediation cast, then you might be able to stomach the inherent risks involved in Reaching for an unknown Instrument like this. But as it stands, with those inherent risks on top of the risks of triggering the cast on your person or on your surroundings … no, you are going to have to hold off. And on that note – you are also going to hold off on tracking down and identifying the distant, unknown noise. Just for a minute though, or however long it takes you to check underneath flagstones in the other rooms.

Gathering up your 'stick and holding it high, you backtrack into the room with the preserves along the walls and the sausages hanging from the ceilings, all the while taking great pains to watch your footing. You make it inside the room without any incident, and giving the table a very wide berth, you look around for a small flagstone to check – which is easier said than done. The stones in this room seem to all be a fair bit larger than the stones in the empty room you just quit, but before long you find one that will be manged easily enough. You set the stick down, and pry the thing up – and it is just like the last. There is a map of the basement block-stamped onto the planed side of the stone, along with a gridded drawing of the room. In addition to the grid, however, there is also a hatched outline of a rectangle that corresponds directly with where the table sits inside this room, and a few smaller ones along the walls, where the racks for the preserves stand.

Unfortunately, there is nothing that corresponds to the hidden lead hook in the ceiling … though perhaps that was to be expected. After all, the fact that Aldoin labeled the stones so thoroughly suggests that he was bringing in either hired men or pupils from the University to help him down here, and the diagrams were for their benefit. If you accept that he was relying on outside help, then it follows that Aldoin would probably have kept them in the dark as much as possible, feeding them only the bits and bobs of information that they absolutely needed to carry out his designs down here. No doubt grass growing in a basement without light would have raised a lot of eyebrows – to put it mildly – but if there was anyone in the whole of the Principalities who could pass all of this off as some mundane and nonthreatening experiment it would be a Governor-Docent of a College of Botany. However, it seems that whatever was hanging from that lead hook couldn't be passed off like the grass ... or was completely unrelated to it.
>>
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You head into the other rooms you were in, and find much the same thing. Anything substantial in the rooms has a foot print marked out in hatched lines - like the tun - while smaller stuff or things that aren't intended to be used down here - like the stowed and sheeted furniture - are not. You are in the room with the broken casement window, ready to return to the empty room so you can continue to press on to find the source of the unknown noise ... when it occurs to you that you really haven't given this place more than a cursory look.

> Please choose ONE of the following:
> You cannot keep starting and stopping things - you will never progress through the basement if you do. You are going to return to the empty room, and set off to find the source of the noise.
> You cannot keep starting and stopping things ... but you haven't really started looking for the source of the noise yet, have you? Take a good look around here.

Again, sorry about the lapse. If I had known stuff would keep coming up like this, I would have held off on starting the thread. Luckily, now that it is the weekend (basically) it looks like smooth sailing for the foreseeable future.
>>
>>5739475
>> You cannot keep starting and stopping things ... but you haven't really started looking for the source of the noise yet, have you? Take a good look around here.
>>
>>5739475
>You cannot keep starting and stopping things - you will never progress through the basement if you do. You are going to return to the empty room, and set off to find the source of the noise.
>>
>>5739475
> You cannot keep starting and stopping things ... but you haven't really started looking for the source of the noise yet, have you? Take a good look around here.

Those BOOKS and bottles and barrels. We gotta.
>>
>>5739475
> You cannot keep starting and stopping things ... but you haven't really started looking for the source of the noise yet, have you? Take a good look around here.
Just a cursory look through the books and stuff, just to see if we should take it now, then move on. A minute or two, max.
>>
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So, this is the first time something like this has happened, but it works out that the DC of a Sight Test in the room with the broken in casement window is negative ... and considering that it is not possible currently to roll negative values, I figure I have to treat this as a free Autopass. I also think that under these circumstances, you should still roll, for the chance of getting Criticals or Near Criticals - in this case though, only the successes are on the table. So relax, and try to recreate that natural 100 luck!

> Sight Test II

> DC 30: Witchlet Chlotsuintha is not Keen of Eye, making a Rudimentary Sight Test like this [Easy]
> + 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 4 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> + DC 1 Witchlet Chlotsuintha is attempting to search a poorly lit area with a nude light
> - DC 20 Witchlet Chlotsuintha is allowing herself to take as much time as necessary to search the room.
> - DC 15 Witchlet Chlotsuintha has Complete Knowledge of Aldoin's Basement
> - DC 15 Witchlet Chlotsuintha is well versed in casing rooms for valuables and hiding spots.
> - DC 4 Witchlet Chlotsuintha was looking around the room as her eyes adjusted, improving the efficacy of her efforts.
> - DC 1 Witchlet Chlotsuintha has been through this room before, and is focusing her attention on the books and bottles
> - DC 3 Witchlet Chlotsuintha performed well on her last Sight Test, and her confidence and techniques have carried over this one.

> DC -13: Anything lower is a failure.

> Autopassed: Chlotsuintha concludes that she has found all of the points of interest in the room with Absolute Confidence. CF and NCF nulled for next test. - 3 DC bonus applied to Sight Tests

> 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.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha's inspection nets her an additional Mysterious find

> Standard rules are in effect. Now, may I please have three rolls of 1d100?
>>
Rolled 19 (1d100)

>>5740009
>>
Rolled 66 (1d100)

>>5740009
May our luck be white!
>>
Rolled 40 (1d100)

>>5740009
Come on Patternmaker mama wants another nat hundo….
>>
>>5740034
>>5740029
>>5740010
Well, you can't expect to get 1-in-50 odds every time, can you? Regardless, I'll get to writing.
>>
>>5740009
2 100s minimum in Aldoin's house.
>>
>>5739475
> You cannot keep starting and stopping things - you will never progress through the basement if you do. You are going to return to the empty room, and set off to find the source of the noise.
>>
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You know full well that you cannot keep starting and stopping things if you are going to have any hope of keeping some semblance of a schedule ... but as you really haven't started looking for whatever was making that noise, you cannot truly consider this a distraction or diversion, can you? You are about to start working the perimeter of the room, checking in between the tubs and up and down the walls for anything that you might have missed when you are struck by a bit of inspiration. You find the flagstone that you had flipped over earlier, and get it out once more, with the 'stick set down right next to it. It has occurred to you that you should double check that all of the hatched outlines on the depiction of the room correspond to the room's current layout - if they don't, then that might mean that something was moved - or even removed - recently. After about a minute or so of checking, and frequently consulting the stone, you are comfortable in the conclusion that everything in this room that warranted hatched marks is where Aldoin intended it to be ... assuming, of course, that you have correctly corresponded all of the outlines with the right articles. You had figured that they would, but at this point, you are not willing to hand wave anything. Still, looking to keep things moving, you immediately switch over to looking around at the things that wouldn't warrant hatched outlines, specifically, to see if there was anything you might have overlooked You take several circuits of the room, taking your time before you finally conclude with absolute certainty that you have found all of the points of interest in this room.

You then spend another minute or so sounding the back of the wooden cubbies with little knocks to check for a hollowed out hiding spot in the wall, or even a hidden passage. It is miserable work, as the False Silverware is no longer screening your stomach - and fruitless too. Unsurprising ... but confusing. For the life of you, you cannot figure what the cubbies are for. It had occurred to you that as there wasn't an obvious use to them, they might have more about them than what meets the eye ... but they don't. Given the tun and the tubs down here, it would make sense if they were racks for bottles of wine, but they are built all wrong for that. Well ... at the very least, you are certain that there isn't anything about them that you haven't seen. Anyway, there are a lot more interesting things in the room - specifically, the books and papers, those stoppered bottles and that sea chest right by the foot of the stairs. Nearly all of the bottles are empty - but a few of the largest still contain a translucent oily looking liquid. And happily enough, these bottles all happen to be labeled as well, with slips of paper tied up with string around their necks. The labels read Grass Tonic, alongside what you would judge to be a batch number - no indication when it was made though.
>>
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While you are looking the label over, you catch sight of a torn piece of string, by one of the smaller unlabeled bottles - or perhaps, delabled bottles, as it is the exact same sort of string that was used to keep the slips of paper on the bottles of tonic. Could it be that whoever is responsible for the remediation cast went to the trouble of tearing off all of the labels of these bottles? Aye, they certainly could have - and for that mater, they could have been full and the unknown remediator dumped their contents too. If this is all true though, then it begs the question ... what was in those bottles. and why leave the tonic behind with the labels still intact? Surely, you cannot consider it an oversight, these are the largest of the bottles in the room. Are ... are these red herrings? No, no - that is too absurd, they have a thin layer of dust on them - if anything, the other bottles are more likely to have been planted here, which they almost certainly haven't. But you cannot set aside the fact that they are filled and labeled, while the rest aren't.

It is only at this point where it occurs to you that the bottles and stoppers that you have been looking at all this time appear to be made out of cut glass, as opposed to blown glass. You take one of the smaller, empty ones down, hold it to your ear - and tap it very carefully with your Wand of Head Knocking. As you expected, it makes the characteristic ring that only cut glass can. Hmm. Now, clearly Aldoin never was hurting for money - and the price of cut glass is not what it once was, either - but if all of these are cut glass just like this piece, then taken together, all of this must be ... a half-dozen talents? More probably. And if it was blown glass, then you would be hard pressed to spend more than a whole talent on all of this - and that would be grossly overpaying. Why, there are enough Blowers plying their trade in Stickport that even modest houses are able to afford glass for their windows.

However, besides appearance there is one oft forgotten attribute - one that you yourself just remembered - of cut glass that might explain this otherwise needless prodigality. Cut glass is the same as lead glass; the only difference is that cut glass has been cut and worked into pleasing geometries while lead glass is left largely unfinished. They have the exact same lead content, which is high enough that they can be used to safely hold Strange liquids, so long as they are not overly Strange. Equally parts concerned and curious, you tap one of the bottles containing the tonic with your wand - and it too makes the characteristic ring of cut glass. Well ... this Grass Tonic stuff has certainly gotten a lot more interesting, hasn't it?
>>
> Please choose ONE of the following:
> It is a possibility that the Grass Tonic is Strange - and that it is Shielded from the ranged remediation cast by the cut glass. You should dump the tonic into one of the empty tubs, to make sure all traces of Strangeness are dealt with.
> It is more than just a possibility that the Grass Tonic has some Mysterious nature. If that is the case, then you want to see it in action - pour a little of it onto one of the larger patches of grass in the room, and see what happens. In the worst case scenario, you have the ranged remediation cast to fall back on.
> It is hard to understand why the Grass Tonic was left labeled when it seems that the rest of the bottles were deliberate stripped of their slips ... but you have to assume that there is some reason for it. Leave the Grass Tonic alone - at least for now.
>>
>>5741069
>> It is more than just a possibility that the Grass Tonic has some Mysterious nature. If that is the case, then you want to see it in action - pour a little of it onto one of the larger patches of grass in the room, and see what happens. In the worst case scenario, you have the ranged remediation cast to fall back on.
>>
>>5741069
> It is hard to understand why the Grass Tonic was left labeled when it seems that the rest of the bottles were deliberate stripped of their slips ... but you have to assume that there is some reason for it. Leave the Grass Tonic alone - at least for now.

Perhaps this is a sign someone intends to return to all of this.
>>
>>5741069
> It is more than just a possibility that the Grass Tonic has some Mysterious nature. If that is the case, then you want to see it in action - pour a little of it onto one of the larger patches of grass in the room, and see what happens. In the worst case scenario, you have the ranged remediation cast to fall back on.

>>5741136
Or it’s a explanation/excuse for the grass growing in the darkness of the basement, in case the authorities come a-knocking
>>
>>5741069
>It is a possibility that the Grass Tonic is Strange - and that it is Shielded from the ranged remediation cast by the cut glass. You should dump the tonic into one of the empty tubs, to make sure all traces of Strangeness are dealt with.
>>
>>5741069
>It is more than just a possibility that the Grass Tonic has some Mysterious nature. If that is the case, then you want to see it in action - pour a little of it onto one of the larger patches of grass in the room, and see what happens. In the worst case scenario, you have the ranged remediation cast to fall back on.
>>
Alright, closed and writing.
>>
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You have barely begun to delve into the Many Mysteries - so how could you just walk away from an opportunity to learn like this? A safe opportunity, considering that you are within the envelope of an incredibly effective ranged remediation cast. All of this is of course assuming that the tonic is a finished Preparation - a substance or a concoction of substances that have been imbued with properties and attributes through Mysterious intervention, requiring no further ingredients or input to use. If this turns out to be an ingredient instead, one that just so happens to warrant being stored in a bottle made of leaded glass ... then you would not give yourself good odds on ever learning anything from this. And you also to consider the possibility that this Grass Tonic is just a mundane liquid fertilizer that Aldoin developed or had access to ... though with everything you have seen, that seems less and less likely.

With no obvious signs of discharge from the mouth of the glassware, you take several shallow sniffs - without closing any of the distance between you and the bottle. Nothing jumps out at you; all you can really get out of it is just damp, vaguely salty air alongside the smell of wood from the tun and the tubs and racks and the shelves and ... all the other wooden objects in your immediate vicinity. Once you are satisfied that nothing is happening and comfortable enough to assume that nothing is going to start happening, you waft your hand over the mouth of the bottle a couple of times. But you find that nothing new comes into your nose. As assured of the safety and stability of the Grass Tonic as you can be under the circumstances, you lean in over the mouth of the bottle and look down its neck. Nothing untoward happens - and as you might have guessed, the liquid looks the same viewed head on as it does through the glass, though you do take note that Strange-Staining is not activating.

Having done your due diligence and having run out of ways to inspect the substance, you take up the bottle in your left hand, walk yourself over to one of the largest tufts of grass in the room - one of the few that fall inside the light of the casement windows - and keeping yourself a full arm's length away, you pour a couple of drops of the stuff onto the grass. You watch intently, but you aren't seeing anything. You get closer, and pour another few drops. Still nothing. You get on your hand and knees, and with your face inches away from the grass, you let fall another round of drops from the bottle. But the oily tonic just slides down the blades of grass as any liquid might.

> Please choose ONE of the following:
> You should give it some more time.
> You should pour more than just a few drops
> You should give it some more time and more than just a few drops.
> You should investigate the books and papers now instead
> You should investigate the sea-chest instead
>>
>>5742968
>> You should investigate the books and papers now instead
Pour more only if nothing happens while we're doing this.
>>
>>5742968
>> You should investigate the books and papers now instead
>>
>>5742968
> You should investigate the books and papers now instead.

Hmmmm. Here's a theory, tell me what you think.

Its fake. Its out in the open as a mundane explanation as to the existance of the grass. A failsafe to explain it away as science, for those not schooled in the Mysteries.
>>
>>5742968
>You should investigate the sea-chest instead
>>
That sea chest is sus, I know this isn't DnD but I can't help but suspect it being rigged with a Strange Incindiary or something.
>>
>>5742968
> You should investigate the books and papers now instead
>>
>>5742968
> You should investigate the sea-chest instead
We can give it more time while we investigate other things.
>>
>>5742968
>You should investigate the sea-chest instead
inb4 mimic
>>
Alright, consider this closed for investigating the papers and books. I'll get to writing.
>>
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You remain on your hands and knees, looking for any evidence that the Grass Tonic is having a Mysterious effect - or any effect - on the grass at all. But you cannot. Feeling a bit defeated, you get up and carry the stoppered bottle back over to the shelves, where you switch it out for the for the 'stick. You doubt it, but there is a slim possibility that something is happening, and you just don't have the light to see it. Cognizant of the tonic's oily appearance, you slowly approach the tuft of grass you applied the substance to, and as soon as you are in position, you inch the 'stick forward as far as you dare - quite keen on not starting a fire down here. While you are able to keep things nicely uncombusted during your second inspection of the grass, it seems that this was a risk without any reward, as you can not see or glean anything new about the grass.

Feeling more that a bit defeated, you inch the 'stick away, and then retreat to the shelves. You are not fretting about wasting time - not yet at least - because there were other objects of interest in the room; particularly the books and papers. You set the 'stick down at a comfortable distance, and you begin skimming through everything. The first thing you grab appears to be a schedule of care and record for the grass. Flipping through it, you are delighted to find towards the back there are hand-drawn maps of the basement included - no more hefting flagstones with your aching arms! Intriguingly, the maps display what is labeled as the 'Zone Lighting Schedule' - which suggests that there are supposed to be lights down here. There are three maps, labeled one through three ... perhaps the lights are supposed to be changed on a three-day cycle? Which raises the question as to where these lights are now - and more pressingly, why were they removed? Actually ... when were they removed might be the most pressing question. After all, how long can grass survive in what is effectively complete darkness?

The next two books are treatises on beach grasses, written in the Eternal Tongue, as is typical for academic works. Both books have been heavily annotated in the Eternal Tongue as well, and seemingly by several different hands, judging by the handwriting. It takes a moment, but it eventually occurs to you that the grasses in the basement here are probably beach grasses as well - or at least, they started out as beach grass. The last two books are both unannotated, but still all the more interesting. One is written completely in a cypher or language that you don't recognize, and the other is completely blank ... though of the five books here, it looks to be the oldest and most worn. Simply put that is suspicious anyway you slice it.
>>
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You turn your attention to the loose papers. Nearly all of them are receipts - and nearly all of the receipts are for drinking water, for whale oil, and for clean burning wicks. Presumably the water is for the plants, and the oil and wicks are for the missing lamps. The only thing unusual about any of that is the quantity that they were being purchased in ... but you suppose covering this basement in light and water would be an expensive proposition. However, there are other receipts, from a number of merchantmen ships. These slips don't go into great detail about what is being delivered; conspicuously vague words like 'chests', 'assorted articles', 'uncontrolled substances' and even 'miscellanea' are used to describe most of the cargoes. How can something described as 'miscellanea' even be allowed on a ship's manifest?

However, of the half dozen ships that Aldoin used repeatedly, one of them seems to be a bit more detailed than the others. Their slips speak of 'correspondences', 'books', 'scientific equipment' and 'glazed glass panes'. Thinking of all the correspondence you saw on board the Euthyphro, your heart starts to pound a bit as you check to make sure that damned tub isn't one of the merchantmen doing Aldoin's shipping. They aren't, of course. That would be too much of a coincidence. Way too much of a coincidence. Calming down - though still feeling miserable on account of the ranged remediation cast, you turn your attention to the other loose papers - the ones that aren't receipts. There aren't too many, and goodly portion of what there is just seem to just be sketches of plants and grasses and idle drawings.

But there are however a few notes - instructions left for whoever was tending the grass down here. Nothing really jumps out at you, except for a few notes that instruct the intended recipient to use the water from the tanks, as the desalinator isn't working at the moment. Well, you haven't seen anything that you would consider a 'tank', and you have never heard of a 'desalinator' before ... what would that even be, an ... unsalting machine? Regardless, it seems that there is a lot more to this basement than just empty rooms and storage.

You look at the notes and books spread out in front of you. It is very possible that there were more books and papers left down here before the Witch responsible for the remediation cast came through here, and right now you are simply looking at a 'pruned' selection that they left behind. Or you could be seeing things as Aldoin left them - you just don't know. Same as with the Grass Tonic and the other stoppered bottles that were all empty and without tags.
>>
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> Please choose ONE of the following:
> You are inclined to believe that this is a 'pruned' selection. You just get the sense that there was more here - just like you have reason to believe there were labels on those bottles.
> You are inclined to believe that this is how Aldoin left it. There is just too much usable information left behind for this to be 'pruned' - not to mention that suspicious blank book.

> Please choose ONE of the following:
> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.
> You are going to take all of the books and paper with you by making a sling out of one of the sheets in the other room. It will be bulky, annoying and potentially hazardous with your nude flame, but it beats having to come back to this room again later.

> Please choose ONE of the following:
> You are going to try putting more Grass Tonic onto the grass.
> You are going to look at the chest by the stairs, and ascertain if it is worth breaking into.
> You are going to quit the room and resume your search for the unknown noise.
> Write-ins allowed with QM approval

Note: The first vote is simply to determine Chlotsuintha's opinion on the matter.
>>
>>5743842
>> You are inclined to believe that this is a 'pruned' selection. You just get the sense that there was more here - just like you have reason to believe there were labels on those bottles.
> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.
> You are going to quit the room and resume your search for the unknown noise.
We'll have to come back through here anyways if we want to go to the first floor, right?
>>
>>5743845
Not necessarily. There are presumably other stairs in and out of the basement.
>>
>>5743842
> You are inclined to believe that this is a 'pruned' selection. You just get the sense that there was more here - just like you have reason to believe there were labels on those bottles.
Sorta think that it’s a mix of both- that Aldoin did leave it like this, and that there are probably more in this house.
> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.
When we’re in the house proper, we’re grabbing his satchel or backpack- surely the Governor-Docent would have something to carry his books and papers within his house?
> You are going to look at the chest by the stairs, and ascertain if it is worth breaking into.
Lootbox- and we don’t even need to worry about the Strangeness, we could immediately pick the damn thing.

Also, good chance the noise is the broken desalinator- and that Aldion was hoarding a shit ton of salt we can use.
>>
>>5743862
>There are presumably other stairs in and out of the basement.
>presumably
>when we have a map

Also, if you feel like you can squeeze out another quick update, consider me supporting >>5743845’s line of action instead.
>>
> You are going to look at the chest by the stairs, and ascertain if it is worth breaking into.
This is fine then.
...although even if it has anything good we'll have trouble actually carrying it
grumble grumble encumbrance
>>
>>5743842
>> You are inclined to believe that this is a 'pruned' selection. You just get the sense that there was more here - just like you have reason to believe there were labels on those bottles.

> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.

> You are going to look at the chest by the stairs, and ascertain if it is worth breaking into.
>>
>>5743842
> You are inclined to believe that this is a 'pruned' selection. You just get the sense that there was more here - just like you have reason to believe there were labels on those bottles.

> Please choose ONE of the following:
> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.

> Please choose ONE of the following:
> You are going to look at the chest by the stairs, and ascertain if it is worth breaking into.

The chest's presence seems justified now
>>
>>5743842
> You are inclined to believe that this is how Aldoin left it. There is just too much usable information left behind for this to be 'pruned' - not to mention that suspicious blank book.

> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.

> You are going to quit the room and resume your search for the unknown noise.
>>
>>5743842
> You are inclined to believe that this is a 'pruned' selection. You just get the sense that there was more here - just like you have reason to believe there were labels on those bottles.

> You are going to take the book with the map of the basement right now, and hold off on making a decision on the rest until you are ready to leave. One book you can manage, but the rest would be too much for your pockets and both your hands are full.

> You are going to quit the room and resume your search for the unknown noise.
>>
Alright, consider this vote closed. Chlotsuintha feels that the books and papers here have been 'pruned', she will be taking just the book with the maps of the basement, and she will be investigating the chest, to see if it would be worth her time breaking into.
>>
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This ... you don't know anything for a surety, but you just get a sense that there is something rather ... contrived about the books and papers down here. You are thinking about it thusly; if you were the remediator responsible for setting Aldoin's house right, and you were concerned that someone might get in into their heads that the grass down here has a Mysterious aspect to it, then you would want something on hand to explain it away. And this selection of books and papers does just that. Had you not witnessed the Strangeness here earlier, then taken together, all of this might have been enough to convince you that the grass was mundane and served no Mysterious end. If you were the remediator, then how hard would it have been to simply skim through the books and papers kept here and remove anything that would cast doubt on the nature of the grass? Surely, it would take but a minute or so. And that is something that a remediator would be looking to do. Something they'd have to do. After all, remediation casts deal with the Strangeness, but there can be mundane evidence that points towards someone delving into the Many Mysteries, things that won't be wiped away by remediation.

Actually, now that you think about it, it might be the opposite. Instead of taking things away, the remediator might have added things. The remediator would want the bizarreness of the grass explained away as soon as possible, before the fear of Mysteries and the Strangeness became too deep seated to dislodge. So really, it isn't just the selection of books and papers here that are overly convenient, it is their location too. And if you think about it, why would any of these books be down here, instead of in an office or a library, which you are certain Aldoin must have had here. Well ... perhaps the book with the schedule of care belongs down here, but the books about beach grass? The man managed to grow the damned stuff in his basement, clearly he knows a great deal about it. Would he really need to keep reference texts on hand like that? And the same goes for the papers - excluding the instructions for watering, what sense does it make to keep receipts like this in a basement? In an unlit basement?

It is possible, of course, that this room is how Aldoin left it. That suspiciously worn blank book is probably the best argument for that ... but still, all of this is just too contrived, too convenient.

You stuff the book with the maps of the basement into your central pocket on your apron - the only one large enough to hold it, even with the False Silverware inside - and then you walk away from the shelves. You have spent too much time on this ... and not enough on that chest right by the foot of the stairs.
>>
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After checking to make sure that your bundle is secure under your right arm, you hold aloft your 'stick, and still being careful to not touch grass you make your way over to the chest. Quietly, you set the 'stick down on the bottom step of the stairs, then you extricate the bundle from your underarm and place it on the same step, a safe distance away. It suffices to say that you are not thrilled about your current position. These stairs run straight from the basement to the first floor, so if anyone was to open the door at the top, they would see your light ... and more likely than not you as well. As such, a bit of haste here would not be amiss. In the flickering light of the stub, you give the chest a quick but thorough looking over.

The chest has a sturdy look to it, with thick metal bands and caps. The lock is similarly sturdy looking, and from the sheen and shine on the lock-plate and the faint smell of fresh grease you can see that it is well maintained. Beyond that, nothing really jumps out at you about it. It simply looks like a well-made but plain chest.

> Please choose ONE of the following:
> If there is a lock, then you can pick it with Ice-Lockpick. Use the contents of either the tun or the tubs' Really, you would like to be done with this room as soon as possible, and using Ice-Lockpick is the way to do it. You don't even have to clean up after yourself.
> If there is a lock, then there must be a key. Find it. Ice-Lockpick carries the risk of Estranging yourself further, and the Stranger you get, the more the cast will affect you. It is possible that it could seriously impede or even harm you in the worst case scenario.
> Before you spend anymore of your precious time on this, you should check to see if there is anything inside this chest first. Lift one side up and listen for anything shifting inside. If there is, then you can figure out how to open it. Otherwise, you will move on.
>>
>>5744641
> Before you spend anymore of your precious time on this, you should check to see if there is anything inside this chest first. Lift one side up and listen for anything shifting inside. If there is, then you can figure out how to open it. Otherwise, you will move on.

We're on a schedule here and Aldoin's house doesn't even help us escape this shitass city
>>
>>5744641
> If there is a lock, then you can pick it with Ice-Lockpick. Use the contents of either the tun or the tubs' Really, you would like to be done with this room as soon as possible, and using Ice-Lockpick is the way to do it. You don't even have to clean up after yourself.
Speed is our ally.

>>5744804
Aldoin's house is the most interesting and fruitful endeavor we’ve had in the last couple threads- and besides, leaving with more arms and munitions with highwaymen on the road is retarted.
>>
>>5744641
>> If there is a lock, then there must be a key. Find it. Ice-Lockpick carries the risk of Estranging yourself further, and the Stranger you get, the more the cast will affect you. It is possible that it could seriously impede or even harm you in the worst case scenario
>>
>>5744906
I will admit that this is definitely the most interesting part of the quest so far abd I'm enjoying it, but it's end goal is 'solving the mystery of the strangeness'. I'm not interested in that mystery, that's for the Inquisition to find out. I'm interested in the mystery of getting the heck out of this forsaken city before we get captured by the steadily increasing number of Inquisitioners roaming around
>>
>>5744641
> Before you spend anymore of your precious time on this, you should check to see if there is anything inside this chest first. Lift one side up and listen for anything shifting inside. If there is, then you can figure out how to open it. Otherwise, you will move on.
>>
Alright, consider this closed. I'll get to writing.
>>
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Well, if there is something in the chest, anything at all, then odds are that it is going to be worth your time cracking it. But if there isn't, then you will have wound up wasting more time down here, and you have already burnt quite a few minutes just ... going back and forth. And it doesn't need to be said that every second you spend in this house - productive or otherwise - is a second that you aren't moving house or doing any of the other things that you have to do around the Mount before you leave. That is certainly not a pleasant thought - in fact, it is upsetting enough that taken along with the deleterious effects that the ranged remediation cast is having on you, you can actually feel bile rising as your stomach churns.

You have to work through and past this - and you have to do your due diligence. First, you need to check to see if it is locked, or it is just closed. And if it is locked, then you need to try to ascertain if there is at least something inside of the chest before you burn the time and effort to open the damned thing. Very cautiously, you press up on the lid with your left hand. As you might have expected, the lid remains shut - in fact, there was barely any play in the top at all. On the whole, you are going to take this as a good sign - locked chests are more likely to contain valuables, after all - though you certainly aren't celebrating the prospect of having to crack this thing.

Still watching your footfalls, as to not touch any grass, you walk around to the left side of the chest ... and notice for the first time that it does not have a handle. Confused, you reach over the chest and fetch the 'stick off of the stairs so you can get a better look. In the stuttering light of the candle stub, you can clearly and plainly see that there is a metal plate on the side of the chest, where on a more typical specimen the handle would have been attached to with brackets of some sort. But this one here has no handle - and it doesn't even have the brackets for one. The plate is flat and featureless. And now that you look, the chest doesn't have any gaps around its footer where you could get purchase underneath it. Instead, the footer lies flat right on top of the flagstones ... save for the spaces between the stones where the grass is growing. And these spaces are small enough that you doubt you could fit more than two fingers into the largest of them.

Now confused and apprehensive, you take a step back from the chest.

> Please choose ONE of the following:
> This chest has just gotten a lot more interesting! Go ahead and try to lift it from the bottom as you planned.
> This chest has just gotten a lot more interesting! Perhaps though you would be better served opening it up with Ice-Lockpick.
> This chest has just gotten a lot more interesting! Perhaps though you would be better served opening it up with the key, if you can find it.
> This chest has just gotten a lot more suspicious! Leave it alone for now.
>>
>>5745500
> This chest has just gotten a lot more interesting! Perhaps though you would be better served opening it up with Ice-Lockpick.
>>
>>5745500
> This chest has just gotten a lot more interesting! Perhaps though you would be better served opening it up with Ice-Lockpick.
Either pick the damn lock or keep an eye out for the key- we’re burning starlight here.
>>
Is two votes enough to get in a quick update Trash?
>>
>>5745089
For me, it’s the opposite. While I sympathize with all the stress our situation is causing, I’m finding that I’m enjoying our time risking and getting rewards rather than trying to play it safe and getting overly stressed about scheduling- to the point where I now have an aversion to scheduling.

Frankly, I’d rather stay in the city a bit longer to shore up our departure- though that’s a different from moving house tonight.
>>
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> Cold-Touch I: Was Lothar IV 13 a good year for water?

> Critical Success: DC 99 and higher. Not only does the cast go flawlessly, you feel more confident in your ability to cast
> Complete Success: DC 26 and higher. The cast goes flawlessly and you open the chest without delay or issue. Additionally, you are able to keep yourself and your clothes safe from the spent and now communicably Strange working material.
> Partial Success: DC 14 and higher. It was a little trickier than you expected, but you managed to get the chest open ... though you did get some of spent working material on yourself, which certainly isn't pleasant with the remediation cast active.
> Partial Failure: DC 13 and lower. Your cast failed prematurely - leaving you with a chest that is still locked and a Strange mess on your hands. Figuratively and physically. You are going blame the remediation cast, as it is better than blaming yourself.
> Complete Failure: DC 8 and lower. Your cast didn't even reach completion. And not only did you get spent working material on yourself and the chest, but you got it on your wand's fuel nodule, rendering it temporarily unusable.
> Catastrophic Failure: DC 3 and lower. You cannot even qualify what you just did as a cast - more like just dumping the Strangeness. And not only did you get it on yourself and the chest, but you got it on your wand too, rendering it temporarily unusable.
> Critical-Catastrophic Failure: DC 2. You ... you are passing out ...

> May I please have one roll of 1d100?

Remember, there are re-rolls and auto-passes available - but they can only be used after the dice are rolled, and only if those dice do not come up with a Critical.
>>
Rolled 73 (1d100)

>>5745529
May our luck be white!
>>
>>5745539
Alright, I'll get to writing. Just a warning, I might fall asleep half-way through again ...
>>
Rolled 100 (1d100)

>>5745529
>>
Ah wait, I forgot that casts weren't bo3
Oh well
>>
>>5745548
I want a refund
>>
>>5745548
Fuckkkkkkk
>>
>>5745548
I told you a minimum of two 100s in Aldoin's house. Heh heh heh.
>>
>>5745527
>>
Sorry about the delay - I'll finish the update after I get dinner squared away.

>>5745548
I don't know if that is fortunate or unfortunate ...
>>
>>5746048
I’d settle for it applying to the loot- even if Chlot’s self-confidence is arguably more valuable.
>>
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Take your time QM, and take care of yourself. We'll be here when you get time.
>>
>>
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From the lack of handles and any place where purchase may be made, it is abundantly clear that this chest was not intended to be moved from this spot. Aldoin - or whoever set his basement up for him - no doubt had the chest modified to be as unnameable to moving as possible as it couldn't be anchored into the floor. Now, it might still be possible to move the chest and listen for anything inside ... but at this point, you might as well just go ahead with cracking it instead. And to that end, you are going to need some working material for Cold-Touch. At least you are spoiled for choice down here - well, at least, you assume you are. You are surrounded by tubs, there is that massive tun - and there was even mention of a tank for water in several of the notes that you just read - so the idea that there would be no liquid that you could use with Cold-Touch on hand seems utterly inconceivable. Still, you find yourself holding your breath as you look around the room as you try to decide which one to test first. You force yourself to breathe normally, then you take up the 'stick and make your way over to the shelves. Obviously, you have no desire to use Grass Tonic as the working material, as the interplay between Cold-Touch and ...whatever exactly the tonic is would be an unknown quantity, even if the Grass Tonic is mundane through and through. No, that is a option of last resort - if it is to be an option at all. What you are interested in is the stoppered bottles. After setting the 'stick down a reasonable distance away from the books and papers, you glance through the selection before settling on an empty glassware with the thickest neck, passive over several wider and taller options.

Pleased that you have found your vessel in a matter of seconds - as opposed to the long minutes that it took for you to find that dilapidated bucket - you turn your attention to the unlabeled, unmarked tubs. Odds are these are all wine - which has a substantially higher alcohol content than ale does, and as such, a lower freezing temperature. Cold-Touch was intended to work with water - and can work with substances with similar freezing temperatures. It is possible that the freezing temperature of wine is simply too low to work with Cold-Touch ... though that turns out to be a moot point when the very first tapped tub you draw from happens to be water. At least it looks and smells like water - you will not be drinking any to confirm one way or another. Once you have your stoppered vessel filled to bursting, you walk your way over to the chest, and set the glassware down. Then you return to the shelves where you left the stick, and you bring that over to chest as well, setting it once more down on the stairs. You take what salt remains in the palm of your right hand and get it under your tongue, so that the cast may draw from it instead of having to draw salt from your body.
>>
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With your stomach already upset by the ranged remediation cast, the overwhelming taste of salt in your mouth is not helping things, but you manage to keep everything down as you carefully pocket your wand. You consider keeping the wand at the ready in your hand, as you did before at the Perch ... but there has been no indication that there is anyone in the basement yet, so why complicate things? You also consider unsocketing the wand as well, as in the off-chance that you Estrange yourself, you could dump the Strangeness into the wand as well ... but you decide that is a step too far. You are pretty confident in your ability to cast Cold-Touch and perform an Ice-Lockpick ... and if you did Estrange yourself, then touching the wand would likely result in the wand becoming Strange, even if you had the passive protection of the catalyzing salt for the wand in your hand. Not to mention, if you misjudged the situation down here, and needed your Wand of Head-Knocking to defend yourself, then you have to socket it anew - not something that should be rushed, considering the risk of opening your own veins.

You then pull the stopper, and position the bottle with your left hand as you get your right hand into position on the lock. Considering that you have at least half a tub full of working material, there is simply no reason to ration here - you will use up all of the water available in the bottle, and if there needs to be a second attempt, then you will just fill it back up again at the same tub. As miserable as you are - what with the socketing needle waggling inside your arm as you heft the bottle, along with the soreness of the day and aches and discomfort borne by the remediation cast - you are also pleased with yourself for getting this all set up so quick. Though admittedly, the room itself had more to do with that than you did ...

Another advantage of the bottle over the tankard and bucket that you used earlier at the Perch is that as the bottle is transparent, you can actually see into it as you pour, so you don't have to guess just how much is left based off of weight or the duration of the pour. You start deepening your breaths, in preparation for initializing your cast - but right as you are about to start the pour, you suddenly start to worry that the what you have in the bottle might not be water at all, but Grass Tonic. You stop to check the fluid again, to make sure that you didn't somehow miss the oily sheen that you saw in the labeled bottles - you didn't, of course. There is no sheen. Not to mention, this smells like water and the Grass Tonic that you check didn't have any smell to it at all. So it seems that in addition to being overly nervous, you are also forgetting things you learned only a matter of minutes ago.
>>
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No longer pleased with yourself in the slightest, you get everything back to readiness before once again deepening your breaths without dislodging the salt under your tongue. When you are as ready as you are going to get, you start the pour, initializing the cast the moment that the working material - which you hope isn't Grass Tonic - hits your right pointer finger as its tip presses through the keyhole and into the keyway of the lock. As expected, you lose all feeling in your finger - and the unpleasant taste of salt in your mouth is replaced with the even more unpleasant taste of warm salt getting warmer every second. Still, compared to the strain from Salt-Remediation or Salt-Mitigation, this cast.is feather-bed gentle. In fact, with all of the misery your body is buried under at the moment, you don't even feel the strain or the Draw of the cast ... which isn't always a good thing. However, Cold-Touch has a limited duration to the cast - just twenty seconds - which acts as a safety against the reaction Drawing too deeply. That doesn't mean that if the reaction gets away from you that there can't be problems, or if you target yourself with the cast you can't be hurt, but at least death, infirmity and whole-body disfigurement are off the table.

Now that's a right jolly thought.

You turn your attention to angling the pour into the keyway - which is also much easier done with this bottle than the tankard or the bucket that you used in the Perch - while shifting your position slightly to make sure that you stay dry. In the irregular light of the candle stub, it isn't too easy to see what is happening in the keyway, especially considering that your pointer finger is obscuring most of it. It so happens that you actually feel the frozen water pressing against your finger before you can see it, but as soon as you do, you tip the bottle a hair more aggressively, and cautiously back your finger out while still remaining contact with the ever-growing but as of yet unseen stub of ice. Once you can see the ice and it has finally breached both the keyway and the keyhole, you bring your thumb up to the bottom of the stub and you turn it as if it was a perfectly normal key. You have enough water left to keep pouring as you turn, to account for any weaknesses, hairline cracks or abscesses that might have been made - though your 'key' gives you no trouble on that front. Before you even realize it, the lock clicks open, and you throttle down and snuff out the spell. In an instant, all of the frozen water melts ... but it is at this moment that you realize that Strange-Staining - which you are not suppressing - has not activated. You stare directly at the puddle of water in front of the chest, then at the water all over the front of it.
>>
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You even bring the 'stick closer, thinking that perhaps the light is poor enough that you simply cannot see the Strange Stains .. though about half a moment after you bring the 'stick to bear, you realize that doesn't make any sense, considering that Strange-Staining can only work on what you can see. So it seems that this ranged remediation cast is capable of Cleansing the Strangeness as it is made - without adversely affecting casting. Truly, the more you learn about it, the more incredible the Mystery responsible for this Cleansing gets!

Out of an abundance of caution, you self-sequester the working material remaining on your right pointer finger anyway, and adjust your stance once more, making sure that you are well away from both the puddle water and not touching any of the grass. With a broad smile on your face, you set the 'stick down and push open the lid with the palm of your newly-emptied hand. With the light beaming from your eyes, you aren't going to be needing it for the next few minutes. No, they are putting off more than enough light to see that there is ... nothing inside the chest.

You actually start to swear out loud before you remind yourself that you are on a job here. And in that moment of strained reflection, you do notice that there isn't exactly 'nothing' inside the chest. There are either bolt or nail heads, offset from the corners of the bottom of the chest, two rounded brackets towards the center - and immediately in between them, there is a hole. Perhaps it was for a fifth bolt to secure the chest ... or perhaps it was like the hole that you found amongst the sausage, right next to the lead hook screwed into the beam. Just to be sure, you put your hand into the chest, to make sure that there isn't some sort of Glamor active - there isn't. In a last ditch effort, you try to sense the chest through the Firmament while you are touching it - but it doesn't seem that this chest has any Mysterious aspect to it. Or if it does, then it is beyond your ability to detect it.
>>
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Well, this was certainly a disappointment - not to mention a waste of precious time! That said ... perhaps you should have tempered your expectations a bit. Clearly, from the missing labels on the stoppered bottles and the very pointed selection of books and papers present on the shelves, someone else has gone through this place with the intent of obfuscating what Aldoin was doing here. Obvious things, like chests or books or labeled bottles of tinctures and reagents, are going to have been looked through - and anything really interesting will no doubt have been 'dealt' with. If you do find things - not run of the mill swag, but Mysteries, or Mystery-Adjacents - it is going to be like the False Silverware. In a word; hidden. Either hidden in plain sight - sort of like in a relatively innocuous looking crate, that you only looked into because it was the only one with labels - or just .. you know, hidden-hidden.

You shudder as you swallow the warm salt in your mouth ... but as give yourself a moment to recuperate as you rise to your feet, you find yourself wondering after the placement of the chest. You tentatively prod it with your foot - gently, considering you are wearing footwraps at the moment - then once you are comfortable enough, you try pushing it. As you might have expected, the bolts or whatever they are hold it steady - it doesn't give at all. So clearly, keeping ... wait, bolts? How in the Heights of Hell did Aldoin bolt this chest into anything - it is on a dirt floor!

Isn't it?

You are going back down on your knees to look the base of the chest again when you notice that even though just performed a cast - one that used yourself as fuel - you feel much better all of a sudden. With a stroke of dread that shivers you from your neck to your knees you realize that the ranged remediation cast is no longer effecting you.
>>
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> Please choose ONE of the following:
> Perhaps the cast just finished remediating you. Beyond losing out on the compass of misery, there is nothing to worry about here - continue investigating the chest. You think you might have been on to something.
> Perhaps the cast just finished remediating you. Beyond losing out on the compass of misery, there is nothing to worry about here - resume looking for the source of the unknown noise. The mystery of 'what is this empty chest secured to' is the least of your worries at the moment.
> Perhaps the cast just finished remediating you - or perhaps something else happened. Either way, you are going to be best served heading straight to the point of emission/origin of the cast - you know it ... well enough from having the compass that you should be able to find it without too much trouble.
> Perhaps the cast just finished remediating you - or perhaps the caster Construct was just retrieved by whoever put it here. Or the caster themselves stopped casting. Either way, with your eyes beaming like this, there is no way that you can hope to hide from them and look at them at the same time. Hunker down!
> Perhaps the cast just finished remediating you - or perhaps the caster Construct was just retrieved by whoever put it here. Or the caster themselves stopped casting. Either way, with your eyes beaming like this, there is no way that you can hope to hide from them and look at them at the same time. Leave the house!

I feel quite like a heel making you all wait nearly two days to open a chest only to find nothing in it - and then to take away the compass of misery on top of that. Not to mention that natural 100 that ended up getting burned ... So I figure you all deserve some OCC assurance.

Even after being gone through more than once, there is still potential swag in this house. Typical valuables, practical articles, Mystery-Adjacents (like the False Silverware), and Mysteries. Two separate Mysteries, very different.

However, I cannot come out and say how safe it is going to be to remain in the house long enough to find them all. Apologies about that - and apologies about making you all wait so long for what must be a disappointing update.
>>
>>5747301
> Perhaps the cast just finished remediating you. Beyond losing out on the compass of misery, there is nothing to worry about here - continue investigating the chest. You think you might have been on to something.
False bottom- we can hide in there!

>spoiler
Well, thanks for that reassurance Trash, even though having others steal the good shit first puts a damper on my enthusiasm.
>>
>>5747301
Also, would a simple test to check if the remediation is still going on be to check on the modules, since they should still be producing Strangeness, or did I misunderstand the mechanics?
>>
>>5747301
> Perhaps the cast just finished remediating you. Beyond losing out on the compass of misery, there is nothing to worry about here - resume looking for the source of the unknown noise. The mystery of 'what is this empty chest secured to' is the least of your worries at the moment.

Considering how uncomfortable our last remediation was and how strange we are, I don't think the pains we had in the basement were enough down to us being fully remediated. More likely the cast ended.

If the cast was done in person, that makes it way too crazy dangerous to go upstairs. But we have PERFECT KNOWLEDGE OF ALDOIN'S BASEMENT, so it should be safe to explore down here and keep an ear tuned to noises.
>>
>>5747400
I honestly think we are fully remediated- else we would see Strange-Stains on us. Besides, they’d never suspect us in Aldion’s secret batcave!

Also, for the sake of getting another update out, I’m willing to support this m Trash- though investigating the remediation agent is probably more prudent, considering the misery-compass is now gone. I do hope you’ll forgive me for thinking that the ‘empty chest’ syndrome will continue for us- the price of our earlier inactions continue to haunt us.
>>
Seriously- wouldn’t it make sense that he conducts his real research in a hidden room, where he can actively work on the root-system while his minions keep the grass alive? Granted, this does assume that the chest legitimately has a false bottom- and that the supposed entrance isn’t somewhere else.
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>>5747413
Point to remember, one of the limitations of Chlotsuintha's Strange-Staining Glyph is that it doesn't mark the caster - if it did, and Chlotsuintha had the Strangeness in her eyes, she would be effectively blinded. It is possible to Scriven a Glyph that includes the bearer while excluding their eyes, but it would require a completely new Strange-Staining Glyph ... and new Hide-Eyes Glyphs compatible with it. Odds are it would also have a slightly deeper Draw ... which could be a sticking point, considering that Strange-Staining is always on and is Drawing from Chlotsuintha, using her as a fuel source (as do both versions of Hide-Eyes and Cold-Touch). The current Strange-Staining Glyph will take up to a year off of her life, and unless something happened that convinced her that she needed to see the Strangeness on herself, then she probably would be content with leaving well enough alone, unless she was convinced she could make a version of the Glyph that was just as effective but with a shallower Draw.
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>>5747301
>Perhaps the cast just finished remediating you - or perhaps the caster Construct was just retrieved by whoever put it here. Or the caster themselves stopped casting. Either way, with your eyes beaming like this, there is no way that you can hope to hide from them and look at them at the same time. Leave the house!
>>
>>5747301
>> Perhaps the cast just finished remediating you. Beyond losing out on the compass of misery, there is nothing to worry about here - resume looking for the source of the unknown noise. The mystery of 'what is this empty chest secured to' is the least of your worries at the moment.
>>
>>5747301
> Perhaps the cast just finished remediating you - or perhaps something else happened. Either way, you are going to be best served heading straight to the point of emission/origin of the cast - you know it ... well enough from having the compass that you should be able to find it without too much trouble.

We got this.
>>
>>5747301
>> Perhaps the cast just finished remediating you. Beyond losing out on the compass of misery, there is nothing to worry about here - continue investigating the chest. You think you might have been on to something.
It'd make no sense for the chest to be locked if there was nothing to hide. Come on baby.
>>
I don't think I should roll to break this tie. Hopefully, by the time I am done with dinner, there will be a front runner.

Also, I might have just lost my IP address, just checking.
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>>5747301
>Perhaps the cast just finished remediating you - or perhaps something else happened. Either way, you are going to be best served heading straight to the point of emission/origin of the cast - you know it ... well enough from having the compass that you should be able to find it without too much trouble.
>>
>>5747301
I feel like the act of casting and adding Strangeness might have tipped whoever it was casting
> Perhaps the cast just finished remediating you - or perhaps something else happened. Either way, you are going to be best served heading straight to the point of emission/origin of the cast - you know it ... well enough from having the compass that you should be able to find it without too much trouble.
still, better to try than to cower
>>
Alright, we have our majority. I will get to writing.
>>
Just in case anyone is still here, I'm not going to be able to get the update out tonight. Apologies.

If any of you have any questions about the settings, feel free to put them down, and once I get the post up tomorrow, I'll answer them afterwards. If not, I'll see you all then.
>>
>>5748385
No worries, Trash, great quest. I haven't enjoyed one so much since your Bone Quest a few years back.

I was wondering if you could tell us about what types of restrictions on movement exist in Outremer. I know we need to be a citizen or patented subject or have transit papers for main roads. What other ones exist? Like, if we do settle down with peasants in the frontier, what documents might we need?
>>
>>5748385
Not a question but a remark to my fellow anons. We should get a small water skin at our earliest convenience. Clot constantly struggling to find liquid for her most useful cast is getting old really quick.
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>>5748758
We already have a water skin- Chlot just forgot I guess, even though she should always have one on hand as a rule.

Good thing about breaking into this house though is that Aldoin will most certainly have a personal waterskin and flask, to go along with a satchel and backpack.
>>
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Damn it! Damn it all! How long has the cast been snuffed? How fraying long?!

Frightened and ready to bolt, you instinctively whirl yourself around, looking for the broken casement window as the False Silverware patters dully against itself while it swings in your apron pockets. When you do lay your beaming eyes on it, you start to lurch right towards it ... but by sheer willpower, you stop yourself in your tracks and force yourself to reconsider taking a hasty retreat. You have already been over this, but again, you think of how much noise you made before in the other room. To put it mildly, it was quite a lot - and nothing happened. You spent several minutes, more even, huddled in the darkness, scared out of your fraying mind ... and nothing happened. No one came. If there was someone down here, someone who was going to come after you - then they would have already done it by now. This cast has to be the work of a Construct or some equivalent Instrument. As for why it is no longer targeting you ... it could just be that it finished remediating you, though ... admittedly, the timing of it seems to suggest that you cast Cold-Touch had something to do with it.

Breathing a bit more steadily now, you return to the stairs, open up your bundle and get the purse of salt - from which you withdraw another catalyzing dose for your Wand of Head-Knocking. With your wand situated for combat, you find enough confidence to stay the course - or at least, stay in the basement. The discovering the source of the unknown noise is nowhere near as important as discovering - and possibly even recovering - the source of the ranged remediation cast. Moreover, you are worried that if you were to head of to find the noise, then in the process you might lose your bearings enough that you won't be able to find the cast's point of emission, or at least, that you could end up spending substantially more time on it.

After wrapping up your bundle, you take it under your left arm. You consider extinguishing the remains of the candle, as your eyes are well and truly blazing - to the point that you can feel an unpleasant amount of heat on the inside of your eyelids - but you quickly decide against it. The light from your eyes is a tight beam, much like a spot-lamp. Everything that the beam falls on is illuminated in stark relief, but everything outside of the beam is in varying degrees of darkness and obscurity. One of the admittedly few advantages of a nude light is that it will illuminate all of its surroundings equally ... and as you intend to do a bit of searching, that makes it nigh-indispensable. Grabbing the 'stick from where you left it on the stairs, you take one last long look at the chest by the foot of the stairs. Its placement, and the efforts that went to keeping it in that place seem to indicate that there is more to it than meets the eye, but for the life of you, you just can't see it.
>>
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In a moment of inspiration, it occurs to you that there might be a hidden passage, or hiding spot underneath the chest - which would handily explain the brackets inside - and so you eagerly set down the stick and bundle once more and alight upon the cold cast iron rungs. But as hard as you tug on them, they do not give - and when you rap on the bottom of the chest, it doesn't sound hollow at all. You are still not entirely convinced, until you get your head - and more importantly, your eyes - directly over the hole drilled into the bottom of the chest. From this vantage point, you can see what looks to be packed dirt or dirty stone just a few inches down. You get up, rest your right foot on the lip of the chest, and push with all your weight ... but there is no give. You might as well have tried to push the foundations. In fact, for all you know, that chest is secured right into the foundations. It is close enough to the wall.

Unsatisfied, you take every up once more and quit the room, retracing your steps through the basement, through the room with the furniture under the sheets and the crates where you found the False Silverware, through the room with the preserves on the walls and the sausage on the ceiling where you made all that noise and into the room where you hid. With the light from your 'stick augmented by the light from your eyes, you are confident in your initial assessment of the room - it is empty. Standing in silence, you can once again hear that near-imperceptible noise, off in the distance. Shaking your head to focus yourself, you start to orientate yourself towards where the 'compass of misery' was pointing - when suddenly, the effects of the ranged remediation cast; the heat, the nausea, the chills, the aches, all of it comes roaring back in an instant, and all the stronger for it. Where it was once simply 'miserable', now it knocks the wind from your lungs, the cogence from your mind - in fact, it is to the point that your first articulate thought after the effects come back is that this must be an deliberate, targeted attack. But as it is, you are in no state to run away. For several seconds, it is all that you can do to shudder and gasp and dry heave jacked over at the waist as the room spins around you, mostly in darkness.

By the time that you recover yourself, enough time has past for a Witch to kill you a dozen-dozen times over - but just as before, no assailants appeared - and once again you find yourself forced to assume that you are alone down here.

That is little relief, and it is made less once you determine that not only is the 'compass of misery' is not providing your stomach the relief that it once was, it is pointing in a completely different direction. Not towards where it was before it stopped while you were investigating the chest, and not towards where you think the unknown noise might be coming from.
>>
> Please choose ONE of the following:
> Continue on towards where the 'compass of misery' was pointing originally.
> Head towards the new heading of the 'compass of misery' before anything else happens.
> Beat a retreat out of the basement - either find another way into the house, or leave altogether.

> Please choose ONE of the following:
> Spend some time making sure that this room is as empty as it seems before quitting it.
> Press on to your intended destination immediately - you don't have time to check over everything.
>>
>>5749969
> Head towards the new heading of the 'compass of misery' before anything else happens.

> Press on to your intended destination immediately - you don't have time to check over everything.

If the cast is starting again, hopefully that means whatever is casting is either noncognizent or too distracted to notice us
>>
>>5750082
Actually, I've changed my mind -- nothing good can possibly be upstairs: witch, bad; construct, incriminating if taken with us.

> Beat a retreat out of the basement - either find another way into the house, or leave altogether.
>>
>>5749969
> Head towards the new heading of the 'compass of misery' before anything else happens.
> Press on to your intended destination immediately - you don't have time to check over everything.

>>5750085
Upstairs is clearly where all the good shit is at- plus a satchel/backpack and probably a waterskin/flask. Besides, just learning how the construct functions will revolutionize our remediation strategy- we can actually save the Midden Leapers with this, as well as eliminate the Strangeness covering our tracks. We’ve been given an opportunity by the Patternmaker to make serious amends and continue his good works.
>>
>>5749969
> Head towards the new heading of the 'compass of misery' before anything else happens.
> Press on to your intended destination immediately - you don't have time to check over everything.
>Call out for your Father.
>>
>>5749969
>> Head towards the new heading of the 'compass of misery' before anything else happens.
>> Press on to your intended destination immediately - you don't have time to check over everything.
>>
>>5749969
> Head towards the new heading of the 'compass of misery' before anything else happens.
>> Press on to your intended destination immediately - you don't have time to check over everything.
>>
>>5749969
> Head towards the new heading of the 'compass of misery' before anything else happens.

> Press on to your intended destination immediately - you don't have time to check over everything.

Leaving now would be too anticlimactic. Weneed some answers at least!
>>
Alright, consider this closed. I'll get to writing up a short update after lunch.
>>
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For a split second, you consider again the possibility that your assumption about you being alone in the basement is wrong, and that there is a Witch down here with you. But only for a second. You have run the arguments through your head enough times that it seems that they have left ruts through your mind. Your head certainly hurts enough for that to be the case, though you know that to be the effects of the ranged remediation cast. You try to breathe deeply, hoping that some of the deleterious effects of the cast will pass ... but after giving it a moment, you are just as miserable as when you started. Hoping that walking again will take your mind off of it, you check to make sure that you haven't dropped anything - then you press, following the new heading. As you pass out of the empty room, you consider that you might be missing something, and that you would be well served spending the time searching the room, as you searched the previous three rooms before it ... but the thought passes as quick as it came. Right now, time is precious - and empty rooms are almost always exactly as they appear; empty. If you had more time, then certainly, you would be double and treble checking every square inch of this house. But you simply don't have the time.

From your first glance of this new room, you don't intend to be spending any time here either - as it looks identical to the bare and square room you just left ... until you look over your left shoulder, and see a metal and glass contraption leaned up against the corner of the wall. It is slender and tall - nearly as tall as you are. From appearances alone, it doesn't seem to have any Mysterious aspect to it, and the 'compass' points away from it. You are not keen on touching it, or even trying to sense for it through the Firmament until you know what it is ... but with your body racked with the effects of the ranged remediation cast, it is hard to string thoughts together. You rock back and forth on the balls of your feet, hoping that the bit of motion will keep you keen and alert - though really, all it seems to be doing is making your nausea worse. You try re-arranging the False Silverware in the pocket of your apron, so that it lies flatter against your midriff, and that helps ... so long as you keep your laden apron between you and the point of emission of the cast - but it still is not providing the level of relief that it was before the cast switched spots.
>>
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However, your swinging back and forth does cause you to brush up against the free hanging Fuel Nodule you have pinned into the Wand of Head-Knocking - and even through the sleeves of your dress, it is as if you are touching a hot skillet. Concerned, you quickly open up the bundle and check the others. They are all very warm and twitching - which cannot be good for them - but they are not hot as the one you have pinned, which is hot enough to noticeably warm the air around it, and is throbbing as if it had a heartbeat. You have no idea what to make of this ... but you are worried that if these Nodules remain in the envelope of this cast for much longer, they may be damaged or ruined. As it stands, you are not sure if you should consider the pinned Nodule in safe or even working condition.

> Please choose ONE of the following:
> Open up your bundle, and do your best to line it with some of the False Silverware you have in your apron pocket, leaving enough to still have a 'compass of misery' with reduced accuracy.
> Open up your bundle and do your best to line it with all of the False Silverware you have in your apron pocket, losing the 'compass of misery' and relying on yourself to remember the heading.
> Head back to the room with the False Silverware, and take more of it to line your bundle with, protecting the Nodules within and maintaining the 'compass of misery' at its current accuracy.

> Please choose ONE of the following:
> Unpin the Fuel Nodule from the Wand of Head-Knocking and swap it with one of the ones from the bundle.
> Leave the Fuel Nodule pinned into the Wand of Head-Knocking and keep all the other Nodules in the bundle.

> Please choose AS MANY of the following as you please:
> Touch the metal and glass contraption.
> Attempt to sense the metal and glass contraption through the Firmament.
> Attempt to Reach for the metal and glass contraption as though it was an Instrument or Implement.
> Leave the metal and glass contraption be.

> Please choose AS MANY of the following as you please:
> Spend the time to do a Hearing Test in the room.
> Spend the time to do a Sight Test in the room.
> Once you are done with the contraption and situating the Nodules, just leave the room.

> Write-in guesses as to what the contraption might be. If they are correct, they will expedite some of this process. Limit TWO guesses per ID, please.
>>
>>5750643
>> Open up your bundle, and do your best to line it with some of the False Silverware you have in your apron pocket, leaving enough to still have a 'compass of misery' with reduced accuracy.
>> Please choose ONE of the following:
>> Unpin the Fuel Nodule from the Wand of Head-Knocking and unsocket it and switch to your stiletto.
>> Please choose AS MANY of the following as you please:
>> Touch the metal and glass contraption.
>> Please choose AS MANY of the following as you please:
>> Once you are done with the contraption and situating the Nodules, just leave the room.
>> Write-in guesses as to what the contraption might be. If they are correct, they will expedite some of this process. Limit TWO guesses per ID, please: A clock or a lighting fixture.
>>
>>5750642
>>5750643
> Head back to the room with the False Silverware, and take more of it to line your bundle with, protecting the Nodules within and maintaining the 'compass of misery' at its current accuracy.
> Unpin the Fuel Nodule from the Wand of Head-Knocking and swap it with one of the ones from the bundle.

> Touch the metal and glass contraption.
> Attempt to sense the metal and glass contraption through the Firmament.
> Attempt to Reach for the metal and glass contraption as though it was an Instrument or Implement.

> Spend the time to do a Hearing Test in the room.
> Spend the time to do a Sight Test in the room.

Could be the desalinator- it’s the only mechanical machine that’s been mentioned so far.
>>
>>5750643
> Head back to the room with the False Silverware, and take more of it to line your bundle with, protecting the Nodules within and maintaining the 'compass of misery' at its current accuracy.

It's like 2 rooms away, no reason not to go back

> Leave the Fuel Nodule pinned into the Wand of Head-Knocking and keep all the other Nodules in the bundle.

> Touch the metal and glass contraption.
> Attempt to Reach for the metal and glass contraption as though it was an Instrument or Implement.
> Once you are done with the contraption and situating the Nodules, just leave the room.

Oil lamp?
>>
>>5750643
>Open up your bundle, and do your best to line it with some of the False Silverware you have in your apron pocket, leaving enough to still have a 'compass of misery' with reduced accuracy.

> Leave the Fuel Nodule pinned into the Wand of Head-Knocking and keep all the other Nodules in the bundle.

> Spend the time to do a Sight Test in the room.

>Steam engine
>Condensator
>>
Well, we still have tie - though congratulations are in order for >>5750967 who correctly guessed what the metal and glass contraption is; a blown glass lamp with a large, spindly tri-pod, allowing for light coverage of nearly the entire floor of a room.

I'll wait for this tie to break.
>>
>>5750643
> Head back to the room with the False Silverware, and take more of it to line your bundle with, protecting the Nodules within and maintaining the 'compass of misery' at its current accuracy.
> Unpin the Fuel Nodule from the Wand of Head-Knocking and swap it with one of the ones from the bundle.
> Spend the time to do a Sight Test in the room.
>>
Alright, there is our majority. I'll get to writing this up after lunch.
>>
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As you are subjected to this whole-body malaise, it is hard to think as quick and keen as you normally do - but even as you are racked by these churning torments, you know almost immediately that something needs to be done to protect your Nodules as long as they are in the envelope of this damned cast. The five that you have with you - which includes the overheating one, pinned into the wand - represent your entire supply of working Nodules. Worse than that, you are not entirely clear on how to 'refuel' a Fuel Nodule. To be sure, you have a ... general, purely theoretical idea of how it might be accomplished ... but no practical experience to this end. Obviously, this is going to need to be rectified eventually, but for the moment you simply must safeguard and maintain the five you have. Or perhaps the four - you are not sure the pinned one can still be relied on. Setting that question aside for now, you pull out all of the False Silverware that you took from the room with the sheeted furniture, and use it to line your bundle as best you can. The canvas of your old dress, followed by your best attempt at a solid layer of the False Silverware, with another layer of the dress draped, tucked and tugged over it. You then tighten it up the best you can, slowly and steadily to keep all of the pieces from sliding out of their places. Once it is as satisfactory as it can be, you take up the bundle under your arm once more. With your free hand, you gently grope the canvas, prodding at the False Silverware through the fabric, trying to get a sense if it is going to stay in place or not. You experimentally move a little bit, then a bit more - and in the end, you can only conclude that this is one thing that has gone your way. Though, to tell it true, you do feel as if you are going to need the 'compass of misery' to find the point of emission for the cast ... and you wouldn't mind having the Shielding of the False Silverware protecting your stomach again, either.

So you turn on your heel and make haste into the room where you found the False Silverware in the crate ... though as you pass into the empty room, it occurs to you that you still haven't made a decision about your what to do with the Fuel Nodule pinned into your wand. There is a very real chance that it has been damaged, or partially discharged, due to the interplay between it and the ranged remediation cast. A cast with your Wand of Head-Knocking that draws from it might not be as effective - or the Fuel Nodule might be so far gone that it cannot cast at all. Or the cast could be unsound in some such way. Though ... what is really confusing you here is that only the pinned Nodule has reached this point, the others are just a little warm to the touch. Pinning a Nodule shouldn't make it more or less susceptible to Remediation, at least, as far as you know ... so perhaps there was a flaw or defect in just that Nodule, one that would only become apparent under circumstances such as this.
>>
> Please choose ONE of the following:
> Unpin the Fuel Nodule from the Wand of Head-Knocking and draw one of the stilettoes instead.
> Unpin the Fuel Nodule from the Wand of Head-Knocking and swap it with one of the ones from the bundle.
> Leave the Fuel Nodule pinned into the Wand of Head-Knocking and keep all the other Nodules in the bundle.

So, when I sat down to write this update, I doubled checked the tally of the vote in >>5750729; and it turns out that I made a mistake when I closed the vote - there is actually a 2-2-1 tie right now. I suppose it figures, by offering all of the votes in one big post, I had hoped that I could streamline the voting and updates for this room and get through it quicker ... but it seems that it simply isn't mean to go like that. Anyway, please vote again on this, even if you already have. My apologies for the delay.
>>
>>5751998
Feel free to change my vote >>5750776
to the Leave it in Vote for expediency sake- I’d rather get this update out, even if leaving it in is rather retarded.
>>
>>5751998
>> Unpin the Fuel Nodule from the Wand of Head-Knocking and draw one of the stilettoes instead.
>>
>>5752051
If this vote is causing a tie right now, feel free to change in support of >>5752054 if it will get the update out quicker.
>>
>>5751997
>To be sure, you have a ... general, purely theoretical idea of how it might be accomplished
Mind expanding upon that, if we’re waiting?
>>
>>5751998
>> Unpin the Fuel Nodule from the Wand of Head-Knocking and draw one of the stilettoes instead.
>>
>>5751998
> Unpin the Fuel Nodule from the Wand of Head-Knocking and draw one of the stilettoes instead.

Let’s quickly move on
>>
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> Sight Test III

> DC 30: Witchlet Chlotsuintha is not Keen of Eye, making a Rudimentary Sight Test like this [Easy]
> + 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 10 Witchlet Chlotsuintha is suffering under the effect of slow-burn ranged remediation cast.
> + DC 1 Witchlet Chlotsuintha is attempting to search a poorly lit area with a nude light
> - DC 20 Witchlet Chlotsuintha is allowing herself to take as much time as necessary to search the room.
> - DC 15 Witchlet Chlotsuintha has Complete Knowledge of Aldoin's Basement
> - DC 15 Witchlet Chlotsuintha is well versed in casing rooms for valuables and hiding spots.
> - DC 12 Room V has next to nothing in it, which makes searching it extremely easy
> - DC 3 Witchlet Chlotsuintha performed well on her last Sight Test, and her confidence and techniques have carried over this one.

> DC -14: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> Autopassed: Chlotsuintha concludes that she has found all of the points of interest in the room with Absolute Confidence. CF and NCF nulled for next test. - 3 DC bonus applied to Sight Tests

> 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.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha manages to work out the 'secret' of the chest in the first room as she pokes around in this one.

> Standard rules are in effect. Now, may I please have three rolls of 1d100?

I'll get to writing up the next bit as soon as I can. As for this test, remember that as it is currently not possible to roll negative values, this test de-facto autopasses - though you still have to roll for the criticals and near-criticals, the failures have been nulled for this test, so this is basically just three free shots at a critical or near-critical success!
>>
Rolled 53 (1d100)

>>5752429
>>
Rolled 8 (1d100)

>>5752429
May our luck be white!
>>
Rolled 37 (1d100)

>>5752429
2 Minimum
>>
Rolled 46 (1d100)

>>5752479
We already rested our two minimum when it didn’t count…. ;_;
>>
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Clearly this is what's going on.
>>
>>5752492
Wait a second. What if father can phase through things using projection... and Aldoin's guys put him in some kinda false silverware material box he can't get out of?
>>
>>5752492
I've been sniggering at this for the past minute anon, thank you for making it.

I'm writing, look for the update soon.
>>
You are ... certain, yes, certain that you are alone down here in the basement. So why not put the wand away for now? Uh ... or just the ailing Fuel Nodule, perhaps? Hopefully spending some time Shielded from the envelope of the ranged remediation cast will ameliorate things. Or at least prevent it from getting any worse. So with more than a touch of frustration and resignation, you change tack once more, extricating the bundle from under your arm, then pulling it apart. You get the ailing Nodule unpinned from the wand's fuel lead, but as you are about to stow it away with the other Nodules, you are set upon by second thoughts. Given the current state of the unpinned Nodule, the intermittently spaced False Silverware might not be enough to protect it. It could very be that in spite of your best efforts, the Nodule's condition could worsen. And you don't know enough about Nodules to say exactly how bad it may get - for all you know, it could discharge any second now - or melt down, or burn up, or even detonate like a 'peter-pomegranate. If any of that is on the proverbial table, then you don't want it near any of the other Nodules ... or yourself, for that matter.

But of course, if such black Fates are in fact possible for your poor Nodule, then the best way to circumvent them is to get it inside the bundle. After all, there is no way that some Shielding yields worse outcomes than no Shielding. And if things do take a turn for the worse, then you will just have to act fast to protect the other Nodules - and yourself. Resolving yourself not to spend any more time on this, you put the ailing Nodule as far away from the others in the bundle as you can, then you get the whole thing situated once more. Once it is under your arm, you pocket the Wand of Head-Knocking, brushing the salt off of your hand into the same apron pocket as the wand. You have taken up the 'stick in your left hand again, as you can already see that the light from your eyes has started to fade, but now your right hand feels naked and neglected. To rectify this, you take up the chipped stiletto once more. Truly, you know that you aren't going to need it, as there surely, absolutely isn't anyone down here with you ... but all the same, you feel better for the feel and heft of it in your hand. With this little 'detour' complete, you may now resume ... another 'detour' to the room with the False Silverware, so you may recreate the 'compass of misery'. You at least take some solace in the fact that since you have abandoned stealth, you are making markedly better time ... though you doubt that even this improved pace through the basement is going to be enough to keep you to your schedule. Honestly, at this point, you doubt that even if you sprinted through the entire house you would be able to accomplish everything you have set out to by the last hour.

Spurned on by such thoughts, you rush right over to the labeled crate, and cram False Silverware into the front pocket of your apron.
>>
As the full body malaise from the ranged remediation cast has been bordering on agony since it began emitting from its new location, you make a point of grabbing a few handfuls more of the False Silverware than you had before. And as you are standing directly facing the current point of emission for the cast, the very moment you start stuffing the front pocket of your apron with your newest swag, there is blessed, precious relief. As you cram more and more into the ever accommodating pocket, your stomach churns less and less, and your midriff isn't racked by near as many aches and compulsive twitches, nor does it feel as hot or sweaty as it once did - or as rest of your body still does. Unfortunately, this relief is fleeting - as soon as you start to make your way back into the almost empty room, your Shielding is no longer sitting between yourself and the point of emission for the cast ... but once you get back into the center of the room, you position yourself once more to take the fullest possible advantage of the False Silverware in your pocket. You cannot consider it anything but a blessing ... though in some silly way, having just one part of you that isn't hurting as bad as the rest almost makes it feel like the rest of you hurts worse. Hoping to move past that silliness and work through the pain, you take a moment to consult the book that you lifted from the first room. The depiction of this room in the book is without any hatch marks, so it seems that this room might have been set aside as storage or for overflow - something of that nature. Of course, you have seen that only sizeable and permanent fixtures will get the hatches; so it is possible that there might have been other things in this room that have been removed.

Or placed here. You turn your attention once more to the metal and glass contraption leaning up against the wall. Could ... could this be the desalinator that was mentioned in the notes? It is certainly possible, considering you have no idea what such a device would look like ... but somehow you doubt it. How could a spindly thing like this be an unsalting machine? And for that matter, what would one even do with ... unmade salt? Still, you have resolved yourself to looking over the room, and as this thing appears to be the only fraying thing in the room, you should start your due diligence with it. With your eyes barely throwing off enough light to glow, let alone beam through this darkness, you have to hold aloft the 'stick in your trembling, aching arm to get your look. Immediately, you can see that most of the device is legs - three of them, nestled together, with some piece of glass either tucked or mounted inside of them. Now that you are really looking at it, you'd say that the top parts of the head of the device looks to be more and more like a series of vents, and when you draw near, you can see that your guess is almost certainly on the money.
>>
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There are in fact little smears of soot around and inside the vents - and now that you look at it, the bit immediately under the vent looks like a fuelwell for a lamp. Aye, you would stake your teeth on it, this is a lamp, designed to operate upside down, though for what unfathomable re - Oh! Of course, it is for the grass! If the lamp was right-side up, then most of the light would miss the floor entirely. But as it is upside down, then it can quite handily shine itself all over the grass. And the legs are tall to allow the light the best possible coverage, and spindly so the legs themselves do not block any of the precious rays from the lamp. Still ... if you had oil lamps that work upside down, why bother with the legs at all? Why not just mount them to ceiling? Was it easier to keep them continuously lit if they weren't? Possibly. Or perhaps there was something else on the ceiling that needed to be kept in darkness - or at least, some suspect article that Aldoin wanted to remain obscured and unseen. Like whatever went in the hole in the ceiling in the room with the dry curing sausage - or was hanging from the lead hook right next to it. That might be why Aldoin kept the lighting down as limited as possible - he wanted shadows to hide things in while still being able to grow his fraying grass.

That thought is simultaneously discomforting and comforting. Comforting in that you may have solved one the mundane mysteries of this basement, and that if you are right, there might be things that the Witch responsible for the ranged remediation cast overlooked ... but discomforting in that you might end up overlooking things as well. And it is certainly possible that some of the things that go unseen could be dangerous. Dangerous to leave behind, or dangerous in a more immediate, physical sense.

However, before you move on to check the rest of the room, you want to make absolutely certain that there is nothing more to this lamp than meets the eye. And to do that, you are going to need to take an even closer look. You look the lamp up and down - checking, double checking, treble checking for anything about the long-legged lamp that could even ambiguously be Mysterious. When you come up with nothing, and are also certain that it doesn't present any mundane threats as well - that there aren't any tripwires, flip needles, or even sharp edges to look out for - you tenderly prod at it with your footwrapped right foot. When that doesn't smite you dead, you are comfortable enough to try to open up its legs, which swing wide readily enough.

Truly, this seems to be nothing more than a very unusually, very cleverly designed lamp. Notably, there is no lead or any other consideration made towards deleterious effects of the Many Mysteries anywhere in its design. More than that, you are touching it and as hard as you try, you cannot sense it through the Firmament ... though that would only work if it was actively Drawing.
>>
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Just to put the matter to bed, you Reach into the lamp as you would your wand ... and you had expected, you get nowhere. Truly, this long-legged lamp is mundane as lead, you can take that as a surety. So you turn your attention to the rest of the room, which after five or so awful minutes of fruitless searching you finally accept it to be as it appears - empty, and without any suspicious holes. You are certain of this, absolutely certain - which means it is finally time to move on. You orientate yourself with the 'compass of misery', then almost as an afterthought, you consult the book with the maps. Apparently, the room that you are going to be going into is considerably larger than the rooms you have been in previously - and there is something unusual about the depiction of the room. Offset just slightly from the center of the room, there is a square drawn in solid lines. Solid lines have up to this point indicated the walls of rooms, but not only would this room be barely larger than a closet, it is also notably missing any sort of door. And from what you can understand of the lighting schedule, the room - assuming it is a room - is never to be lit. You look for similar places on the drawing and find two others ... one of which seems to be in the direction that the ranged remediation cast was originally emitting from. Perhaps these are just patches of ... you know, more typical floor. Or perhaps they are secret rooms, that can only be accessed from upstairs! Or maybe they are patches of typical floor, and the hidden room is underneath them instead!

Even though your breath is still raspy and everything but your stomach is hurting, you are smiling broadly as you rush into the room - 'stick, not stiletto, first - only to be immediately disappointed when you see that the inexplicable solid-line outline was in fact perfectly explicable. It is the footer and ashbox for the fraying chimney. You are just about to start cursing yourself for a feckless fool, when just on the edge of audibility you hear the first thumping, echoing beat. Several seconds have passed, and as you are questioning if you had really heard it or just had imagined it, you hear it again. Whatever this is, it isn't the sound you heard earlier - and you would wager that is source is much closer. You look around the room, and for the first time notice that there are shelves with tools and trowels and such all around, but your eyes are refusing to focus on them properly. Your knees feel as if they are about to give out, and the 'stick is feeling heavier and heavier by the second - and that is on top of everything else that the cast has been putting you through.
>>
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You hear a third thumping, and you finally clue in that the noise - and presumably the Construct responsible for the ranged remediation cast - must be in the ashbox of the chimney. But are you going to be able to close the distance without getting hurt or passing out? Say it was in the ashbox, and you manage to find it without keeling over. What next? Are you going to destroy it, to conceal the Witchworking that has been done here? Perhaps you could deactivate it just for a little bit somehow - or maybe it would be for the best to just leave it as it is, and to do nothing more to it than look. Though even if you can get there, do you really want to spend the rest of your time in this house suffering like this?

But what other choice do you have, if you aren't willing to deactivate or destroy it? There ... well, actually, the notes from the first room, they mentioned something about tanks of water. And there was plenty of water in the tubs in the first room, too. If you were able to find something that you could bathe in, you might try remediating yourself again. Even if you were just able to get rid of a little of the Strangeness, it would have to make this more bearable. And if you were able to get rid of all of it ... of course, that requires there being something down here - or in the house - that you could safely submerge yourself in. It would represent a major 'detour' - who know how long it would take to try this, and there is no surety that you would be successful in remediating away any of the Strangeness.

That said, there is also no surety that you are going to be able to close the distance without passing out.

> Please choose ONE of the following:
> Accept the risk of approaching the ashbox.
> Accept the detour of remediating yourself.
>>
>>5753839
> Accept the risk of approaching the ashbox.
Its design might reveal something to us and there is still the matter of Reaching into the Grass.
>>
>>5753839
How bad is the risking it DC going to be? Because I would definitely like a look a the remediating construct.
>>
>>5753839
Because we actually have some anons here to vote, I’m just gonna
> Accept the risk of approaching the ashbox.
and pray we get another quick update soonish.
>>
I'm not quite ready to sit down and write, so I will leave this open a few more hours - with any luck, I won't come back to a tie.
>>
>>5753839
> Accept the risk of approaching the ashbox.
>>
>>5753839
>Accept the detour of remediating yourself.
>>
>>5753839
>Accept the risk of approaching the ashbox.
>>
Alright consider this closed.
>>
You are going to take a look. You are not sure if it is the right call - and you are certain that it isn't the safe or the smart one - but ... you just have to see it - now. Right now. Not just because you know you don't have enough time to tack on another 'detour' ... but because it has occurred to you that if you are able to get a good look at the Construct, then you might be able to tell if it had been Woven by your father or not. And if it looks to be his work, then he must have been in the Mount ... and for that matter ... still alive - at least up until recently. Yesterday at the earliest, actually - if you accept that a broken casement window would have been noticed by whoever was putting the sheets up after the mourners returned to the house. In fact, if your theory is right, you could have just missed him by a matter of hours. This ... this is something that you absolutely must know, as soon as possible.

Almost before you even realize it, you are lurching towards the ashbox. It is hard to tell, considering that you are in a completely dark room, save for the limited light coming off of your 'stick, but it sort of feels as if your vision is narrowing. You feel something discharging from your nose - and concerned that you have started to bleed, you vigorously wipe at it with the back of your hand. There is no blood - in fact, there is nothing at all. You look at it, uncomprehending. It feels as if your nose was running like a stopcock thrown wide. Throughout the rest of your body, 'misery' has been supplanted with 'agony' and you feel near as hot as you did in the back-end of the Refinery. Upsettingly, whatever protection the False Silverware affords your stomach and midriff has been rendered utterly ineffective at this point - both feel as bad as the rest of you. But in spite of all of this, you are smiling. Were anyone down here to see you, it might look like a rictus grin - but as pained as it is, it is genuine and deliberate. You are a few paces away from the ashbox door and knowing. Knowing if you still have anything close to a fighting chance of finding your father again.

You close the remaining distance, and collapse onto the door. You drop your stiletto to free your hand, then alight upon the handle of the ashbox and promptly try to tear the fraying door open. It budges quite a bit ... but it doesn't open.

"Shit!"

At this point, you are beyond caring about swearing out loud like that - you are just so mad at Aldoin for putting a lock on a fraying ashbox. You are in fact so mad, that it takes you several more attempts and an embarrassingly long amount of time for you to realize that you are still leaning on the door, forcing it closed. Not sure if you are about to swear again or start crying in frustration, you stumble backward, wrenching the door open.
>>
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This time, it opens. You quickly offer up a silent prayer for your father, then you duck your head down and get a good look.

The ashbox looked large from the outside - but from the inside, it looks even larger, though there is ash almost up to your waist. As you stare at the pile, trying to keep your teeth from chattering and yourself from vomiting or dry heaving, something inside of the of the pile thumps, and sends up an appreciable cloud of greasy, sooty grit and ash. You bring in the 'stick as close as you dare - not wanting to risk burning the Construct before you get a chance to see it - and you find a half-dozen or so strands of what has to be Conduit, the thickest Conduit that you have ever seen, thick as your wrist. It runs from inside the pile of ash up out of the ashbox, and into the chimney above.

And on one of those Conduits, you find exactly what you were hoping for. Something that you recognize. A bit more than a fortnight ago, you saw your father Scrivening on some scraps of wood. He insisted that he was just keeping in practice, but you couldn't help but notice that he was using actual Ink - which tipped you off to this being something more than simple practice, considering how hard it was for him to come by the stuff. Straightaway, you figured that either he didn't want to teach you the Glyphs he was 'practicing', or he intended to use those Glyphs for something that he didn't want you involved with. Seems that it was the latter ... though now that you think about it, those options aren't mutually exclusive.

Regardless, relief is washing through you. As of late yesterday or earlier today, your father was alive and still in the Mount. You cannot help yourself - you start to sob in relief. But you cannot let yourself completely break down; the ranged remediation cast is still going strong as ever. You managed to get here without being knocked down - but it remains to be seen how long you can stay this close to the Construct before something gives out.

> Please choose ONE of the following:
> You have seen everything that you need to see - at least for now. If you get away from the ashbox right now, without messing around in it, you should be able to continue investigating the basement, then pick up with the Construct once you are ready.
> You have seen everything that you need to see ... but you are not going to go around in this agony if you can help it. Grab even more False Silverware, and blanket the pile of ash with them. Hopefully this will Shield you from the effects of the remediation cast ... and won't have any unexpected deleterious feedback with 'ranged' component of the Mystery. Assuming this works, you will be able to pick up with the Construct once you are ready.
> You haven't seen anything yet. Dig into the pile of ash, and find what beats within, right away! There is risk involved with getting so close to active Constructs that you know next to nothing about ... but if you don't how are you going to learn?
>>
>>5754963
So I have an idea. The fact that the source of the remediation cast changed implies multiple Constructs. Maybe one in each ashbox??

>WRITE IN
>Walk away from this ashbox, the pain is too much to bear. Instead, use the floorplan diagram to find another ashbox. Look instead that ashbox and try to find a dormant Construct
>>
>>5754963
>Close the lid and do a quick sweep of the house. Heights, for all you know, he's got his own carriage and is loading stuff up as you dilly dally here.
>>
>>5754963
I’m fine with anything, so I’ll have to think further on this. I am excited to potentially upstage Father with our perception on what he missed- assuming our luck remains white enough for a reunion.

>>5755061
I concur- and it must have detected the Strangeness from our spell, that timing is too suspicious for it to be random chance. I do wonder what sorta range the remediator has.

>>5755063
Would be based, but I think Father is more worried about containment than he is about packing up and leaving. We should leave him a note in case he comes back to collect his Constructs, something alluding to the bigass Strange mess in Midden, and that here are a lot of ‘chickens’ from his old work buddies clucking around the Mount. Nothing direct.
>>
>>5754963
>> You have seen everything that you need to see ... but you are not going to go around in this agony if you can help it. Grab even more False Silverware, and blanket the pile of ash with them. Hopefully this will Shield you from the effects of the remediation cast ... and won't have any unexpected deleterious feedback with 'ranged' component of the Mystery. Assuming this works, you will be able to pick up with the Construct once you are ready.
>>
>>5755061
Supporting
>>
Alright, closed for the write-in. I'm going to have a quick dinner, and then I will get to writing.
>>
>>5755306
I mean, that +10 difficulty debuff isn’t anything to sneeze at- that’s a serious malus we have going there.
>>
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As you try to stifle your tears of joy at this incontrovertible and undeniable proof that your father is still alive and moving around the Mount, you are also coming to terms with something much more bitter; that facing the full brunt of the cast as you are, there is no way that you are going to remain in any state conducive to investigating this Construct - or anything in this room, if you are being honest with yourself. But ... unless this Construct has the ability to move, or it somehow spans the entire basement, then the two different headings of the 'compass of misery' from two different points of emission would suggest - no, they would require - that there was two different Constructs.

And suddenly, it occurs to you that you might already know where the other Construct is. You take a couple of steps back from the ashbox, keeping your eyes riveted on the pile of ash all the while. Beyond another thump that sends another few clouds of ash up and out, nothing happens - which you expected as much. Without dropping your gaze, you reach into your apron pocket and draw out the book with the maps of the basement. At a point where you have to look away from the ashbox, you flick your eyes downward, and open up the book as quick as you can in your sweating, trembling fingers. Once you find one of the lighting schedule maps, you glance back up at the Construct - honestly, you don't know why you are bothering, it isn't as if it is going to run away ... at least, you assume that it can't, because you can't see any reason for a casting Construct to have auto-locomotive capabilities. And yet ... well, no doubt you are just worried about losing this thing - after all, it represents the last thread connecting you to father.

Actually, it is one of two - the other being the other Construct. And if he hid one of these things in an ashbox, and there are two ashboxes in the house, then it certainly stands to reason that the best place to look for the other Construct would be the other ashbox. First things first, you check to see if there is an outline in the map drawn in solid lines, just like the footprint of this chimney was drawn. It so happens that there is, and it is in a similarly sized room, that to your best estimate, lines up with where the other chimney would be in the house. Even as you fight down a fit of coughs and dry heaves, you smile at that - and you are smiling all the harder after you have done your best to orientate the map of the basement with the bits of the basement around you, because when you compare the relative position of the other chimney with your best recollection of the original heading of the 'compass of misery', they are damned close to one another. Well within what you would consider reasonable error on your part.
>>
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Now all that remains for you is to get yourself there. If you are reading the drawings correctly - and there is no reason to believe that you aren't - then you should be able to get to the room with the other chimney by passing through just two rooms. You take one last long look at the pile of ash in the ashbox - hearing one more thump and witnessing one more kicked up cloud - then you start to suffer your way across the room, lurching your way right towards the correct archway. It is not a pleasant progress - if anything, you would say that you are having a harder time leaving the room than you did entering it, as on the way in, you at least had your stomach Shielded somewhat, as the False Silverware was between your midriff and the point of emission. But now, with your back towards the Construct in the ashbox, your guts are getting in spades and 'barrows.

The room you find yourself in now is of the typical dimensions, and like the room that you were in before the room with the chimney, it has a long-legged lamp in it. However, unlike that room - or any of the others that you have been in - much of this room's floor has been turned up. Stones have been taken aside, the grass has been dug up - as well as the sandy soil underneath it. The tools that did the deed are still here too, either strewn about or stuck into the soil. You lift your 'stick as high as you can in your current sorry state and painfully shuffle nearer to the hole. As you do, you can see that there is a chest - a rather small, very battered and dirty looking chest - sitting askew inside of this little excavation job. You simply have to assume that it was buried here - and out of curiosity, you consult once more with the maps of the basement, to see if there was any indication that something was buried underneath the soil.

As you might have expected, there isn't.

Of course, this chest has probably been cleaned out as well. More frustrated at how much time you spent earlier picking open an empty chest than anything else, you kick the chest with your footwrapped wrapped heel as you pass ... inadvertently knocking the chest free from its precarious perch. That is enough to startle you, but when you hear things inside shifting as well, you are pleasantly surprised. You allow yourself a pained chuckle as you continue to hear something rustling and shifting inside. You make a mental note to come back here once you are done with the Constructs ... as you continue to hear something rustling and shifting inside.

What is going on? Is there ... something alive in there? This isn't a cage, it is a chest. It is sealed. Could vermin have found a way inside? Possibly. But the only living things that you would - and could - keep in a cage are Constructs. Now, you are just shy of absolutely certain that this chest wasn't in the path of the original heading from the 'compass of misery' ... but even if it wasn't, would it be worth investigating straightaway?
>>
> Please choose ONE of the following
> You will continue making your way to the ashbox of the other chimney - though of course you will come back to this chest, so long as you are able. No more 'detours' until you start finishing things!
> You have nothing more than a hunch that there is another Construct in the other chimney - but there is some compelling proof that there is one inside this box. Do your due diligence and check the chest!
>>
>>5756225
> You will continue making your way to the ashbox of the other chimney - though of course you will come back to this chest, so long as you are able. No more 'detours' until you start finishing things!

Stop teasing
>>
>>5756225
>You will continue making your way to the ashbox of the other chimney - though of course you will come back to this chest, so long as you are able. No more 'detours' until you start finishing things!
>>
>>5756223
> You will continue making your way to the ashbox of the other chimney - though of course you will come back to this chest, so long as you are able. No more 'detours' until you start finishing things!
>>
>>5756225
> You have nothing more than a hunch that there is another Construct in the other chimney - but there is some compelling proof that there is one inside this box. Do your due diligence and check the chest!
https://m.youtube.com/watch?v=0cmqwbZa6_w

But this actually brings into question if this place has been curated- I mean, this is a pretty big miss if the intention was to avoid Inquisition suspicion.
>>
>>5756225
>You have nothing more than a hunch that there is another Construct in the other chimney - but there is some compelling proof that there is one inside this box. Do your due diligence and check the chest!
>>
>>5756549
Or it's a trap chestfull of flesh eating flying piranha monsters, designed to kill the first dunce who snoops around (who am I kidding it's probably something anticlimactic like mice)
>>
>>5756225
> You will continue making your way to the ashbox of the other chimney - though of course you will come back to this chest, so long as you are able. No more 'detours' until you start finishing things!
>>
Alright, that is 4 to 2 for continuing on to the other chimney. I'll get to writing.
>>
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The mystery alone of what manner of Mystery this might be is certainly tempting - not to say anything about how valuable whatever is inside might be - but if you are accepting that whatever is inside that chest isn't just vermin, and that it is a Construct or the equivalent of a Construct, then is there any real reason to rush? To drop everything and take another detour? Presumably, it was buried in that chest for some considerable amount of time - to keep the thing hidden and safe, no doubt. There is no cause for or sense in believing that all of a sudden it is in danger being ruined or dying right now. No, whatever exactly it is, it can wait the short while it will take you to attend to the Construct in the other chimney's ashbox - assuming of course, that there is such a Construct waiting for you in there.

So you drag your eyes and ears off of the chest, and turn their attentions towards the archway that will lead you into the 'antechamber' of the room with the other chimney. However, as you round the excavation site with steps both mincing and wincing, you start to wonder what tipped off your father - hoping that it was your father - to dig there. You didn't bother really looking around the room - not that there was much to see in it besides the hole with the chest and the long-legged lamp - though from what little look you took, you couldn't see anything that would set this room apart from any of the other empty or almost empty rooms you have been through. Of course, father must have been in much more of the house than you have - perhaps he found some clue in a library, or office, or somesuch place. Actually, now that you think about it, the answer might be much more straightforward. While you never got any names, you know for a fact that there were men that father bought and sold swag to at the University. All sorts of swag. Even graveswag. Now, Aldoin was clearly delving into the Many Mysteries, and even without any ability he -

You stop so suddenly, that in your shuddering and suffering state you nearly fall flat on your face. You never really gave the thought much credence ... but is it possible that Aldoin wasn't in the service of a Witch, or just in service of a Witch ... but that he himself was a He-Witch? Well ... hmm. It is true that there certainly was enough of the Strangeness on hand at the site of his death to give the idea some credence, but if you remember correctly, the Graven Ball was carrying the Strangeness at a higher degree than Aldoin's body, which would indicate that the state of his house was due to the use of the Ball, not his death. And the death of a Witch, even a Stable and diligently self-Cleansing one, would yield the Strangeness in more than just the Second Degree.

Unless whoever had killed him tried to remediate him as well. After all, something tipped the Coroners off that Aldoin's body was rife with the Strangeness. Perhaps ... puncture marks, like the ones you found on the boots in the 'Poonist's Perch?
>>
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That is a thought, certainly ... but even if Aldoin was a He-Witch, what difference would that make at this point? No, you need focus on answering questions, not finding more of them. And to that end ... before anything else happens, before you just get bogged or worn down, you need to get to the other chimney to check the other ashbox. So you hasten your pace and lengthen your stride - as much as you can, feeling as terrible as you do - and you pass into the next room. It is also nearly empty, with a long-legged lamp in the corner, though there are a few smaller implements nearby - an empty wooden pail, a sickle and a set of shears, both in handsomely made leather sheathes, and some ... hand-held-contraption built around what looks to be a copper tank. You cannot make heads of tails of it - but you barely afforded it more than a glance. The important thing is that it doesn't look to be a threat ... and for that matter, it if was behind - on the floor, no less - than odds are very good that it is not valuable or important either. You will take a better look when you come back through here. Beyond that, there isn't anything else in the room - no pulled aside flagstones, no hole, no chests with surprisingly lively prize or prizes inside.

Aye, you are going to press on. Dutifully ignoring all your aches and pains and trembles and even the fact that somewhere along the line that in your teeth have started to chatter, you press into the room that should have the other footer for the other chimney. Immediately, you can see the bricks, right in the same spot that they were in the other room. However, you can also see that there is a lot more in here than that. While the other room had tools and shelves or ... well, you aren't even entirely sure, your attention was elsewhere ... this room is filled with stocks and stuffs. There is food everywhere - preserves in racks, like in the room that you tripped over your own feet in, with a few braids of garlic hanging from the ceiling instead of a 'forest' of sausage. There are bottles, casks and amphora of wine, packed in alongside sacks of different grains. There is a goodly deal of fresh produce as well, and dried fruits. Further into the room, a side of beef and a side of pork hang from hooks, attended by flies and other winged pestilents. In the far corner of the room, there is a stair leading upwards - no doubt into the kitchen of the house. All this food ... if you didn't know better, you'd think that you had come upon another public house. But you shouldn't be too surprised. There was a lot of family at the funeral, and most if not all of them will be staying here.

As hungry as you may be however, you have a lot more important things to be doing than taking inventory of Aldoin's food stores. You make your way to the chimney footer, and find that the door to the ashbox is already open. You get in close, bringing your 'stick to bear - and see a similarly large mountain of greasy, sooty ash.
>>
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You also see some of wrist-thick Conduit, but where in the other box, it looked as if it was pulled tight, here it is hanging, swaying loose. In fact, before your eyes, you can see it slowly and steadily being pulled upward. Two of the strands are lifted up and out of the pile of ash, revealing that they are connected to one another. The join between them heads towards the top of the ashbox, while the rest of the Conduit either is plowing into or coming out of the pile, throwing up ash.

> Please choose ONE of the following:
> What you originally took to be Conduit might be some means of locomotion instead ... but either way, your Construct is escaping! Grab the damned thing before it leaves you in the dust - or rather, the ash.
> You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. The stairs are right there - so sneak up them and investigate!
> You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. And the last thing you need to do is tip anyone off to your presence here. Let it go - there is another one in the other chimney.
>>
>>5757432
> You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. The stairs are right there - so sneak up them and investigate!
>>
>>5757432
> What you originally took to be Conduit might be some means of locomotion instead ... but either way, your Construct is escaping! Grab the damned thing before it leaves you in the dust - or rather, the ash.

If it's dad he won't kill us
>>
>>5757432
>> You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. And the last thing you need to do is tip anyone off to your presence here. Let it go - there is another one in the other chimney.
>>
This definitely isn't something that I'd feel comfortable rolling a tiebreaker for. I'll wait for another vote to come in.
>>
>>5757432
I would’ve voted earlier to break the tie, but I don’t know what is the optimal play here, even after racking my head over it. Sorry Trash.
>>
>>5757432
> You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. The stairs are right there - so sneak up them and investigate!

But you know quiet-like
>>
>>5757940
Consider me supporting the majority opinion if it gets the update out faster
>>
>>5757432
> You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. The stairs are right there - so sneak up them and investigate!
>>
>>5757432
>You don't know for sure that this Construct is capable of locomotion. In fact, for all you know, someone is upstairs, pulling on this thing right now. And the last thing you need to do is tip anyone off to your presence here. Let it go - there is another one in the other chimney.
>>
> Stealth Test I:

> DC 20: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making a Rudimentary Stealth Test like this [Very Easy]
> + DC 7 Witchlet Chlotsuintha is Hard to Miss, given her size
> + DC 10 Witchlet Chlotsuintha is inside a private space, where those who belong are easy to recognize
> + 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 now Tired II, and is not moving as quickly or as surely as she might otherwise.
> + DC 15 Witchlet Chlotsuintha has no knowledge of Aldoin's First Floor.
> + DC 6 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> - DC 8 Witchlet Chlotsuintha is attempting stealth in a poorly lit area.
> - DC 10 Witchlet Chlotsuintha is attempting stealth in an area with strong concealment.
> - DC 10 Witchlet Chlotsuintha is attempting stealth in an area with very limited, directional and predictable traffic.
> - DC 8 Witchlet Chlotsuintha is attempting stealth in an area where incoming traffic would be readily seen and heard.
> - DC 5 Witchlet Chlotsuintha is attempting stealth at at time when potential witnesses would be distracted.
> - DC 1 Witchlet Chlotsuintha is already in stealth, making it easier for her to be undetected

> DC 26: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Unpins and Unneedles. Chlotsuintha only manages to get to the corner landing of the Kitchen-Basement stairs before she catches the Conduit of her Wand of Head-Knocking on something, painfully ripping the Socketing Needle out of her arm. She squeals in pain loud enough for anyone on the first floor to hear, and ends up dropping the wand underneath the stair to boot.
> One Pass: Sound Footing. Despite her best efforts, the Kitchen-Basement stairs are just too damned squeaky. By the time that she gets to the top of them, she would have alerted anyone in the room, or in the vicinity of the room that someone just came up the stairs.
> Two Passes: Shadow on the Stairs. Chlotsuintha manages to get into position at the door of the stair without issue. CF and NCF nulled for the next Stealth Test.
> Three Passes: View from the Vestibule. Chlotsuintha gets into position at the door of the stair without issues - and finds that it is well suited for spying on the room. CF and NCF nulled for next Stealth Test. - 3 DC bonus applied to Stealth Test. Malus removed for Sight Test from concealment.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then instead of falling under the stairs, the Conduit is degloved from the wand, rendering it inoperable.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha makes quite the interesting discovery in the darkness of the basement.
>>
Rolled 42 (1d100)

>>5758718
Oh no
Not the unknown horrors of ALDOIN'S FIRST FLOOR
>>
Rolled 1 (1d100)

>>5758718
>>
>>5758776
well fuck
>>
Rolled 87 (1d100)

>>5758718
Didn’t the previous Stealth test null the CF and NCF?
>>
Hmm ... it seems that Aldoin's house is a bundle of Criticals, both positive and negative.

However, looking at >>5752429, it says that 'CF and NCF are nulled for next test'. I thought that I had changed the wording to specify the next test of that type; so three passes on a Sight Test would null the NCF and CF for the next Sight Test and so on... but it seems that I hadn't. So it seems to me that I have to null this CF. Going forward though, I will be sure to make the specification clear.

I'll get to writing.
>>
>>5758801
What is the wand’s conduit, and how bad would it have been?
>>
>>5758813
The Conduit connects the caster (by means of the Socketing Needle) to the wand. With the Conduit degloved, there is no way that the wand can be used as intended. It could be fixed on the Life-Loom, but it would have been an involved process.

Now, it doesn't look like I will be able to finish the update tonight - I'm just about to fall asleep and I'm not even half-done - but in lieu of that vote, I thought that it might be fun to have a background vote, on what historical Witch Chlotsuintha liked to hear about the most from her father, the few times that she could wring a bedtime story out of him. This vote won't provide any benefits - and it won't be mentioned in an update for quite some time - but it will be a fun bit of world-building when it does come up, and could also serve as a narrative introduction to a School that has not been covered in depth - or at all - in the quest yet.

> Please choose ONE of the following:
> Chlotsuintha's favorite stories were of the Abortifacient, Ilsa Arsenikesser [Combat]
> Chlotsuintha's favorite stories were of Leopoldine, the Starlight Shrike [Flight]
> Chlotsuintha's favorite stories were of Beathan Spine-Bearer [Augment-Organs]
> Chlotsuintha's favorite stories were of the Immortal of Logres and Aremorica, [Mutant-Making]
>>
>>5759010
> Chlotsuintha's favorite stories were of Beathan Spine-Bearer [Augment-Organs]
>>
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>>5759010
> Chlotsuintha's favorite stories were of Beathan Spine-Bearer [Augment-Organs]
>>
>>5759010
I’m fine with either Ilsa Arsenikesser or Leopoldine. I’m frankly curious about Combat Magic, and it probably useful to have a fascination with them. The Flight-of-fancy makes us more closer to Father however, and developing such a deeper connection would satisfy me character-wise.
>>
>>5759010
> Chlotsuintha's favorite stories were of the Abortifacient, Ilsa Arsenikesser [Combat]

lol Arsekisser
>>
>>5759010
>Chlotsuintha's favorite stories were of the Immortal of Logres and Aremorica, [Mutant-Making]
>>
>>5759010
> Chlotsuintha's favorite stories were of Leopoldine, the Starlight Shrike [Flight]
>>
>>5759010
>> Chlotsuintha's favorite stories were of the Abortifacient, Ilsa Arsenikesser [Combat]
>>
>>5759010
>Chlotsuintha's favorite stories were of Leopoldine, the Starlight Shrike [Flight]
>>
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There is a lot that you don't know right now - but if this Construct is pulling itself up into the chimney, into a position where you cannot reach it, you are going to have to investigate the first Construct after all. And at this moment, you cannot think of many things that you would want to do less than push back into that ... morass. In fact, even if you were able to gin yourself up enough to attempt it, you seriously question if you'd be able to keep your feet. No, if it came to it, you'd rather follow this Construct out onto the street and all over the Mount than deal with the other one in the ashbox. Alright, maybe not ... but you certainly are going to do everything within reason to not have to go back there. And that starts with checking to see if this Construct is actually capable of auto-locomotion, or someone upstairs is pulling on this thing right now. Assuming that it is auto-locomotion, then you should be in a better position to see the body of it moving from upstairs at the kitchen fireplace looking down than you would in basement looking up.

And if it turns out that someone is pulling on this thing right now, well ... then odds are pretty good it is your father on the other end.

Even as malaised and worn down as you are, that thought is more than enough to send you sprinting towards the stairs. Before you can completely ruin yourself however, you remember where you are and what you are doing. Too miserable to even shake your head or swear under your breath at yourself, you just reign yourself in to a more appropriate pace then close the distance between yourself and bottom step. You notice in passing that there is another chest, almost identical in appearance to the one that you picked open in the first room, right by the foot of the stair. There is more clearance between this chest and the bottom step than there was for the other ... but not too much more. It had occurred to you that there might be something ... particular about the placement of the first chest, but now seeing that this one is more or less the same relative spot ... that is as good as confirmation of the fact.

At the moment though, this chest is nothing more than a distraction. Even if this chest still had its Construct or equivalent inside, it could never hold a candle to the prospect of you reuniting with your father. Yet ...it is only a prospect. If it turns out that someone is hauling up the Construct, but that someone isn't father ... suffice to say, you are very, very glad that you have the Wand of Head-Knocking with you. For a moment, you consider swapping your stiletto for your wand and pinning in a fresh Nodule ... but you decide against it. In the absolutely worse-case scenario, where there is someone who isn't father on the other end of the Conduit, then even if you bungle things bad by making some noise on the stairs, you should be able to get a new Nodule pinned quick enough.
>>
You would be much better served getting upstairs as soon as possible. Figuring that the squeakiest part of a stair is the center, you position yourself as close as you can to the handrail, and then without any further delay you head straight up. There are of course, some creaks and groans to herald your passage, but for the most part you are whisper quiet as you make your way up the stairs. As you round the landing, nestled in the corner of the room, you try to take a last look around in the light of the 'stick - then as a caution, you douse the light. You are certainly not pleased about going the rest of the way in darkness, but you don't want to risk candlelight being seen under the door. There is, of course, a door; you took that as a surety as soon as you clapped your eyes upon the stairs - if there wasn't, there would light filtering into the basement.

On the other side of this door might be father. Or it could be the fight of your life. Or it could be an auto-locomotive Construct. On account of all three of those options, you want to make haste, though for very different reasons. But on account of the possibility that it is a hostile Witch or someone in service of one, you have to slow your pace. It wouldn't serve to let out a great big creak right by the door, now would it? By the time that you draw yourself level with the beam of light penetrating into the basement from underneath the door, you fear that the tension is going to rent you in two ...

> Please choose ONE of the following:
> ... but you need to close the distance if you want to hear as much as you can. [Perform Hearing Test first]
> ... but you are finally going to be able to see into Aldoin's kitchen. [Perform Sight Test first]
>>
>>5760007
> ... but you need to close the distance if you want to hear as much as you can. [Perform Hearing Test first]
>>
>>5760007
> ... but you need to close the distance if you want to hear as much as you can. [Perform Hearing Test first]
>>
>>5760007
> ... but you are finally going to be able to see into Aldoin's kitchen. [Perform Sight Test first]
>>
>>5760007
>... but you are finally going to be able to see into Aldoin's kitchen. [Perform Sight Test first]
>>
>>5760007
>> ... but you need to close the distance if you want to hear as much as you can. [Perform Hearing Test first]
Since we did not get three passes, there would be a malus on the Sight test. I don't know if that means the Hearing test has better odds or not, but it's still one malus we can avoid
>>
>>5760007
>> ... but you need to close the distance if you want to hear as much as you can. [Perform Hearing Test first]
>>
Alright, consider this closed. I'll get the rolls up when I get home.
>>
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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 6: Witchlet Chlotsuintha is now Tired II and is not as perceptive as she might be otherwise.
> + DC 5: Witchlet Chlotsuintha is attempting a Hearing Test while also trying to remain hidden, complicating her efforts.
> - DC 15: Aldoin's First Floor seems to be quiet and still all around her, which simplifies her efforts.
> - DC 10: Aldoin's Basement has a relatively open floor plan, so only distance 'insulates' against sound.
> - DC 10: Witchlet Chlotsuintha is hidden at the moment, allowing her to listen as long as she needs.
> - DC 3: Witchlet Chlotsuintha passed the previous Hearing Test with flying colors.

> DC 13: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: False start. Chlotsuintha cannot make anything out. She is also unable to immediately try again, as a complication has just developed.
> One Pass: Low confidence (Flip a Coin) Chlotsuintha is unsure, but she thinks she has heard what there is to hear in her surroundings correctly.
> Two Passes: High confidence (1d20, fail on 1, 2 and 3). Chlotsuintha is almost certain she heard everything there is to hear in her surroundings. CF and NCF nulled for the next test.
> Three Passes: Absolute confidence . What is there to be heard in her surroundings, is heard. Perfectly. CF and NCF nulled for the next test. - 3 DC bonus applied to Hearing Tests.

> 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 CF and NCF have been nulled.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha gains Complete Knowledge of Aldoin's First Floor.

Sorry that this took so long to get up. Hopefully we can squeeze in a bit of a run tonight though.
>>
>>5761511
Damn it, I screwed up again.

To be absolutely clear; on Two Passes and Three Passes, the CF and NCF will be nulled for the next HEARING Test.
>>
Rolled 70 (1d100)

>>5761511
Turn down for what!
>>
Rolled 30 (1d100)

>>5761511
>>
Rolled 5 (1d100)

>>5761511
>>
Rolled 34 (1d100)

>>5761511
>>
Alright, I have rolled the 1d20 on my end; now I will get to writing.
>>
>>5761572
I wanna see pics of dat dice Trash
>>
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... but you instinctively know that you are going to have wait a little longer. With the position of the door, relative to the rest of the room, you can tell straightaway that there are entire swaths of this room that you won't be able to see from here, even if the kitchen was completely devoid of any furnishings, any potential obstructions. No, you are going to have to rely on your ears here - not your eyes. Moving as deliberately as your shivering and intermittently shuddering body can, you close as much of the distance as you dare between you and slit. You doubt that even if anyone was inside the kitchen at the moment, they would be able to see under the thin slit for the door, but ... well, your wand is in your pocket, unsalted and without a Fuel Nodule pinned in, so you simply cannot suffer risks - not now. With your ear in place, you hold your breath, do your best to hold yourself still, and listen as if your life depended on it. Which it very well could.

Unfortunately though, the seriousness of the circumstances are not enough make your ears work any better. At the moment, all you can hear the small creaks and squeaks of the wooden steps underneath you, and the rustle of your clothes ... and no matter how hard you try, you cannot stop either. It is almost to the point where you are more concerned about someone hearing you than you not being able to hear yourself. But just when you think you have been defeated - you find yourself delivered instead. Unmistakably, there is a sound in the kitchen, and it sounds like it is coming from direction of the chimney. It is a hard sound to describe, but it is sort of like ropes unfurling, with - Oh! The thick Conduit, of course!

But - wait, no ... if, if you are right, and it is the thick Conduit, and you can hear it all the way from the basement door, then - well, then it can't really be considered hidden, now can it? So ... Heights of Hell, have you been creeping and crawling around a completely empty house this entire time? Father ... father would never leave a Construct just out in the open like this, no sensible Witch would - not unless they were certain that no one would stumble upon it. You go back to listening again, only to find that the rope-sound has gotten louder, almost loud enough that you don't need to focus and strain to hear it. If you were on the other side of this door, you'd probably hear it no problem. Still, you listen for a little longer - you listen until you are certain that you are hearing blood rustling through your ears, and you cannot make out anything else. You would say with high confidence that there are no sounds of movement or life, beyond the Construct coming down the chimney.
>>
> Please choose ONE of the following:
> It might just be a waste of time, but you want Absolute Confidence that you have heard everything there is to hear. [Perform Hearing Test again]
> You need to be careful - and to exhaust all of your options before making any potentially dangerous moves. [Perform Sight Test]
> You need to move - but you are going to take slow and steady. Slow and steady and stealthy. [Sneak into Kitchen]
> At the rate you are going, you are not going to leave Aldoin's house by morning, much less the Mount. It is time to speed this up. [Walk into Kitchen]

>>5761613
The whole point is that you don't get to see those dice rolls, so you don't know if Chlotsuintha heard everything there is to hear or not.
>>
>>5761721
>> At the rate you are going, you are not going to leave Aldoin's house by morning, much less the Mount. It is time to speed this up. [Walk into Kitchen]
>>
>>5761721
> You need to move - but you are going to take slow and steady. Slow and steady and stealthy. [Sneak into Kitchen]
>>
>>5761721
>> You need to move - but you are going to take slow and steady. Slow and steady and stealthy. [Sneak into Kitchen]
>>
> Stealth Test II:

> DC 35: Witchlet Chlotsuintha is a Born and Bred Sneakthief, making a Involved Stealth Test like this [Moderately Easy]
> + DC 7 Witchlet Chlotsuintha is Hard to Miss, given her size
> + DC 10 Witchlet Chlotsuintha is inside a private space, where those who belong are easy to recognize
> + 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 now Tired II, and is not moving as quickly or as surely as she might otherwise.
> + DC 15 Witchlet Chlotsuintha has no knowledge of Aldoin's First Floor.
> + DC 6 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> - DC 4 Witchlet Chlotsuintha is attempting stealth in an dimly lit area.
> - DC 2 Witchlet Chlotsuintha is attempting stealth in an area with very limited concealment.
> - DC 10 Witchlet Chlotsuintha is attempting stealth in an area with very limited, directional and predictable traffic.
> - DC 8 Witchlet Chlotsuintha is attempting stealth in an area where incoming traffic would be readily seen and heard.
> - DC 5 Witchlet Chlotsuintha is attempting stealth at at time when potential witnesses would be distracted.
> - DC 1 Witchlet Chlotsuintha is already in stealth, making it easier for her to be undetected

> DC 26: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Ambushed by Pots and Pans! Kitchens are dangerous places - and Aldoin's is no exception! In her efforts to cling to concealment, she accidentally knocks a cast iron pot off of its hook! [Prompts Vote, Option for Deftness Test]
> One Pass: Sound Footing. Despite her best efforts, the floor of the kitchen is simply too squeaky to move stealthily over. By the time that she has snuck into the room, she made enough noise to alert anyone in the adjacent rooms.
> Two Passes: Shadow from the Stairs. Chlotsuintha manages to get into the Kitchen without issue. CF and NCF nulled for the next Stealth Test.
> Three Passes: Sneakthief at Work. Chlotsuintha gets into the Kitchen without any issue - gaining some knowledge of Aldoin's First Floor at the same time. CF and NCF nulled for the next Stealth Test. - 3 DC bonus applied to Stealth Test.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then she doesn't have luxury of choice. The cast iron pot falls directly onto Chlotsuintha's right foot!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha gains complete knowledge of Aldoin's First Floor instead.

Please, may I have three rolls of 1d100? Also, if you haven't voted for >>5759010, please do so - that vote will remain open until the end of the thread.
>>
Rolled 99 (1d100)

>>5761882

>>5761721
It ain’t about the dice rolls- I want to see the physical dice so I can compliment or bully you over your taste =P
>>
>>5761931
At this rate I’ll be responsible for gaining complete knowledge of Aldoin's house

I can only hope that it’s useful for swag
>>
>>5761882
Want me to roll the last two dice, or wait? I’ve been waiting for some sort of response, but I realize that maybe you’re waiting for the other rolls.
>>
Rolled 25 (1d100)

>>5761882
>>
Rolled 13 (1d100)

>>5761882
So these are where the crits decide to fall...
>>
>>5761931
Ah yes, master of Aldoin's house and nowhere else. We should even move here, fuck it.
>>
>>5762073
We’re getting more crits here than in all of the rest of the quest- I think the Patternmaker wants us to move in as well

Maybe we can even live it father’s hiding spot under the chest =P
>>
>>5762123
We'll live in the walls and chimneys, feaston sausages and grass tonic, and sleep in the ashbox, cuddled up with our little buddy, the remediation abomination
>>
Alright, I'll get to writing
>>
>>5761933
I told you guys. Minimum 2 crits in Aldoin's house.
>>
You find yourself more and more ready to believe that Aldoin's house is actually empty. Yet, what the stakes being what they are, not to mention what would or could happen if you were wrong, you just cannot bring yourself to ... wander out into the kitchen, as if you didn't have a concern in the width or breadth of the world. So instead, you take a long shaky breath, and open the door just enough to let you squeeze through. As soon as you clear the door, you lower yourself into a crouch - so quickly, in fact, that you actually get a bit dizzier because of it. But even as your head spins, you are on the alert, looking the place all over. Once you have satisfied yourself in your assumption that no one was in the room, you start stalking towards the chimney. Your attention however, is not on the Construct - which as you had thought, you can hear without straining now that you are outside of the basement door - rather, it has pivoted to looking for all of the doors and the hallways leading into this place. After all, every ingress is a point of entry for a witness to wander in from, and therefore an angle that you need to consider how to conceal yourself from.

As you might have expected for a kitchen, there are quite a few doors leading into here - though you can hope that some of them are just storage, as opposed to other rooms. There are also two hallways, one that leads further into the house, and one that you take about four-fifths of the way to a surety that it leads to the reinforced back door you found when you first walked the perimeter of the place. The short of it is that there are ingresses all around, which really lower the odds of you finding a decent spot where you will be shielded from all potential lines of sight. There is an option of 'hiding in' as opposed to 'hiding behind' ... but of course, it would have to be large enough to accommodate all of you, and even if you were able to find somewhere to squeeze yourself into, there is always the threat of getting cornered. Or even stuck. Now, with the hallways, you should be able to hear someone coming long before they make it into the room - and so long as you aren't caught straight on from the hall, you should be able to do your hearing before you are seen. As for the doors, well, they are a bit trickier, but as you are keeping an ear out you hope that you will likewise hear before any witness manage to get to the door and impose themselves on you. That said, hearing that someone is approaching is going to be much easier than telling for a surety which door they are behind.

Though you probably are working yourself up over nothing. Besides the Constructs and whatever was in that buried chest, this place has been as still and as quiet as the Burying Grounds. But at the same time, it beggars belief that the entire house could be empty. That the family, their guests, and all of their servants even have left the place to seek treatment for the effects of the ranged remediation spell.
>>
Wait ... that - now that you think about it for more than a second, that doesn't make any sense.

For the sake of argument, say that everyone in the house did feel sick, on account of them all being exposed to the Strangeness and being inside of the envelope of a ranged remediation cast that causes marked physiological responses in living targets. So sick that instead of sending for a chirurgeon or a healer of some stripe or other, they - to a man - decided to leave to check into a house of healing. As soon as they got outside of the envelope of the cast, they would have felt better - not perfect, of course, there might have been some haze or malaise from the onset of the Strangeness they had been exposed to. But better. Markedly better. So then ... once they felt better, they ... continued on to the house of healing? No, that doesn't make sense. Even the better run healing-houses for the wealthy are not places where you'd want to go unless you absolutely had to, what with all of the black humors around those places.

If you were in their shoes, and only knew what they knew ... then you would probably shrug it off, and return to the house. Only to find that as soon as you stepped through the threshold, you felt sick again. Which would be terrifying - any reasonable person would assume that there had been some sort of Judgement passed on the house and its occupants. So then, the faithless among them would hire out rooms in public houses - or leave the Mount earlier than planned - while the faithful would head to the nearest temple, seeking sanctuary and absolution. That makes a lot more sense ... except for one point. If there is some credible evidence of a Judgement - which the attestation of an entire household would be considered - then there would be someone sent to see if there was anything here to Witness. As dangerous as being around Judgements - or the Judged for that matter - can be, they are also rare opportunities to see the Working Hand of the Patternmaker in the Realm of Shadows. Priests and the most faithful of the Covenant will go to the Judged or the site of a Judgement to Witness - treating these places or persons as fonts for a dangerous, potentially lethal worship. And once the Judgement passes - assuming that it does pass - in the cases that it was tied to a specific location, and it is safe to do so, it is common practice for Temples to be built on the sites, to commemorate the Work, and allow safer veneration of it.

So if a bunch of faithful turned up at a Temple, believing that they were suffering from some Judgement that was tied to the physical location of Aldoin's house, then the Temple would take immediate interest into this place. They wouldn't let it stand empty, not until they were sure that there wasn't anything here beyond the typical permutations of the Pattern. Is it possible that they already decided that there wasn't anything going on here beside some odd illness? No, that doesn't make sense either.
>>
If the Priest dismissed them out of hand, or already sent someone over here and it was decided that there wasn't a Judgement in effect, then there would still need to be an explanation for why the entire household and its guests were feeling sick only inside of the house. And after a Judgement, the next most rational explanation would be that all of this was caused by the Strangeness, and instead of the Priests taking an interest in the house and household, it would be the Inquisition. But ... you are certain that this didn't happen, because the Inquisitors would never under any circumstances let a house like this stand empty. And they wouldn't be quiet about cordoning it off either, you saw that first hand the day you met the Master Abbot. Could it be that they are all still at a Temple, and the Priests are trying to decide if this is a Judgement or not? That could ... no, that doesn't. In fact, none of this works.

It is obvious; the best way for the Priests to determine if this is a Judgement or not would be to eliminate the next most rational explanation, the Strangeness. Which means that if the household - or some of the household at least - went to a Temple, believing themselves to be Judged, then at some point, the Priests would have had to involve the Inquisition, to eliminate the possibility that this was just the Strangeness. Which in turns means that they would have been found to have the Strangeness, and would have been immediately taken into curative custody. And the next thing that the ranking Inquisitor would have done is call for this house to be cordoned off, just like they did with the house across the street from the South Burying Ground. None of this has happened, obviously, so ... what, it didn't occur to them that they could have been Judged? That doesn't make too much sense - the moment that it became apparent that whatever was happening to them was only happening so long as they were in the house, they should have clued into that something was going on. And for someone without the ability to deal with the Strangeness on their own, being party to some Judgement would probably be a more attractive explanation than the Strangeness, especially considering that the effects of the Judgement - while unpleasant - were not life threatening and were limited to just the house. After all, Judgements are not necessarily condemnations. In fact, for those who for some reason or other have fallen under the Lodestar's Gaze - which you fear you have - they can even be little things. You might have had as many as three in the past few days - the inexplicable appearance of the Leper witnessing you at the dried up well, the pointed words of Hortensia about helping others only hours after you decided to not Cleanse the Midden, and of course ... when the Patternmaker - no, you don't want to think about what the Maker did.

And you definitely don't want to think about what you did.
>>
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Luckily, you don't have to. Your stalking and skulking has brought you right up to the chimney ... only to find a repeat of what you saw in the ashbox in the basement. This Construct is withdrawing upwards! The thick Conduit - if it is actually Conduit - is slowly being tugged upwards. Just how high does this thing go? Oh, fray it all, you are right back to where you were in the basement!

> Please choose ONE of the following:
> Sneaking up into the kitchen is one thing, but if there is anyone in this house still, then odds are they are on the upper floors ... so you aren't too keen on the idea of chasing after it. Grab one of the coils and see if you can stop it! At the very least, you might be able to hold it still long enough to get a good look at it - and more importantly, those Glyphs Scrivened on the wood blocks.
> You still cannot say for a surety that this Construct is capable of auto-locomotion. More importantly, you cannot say that someone isn't upstairs, still hauling on this thing. Find the stairs and sneak up there to investigate.
> You still cannot say for a surety that this Construct is capable of auto-locomotion. More importantly, you cannot say that someone isn't upstairs, still hauling on this thing. You have an entire house to explore - you should leave the most dangerous bit for last. After all, there is another one in the ashbox, and it doesn't seem to be moving. You should spend some time on the first floor instead.

> Please choose ONE of the following:
> Pin a fresh Nodule into your Wand of Head-Knocking and swap it out with the stiletto ... again.
> Stick with the pin-stiletto - at least for now.
>>
>>5763291
> You still cannot say for a surety that this Construct is capable of auto-locomotion. More importantly, you cannot say that someone isn't upstairs, still hauling on this thing. Find the stairs and sneak up there to investigate.

> Stick with the pin-stiletto - at least for now.

Its a coven, then? The whole "family" is witches and their cohorts. Probably those same dudes who blew up the refinery and left their boots in that public house. No weapons on their belts at the funeral, but seeking revenge in secret perhaps? Against WHO though? Why is Father so intent on helping them? Let's roll another crit and find out!
>>
>>5763291
> Sneaking up into the kitchen is one thing, but if there is anyone in this house still, then odds are they are on the upper floors ... so you aren't too keen on the idea of chasing after it. Grab one of the coils and see if you can stop it! At the very least, you might be able to hold it still long enough to get a good look at it - and more importantly, those Glyphs Scrivened on the wood blocks.

If someone is pulling it up, there is little to suggest that your tug is someone pulling on it and not just the conduit getting snagged.

> Stick with the pin-stiletto - at least for now.
>>
>>5763364
Support, I’d rather grab the damn thing and move on to the swag. Maybe there’s a satchel or backpack to go along with our bandolier?

In fact, what’s stopping us from upgrading our weapon? We are in the kitchen after all- plenty of sharp and sturdy instruments to stab or bash with.

>>5763298
Also, can’t be a coven- no way they wouldn’t have remediated themselves immediately, or let the fucking Inquisition near them at the funeral. Way I figure it, either father or his friends are running interference with the family while the remediation is ongoing- probably is wrong in it’s own right, but it’s the best I got.
>>
>>5763291
> Sneaking up into the kitchen is one thing, but if there is anyone in this house still, then odds are they are on the upper floors ... so you aren't too keen on the idea of chasing after it. Grab one of the coils and see if you can stop it! At the very least, you might be able to hold it still long enough to get a good look at it - and more importantly, those Glyphs Scrivened on the wood blocks
> Stick with the pin-stiletto - at least for now.
>>
>>5763291
>> Sneaking up into the kitchen is one thing, but if there is anyone in this house still, then odds are they are on the upper floors ... so you aren't too keen on the idea of chasing after it. Grab one of the coils and see if you can stop it! At the very least, you might be able to hold it still long enough to get a good look at it - and more importantly, those Glyphs Scrivened on the wood blocks
>> Stick with the pin-stiletto - at least for now.
>>
Alright, closed and writing.
>>
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You glance down the apron pocket with the Conduit pinned into the crook of your left arm leads into. But the more you look at it, the more sure that you aren't actually going to need it - at least, not right away. If you accept for a moment that this Construct is not capable of auto-locomotion, and that someone is on the other end of it - wherever exactly the other end of it may be - hauling it upstairs for ... some reason or other. If you were to grab onto the damned thing, would they immediately jump to the conclusion that you had? Well ...no, probably not. For a start, from what you have seen of the footer and ashboxes, you can tell that this is a properly designed chimney - not some cheap, straight-shot tube. It has chokes, and shelves and throats - which are all places where a Construct could get fouled up on itself and stuck. That would be the most reasonable assumption, by far. More than that, you would only even consider that someone had grabbed on the other end if you had reason to believe that someone else was in the house with you. So far, you have not seen or heard anything that would suggest there is anyone else in the house ... but what of this hypothetical hauler upstairs? If they had heard the mess you made of the preserving glass in the room with the sausages ... then yes, the thought that you were on the other end of the Construct would surely come to them. But if they had heard all of that, wouldn't they have come down to find the source of the noise?

Of course, there is an assumption that you are making right now - that they didn't come down, or have some way of remotely investigating the basement. Now, you consider yourself pretty observant, and you doubt with the relatively open floor plan of the basement you wouldn't have picked up on someone else being down there with you ... but the possibility of a remote investigation ... that is certainly a disquieting thought. Especially when you consider it alongside the Mysterious grass that Aldoin had planted all throughout his basement. While he might have passed it off as some experiment or something in that vein, you have no doubt that it was once part of a security-surety of some manner or other. And now that you have seen two different chests both located inconveniently in the landings of two different basement stairs, you are more and more convinced that whatever was supposed to be in those chests was part of the whole system. The question on your mind right now is if the Witch who set up the Constructs in the chimneys -
>>
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Oh, oh. Hold on now. Here is something that you hadn't considered. If the entire house - to a man - had been taken to bed ill, then there would be no risk in having a Construct in the ashbox, and very little risk in having a Construct in the kitchen fireplace. But if this Construct runs at least up into the second floor - which it gives every appearance of doing, then ... that is significant. Because this house is typically designed - excluding its basement, of course - then the fireplaces on the second floor will be in the bedrooms. And unless everyone up there is completely senseless, then surely someone will be hearing the Construct move - or see whoever is moving the Construct!

It is certainly a compelling thought; but right now you cannot afford it anymore mulling. Regardless of the 'how', the Construct is moving at more than an appreciable speed, and if you don't hurry up, there won't be anything left down here to investigate! You set down the 'stick and the stiletto, and then with your freshly-freed hands, you grab onto one of the retreating portions of the coils with both hands, bracing yourself with your right foot against the fireplace. But it seems that such precautions were needless if not heedless. The Construct stopped moving upward the moment you managed to apply force to it, instead contenting itself with flexing and swaying in your grip, You had been worried that there would have been some discharge of some sort, or that it might have started Remediating you as fiercely as the other Construct in the other chimney did - or that there even might have been some unwanted, unavoidable feedback to needle your consciousness from the Firmament, which can happen when the Drawing is deep and constant. But it seems -

Suddenly the Construct starts trying to wrench itself out of your hands. Every other second, there is a jolt. Again and again - and while you are more than able to withstand them, you cannot help but notice that each one feels a bit stronger than the last. This is all very frustrating - but you are still rather calm, considering ... at least until the other portions of the coils start pulling themselves up the chimney.

> Please choose ONE of the following:
> You are fairly certain that trying to hold on to it is just going to make it retreat upwards even faster. Let go of it. You will take what time you have before it completely withdraws to look it over as thoroughly as you can.
> You are fairly certain that if you were to let go of this thing it would just fly up the chimney. Hold on to it for as long as you can. You will take advantage of that time, looking over it as thoroughly as you can.
>>
>>5764134

> You are fairly certain that trying to hold on to it is just going to make it retreat upwards even faster. Let go of it. You will take what time you have before it completely withdraws to look it over as thoroughly as you can.

Let's not break it.
>>
>>5764134
>> You are fairly certain that if you were to let go of this thing it would just fly up the chimney. Hold on to it for as long as you can. You will take advantage of that time, looking over it as thoroughly as you can.
>>
>>5764134
Can we try to cut off the conduit?
>>
>>5764268
I'd be pretty worried about that. I mean, this thing has been vacuuming up strangeness and we don't actually know how it works. Cutting it might set off a mini-Chernobyl and/or contaminate us
>>
>>5764134
>You are fairly certain that trying to hold on to it is just going to make it retreat upwards even faster. Let go of it. You will take what time you have before it completely withdraws to look it over as thoroughly as you can.
>>
Alright, consider this closed. I will start writing as soon as I can.
>>
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Panicking at the sight of the other coils pulling themselves up the chimney, you let go of the coil in your hands as if it was hot to the touch, hoping that the Construct recognizes that it has freedom of movement once more, it will stop or at least slow down. Unfortunately, this does not happen. It is possible that the Construct - assuming that it is capable of independent Logic - has not been able to recognize that it is no longer caught; or perhaps that Logic has been Tabulated in such a way that if the Construct is ever caught up on something it will attempt to withdraw completely and attempt to redeploy itself. There is also the chance that the Construct is not capable of Logic - or Locomotion for that matter - and someone upstairs is hauling on this thing as if their life depended on it.

At this point though, the fact that it is moving is the concern, not how it is moving. Without knowing how much of the Construct is still in the ashbox in the basement, you have no idea of how long you are going to have to look at the two obvious points of interest on the Construct; the wooden blocks with the Scriven Glyphs on them, and the 'body' of what you have assumed to be wrist-thick Conduit. Of course, at some point you will also want to look for other points of interest to investigate on the Conduit too ... but finding them while everything is swiftly slinking upwards is going to be a feat and change. There are no two ways about it, you are going to have to prioritize; understanding that you might not be able to get to everything before the retreat is fully beat - and that looking at or for some things might take longer than others.

> Please choose the ORDER of the following steps
> You will look at the wooden blocks with the Scriven Glyphs
> You will look at the 'body' of the wrist-thick presumed Conduit
> You will look for other points of interest on the Construct
>>
>>5764477
> You will look at the wooden blocks with the Scriven Glyphs
>>
>>5764530
To streamline the process, the vote is for the order of all three choices, not which one to do first.
>>
>>5764477
> You will look at the wooden blocks with the Scriven Glyphs
> You will look at the 'body' of the wrist-thick presumed Conduit
> You will look for other points of interest on the Construct
>>
>>5764698
Support
>>
>>5764698
>support
>>
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> Sight Test IV:

> DC 45: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [More than 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 4 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> + DC 12 Witchlet Chlotsuintha has very limited knowledge of the Chimney Construct
> + DC 5 Chimney Construct is moving, complicating Witchlet Chlotsuintha's efforts
> + DC 10 Chimney Construct is in the process of withdrawing up the chimney, meaning the Chlotsuintha has a limited and narrowing window to work with.
> + DC 2 Chimney Construct is in the chimney, and the ambient light is not particularly great.
> - DC 5(DC 25-TI) Witchlet Chlotsuintha has focused her efforts on the Scriven Wooden blocks and will not be distracted
> - DC 15 Witchlet Chlotsuintha is 'lettered' in the Language and Syntax that the Glyphs have been Scriven in.

> DC 68(DC 48-TI). Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes (DC 48): Can't Tell Her Ash From a Hole in the Ground. The movement of the Construct dislodges ash, which manages to get right in Chlotsuintha's face! The time is wasted clearing her eyes.
> One Pass (DC 48): Scrivener's Block. While she is only able to read the most basic components of the Glyph, she is able to deduce things about the Construct from how the blocks are integrated into it. NCF and CF nulled for Sight Test V.
> Two Passes (DC 48/ DC 68): Thinking with Ink. Chlotsuintha is able to read much of the Glyph, and is able to learn about the Construct from the integration and actuation of blocks. NCF and CF nulled for Sight Test V. Gain knowledge.
> Three Passes (DC 48/ DC 68 / DC 68): Quick Study. Chlotsuintha is able to read the entire Glyph, learning several things - one of them critical! - about the Construct in the process. NCF and CF nulled for Sight Test V. Gain knowledge.

> 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 this test.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then just as suddenly as it started, the Construct stops, allowing Chlotsuintha all the time she needs to inspect it.

I'm trying something new with this one; splitting the DC. The first test will pass with 48, the other two will pass with 68. High to be sure, but Glyphs make for obtuse reading even under the best of circumstances. There are re-rolls and auto-passes available. I should also note, that if the result from the rolls is not satisfactory, but you aren't willing to burn one of the re-rolls or auto-passes, there will be an option to attempt the inspection again. 2nd run will be easier but you only have so much time.
>>
Rolled 61 (1d100)

>>5764882
>>
Rolled 28 (1d100)

>>5764882
100 yah?
>>
Rolled 84 (1d100)

>>5764882
>>
Rolled 42 (1d100)

>>5764882
>>
Did we succeed?
>>
Sorry about that, I fell asleep on you guys.

With your rolls, you passed two of the three tests. Right now you have a few options; you could use an auto-pass or a re-roll to try to redo the last test, you could do another Sight Test on the blocks of wood - which would be easier than this one, but it would take up time that you could be investigating the other bits and pieces of the Construct ... or you could simply say that it is good enough, and move on to looking at other parts.

> Please choose ONE of the following:
> Burn re-roll
> Burn auto-pass
> Try again
> Move on to looking at the 'body'
>>
It might be a bit touch and go today. While so far the storm in the Gulf hasn't been anything close to a Nor'easter - as they were saying it could be - the wind is blustery and the power just flickered. Odds are good it doesn't get any worse than that, but I wanted to give you all a heads up, just in case.
>>
>>5765166
> Move on to looking at the 'body'

Good enough for me
>>
>>5765166
> Move on to looking at the 'body'
>>
>>5765166
>> Move on to looking at the 'body'

seems fine
>>
>>5765166
>Try again
Arguably Father’s work, so I’m more curious than not.
>>
>>5765166
>Move on to looking at the 'body'
>>
>>5765166
>Try again
>>
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> Sight Test V:

> DC 45: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [More than 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 4 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast.
> + DC 11 Witchlet Chlotsuintha has very limited knowledge of the Chimney Construct
> + DC 5 Chimney Construct is moving, complicating Witchlet Chlotsuintha's efforts
> + DC 10 Chimney Construct is in the process of withdrawing up the chimney, meaning the Chlotsuintha has a limited and narrowing window to work with.
> + DC 2 Chimney Construct is in the chimney, and the ambient light is not particularly great.
> - DC 5(DC 25-TI) Witchlet Chlotsuintha has focused her efforts on the Scriven Wooden blocks and will not be distracted
> - DC 10 Chimney Construct is almost entirely comprised of what Chlotsuintha assumes to be Conduit, giving her many opportunities to
> - DC 10 [Unknown]

> DC 62(DC 42-TI). Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes (DC 42): Can't Tell Her Ash From a Hole in the Ground. The movement of the Construct dislodges ash, which manages to get right in Chlotsuintha's face! The time is wasted clearing her eyes.
> One Pass (DC 42): 'Body' Builder. Chlotsuintha notices just enough to understand how the Construct was actually pieced together on the Life-Loom, which has important implications. NCF and CF nulled for Sight Test VI.
> Two Passes (DC 42/ DC 62): Is it Cold in Here, or is it Just You? Beyond picking up how the Construct was actually pieced together, she finds evidence of another series of Glyphs. NCF and CF nulled for Sight Test V. Gain knowledge.
> Three Passes (DC 42/ DC 62/ DC 62): It isn't Just You. Chlotsuintha sees the Conduit's seams, and the Glyphs on the 'body' - but she is most intrigued by something she nearly overlooked. NCF and CF nulled for Sight Test V. Gain knowledge.

> 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 this test.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then just as suddenly as it started, the Construct stops, allowing Chlotsuintha all the time she needs to inspect it.
>>
Rolled 99 (1d100)

>>5765755
>>
Rolled 100 (1d100)

>>5765805
Completely based
>>
>>5765846
Do we get complete knowledge of Aldion’s house now, or something equally fantastic? Cause holy fuck, are the dice gods based.
>>
>>5765846
Lmao, why do we keep rolling like gods in this fucking house
>>
Rolled 29 (1d100)

>>5765805
M-I-N-I-M-U-M
>>5765755
>>
>>5765846
DOUBLE CRIT WTF!!!!!1
This whole quest we've been pretty mediocre until we get to this house. WHAT DID I SAY!!! WOOOOOOOOO!
>>
Well, this is pretty incredible, isn't it?

I'd say that in addition to the Construct stopping, Chlotsuintha manages to find all of the points of interest on the Construct in quick order. I'll get the whole thing written up; as a start, Chlotsuintha has learned about several new Sub-Assemblies and 'modular design' philosophy - and she has the opportunity to copy down two new Glyphs, if she can get her hands on a writing implement. Now, here is the overnight vote; she can either immediately understand how to make three of these new Sub-Assemblies (as opposed to needing some trial and error on the Life-Loom), or she can immediately understand how safely integrate Glyphs into Constructs.

> Please choose ONE of the following:
> Immediately learn how to make three new Sub-Assemblies
> Immediately learn how to safely integrate Glyphs into Constructs
>>
>>5766188
> Immediately learn how to make three new Sub-Assemblies .

This one sounds more exciting. Modular design philosophy, woo boy!
>>
>>5766188
>Immediately learn how to safely integrate Glyphs into Constructs
>>
>>5766188
> Immediately learn how to safely integrate Glyphs into Constructs

Might give us some insight into how these glyph gulls fit into things.
>>
>>5766188
>Immediately learn how to make three new Sub-Assemblies
>>
>>5766188
> Immediately learn how to safely integrate Glyphs into Constructs
>>
This vote has nearly been up for twenty hours, so I will go ahead and close it. I'm working on the update, look for it soon.
>>
The update is taking a little bit longer than expected to get right, and as the thread is closing the distance to page 10, I figured I'd try a change of tack here. For the rest of the thread, I think I will run it like I did with the Refinery, just rolls and enough information to make a decision on the prompts. Once the thread falls off, I'll take a bit of time to write everything up, and start the new thread with the big update.

With that in mind, what does Chlotsuintha do next?

> Please choose ONE of the following:
> Presumably, the emitter-Organ is somewhere further up the chimney. Find the stairs, ascend to the second floor, and look for it!
> There were still a few points of interest in the basement. You should go back down there and conclude your business down there.
> You are going to stick around on the first floor for a while; partly to recover and partly to look for more mundane swag.
> There was a rooftop conservatory, and now that you know that Aldoin was mixing his botanical studies with forays into the Many Mysteries, it is now a point of very pointed interest.
> You have put the cart before the horse here. Before you continue looking for anything else, be it swag or Mystery, you want to sweep through the entire house, and determine if anyone is still here or not.
>>
>>5767330
>> There was a rooftop conservatory, and now that you know that Aldoin was mixing his botanical studies with forays into the Many Mysteries, it is now a point of very pointed interest.
>>
>>5767330
> There was a rooftop conservatory, and now that you know that Aldoin was mixing his botanical studies with forays into the Many Mysteries, it is now a point of very pointed interest.

>Run it like the refinery
Are you sure that's a good idea Trash? You know how things ended with the goddamn refinery...
>>
>>5767330
Hmmm... before deciding, it would be nice to know what we learned from the Construct.
Well, really, did we learn whether it is capable of auto-locomotion?
And did we learn whether it needed to be activated by someone (like our father)?
>>
>>5767330
>Presumably, the emitter-Organ is somewhere further up the chimney. Find the stairs, ascend to the second floor, and look for it!
>>
>>5767330
> You have put the cart before the horse here. Before you continue looking for anything else, be it swag or Mystery, you want to sweep through the entire house, and determine if anyone is still here or not.
>>
>>5767439
You know, now that you remind me, didn't I swear I was never going to run like that again? Regardless, I have had second thoughts. I'll continue chipping away until the update is done; maybe I can write it up tighter than I planned, so it doesn't take too long for me. I will leave this vote up, however.

>>5767476
You saw evidence that this Construct could be capable of moving itself, but no definitive proof. As far as how much Logic this thing is capable of; assuming that what you take to be Conduit is actually Conduit, one of the possible reasons it is so thick would be that the Construct has a great deal of Input Organs - switches and sensors. And it might need so many switches and sensors because it doesn't have a Witch on hand to tell it what to do. Or it simply could just be a very involved Construct. If I don't have the update complete by tomorrow, I'll provide more information on the Construct then.
>>
>>5767330
> Presumably, the emitter-Organ is somewhere further up the chimney. Find the stairs, ascend to the second floor, and look for it!
>>
>>5767330
>> There was a rooftop conservatory, and now that you know that Aldoin was mixing his botanical studies with forays into the Many Mysteries, it is now a point of very pointed interest.
>>
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Your eyes are immediately drawn to one of the wooden blocks with the Glyphs done up on them, and in that instant, you make your decision to start with them. After all, for everything else, you are only going to be able to make educated guesses – with the Glyphs, assuming that you can Translate and Interpret them completely, there won't be any guesses, educated or otherwise. You will know exactly what that Glyph is capable of – and even better, depending on the extent that the wood block Glyphs are integrated into the Construct, you could end up learning quite a bit about the entire Assembly as well. But of course, all of this hinges on you being able to to make heads or tails of whatever has been Scrivened onto the wooden blocks … and there is a very real possibility that you won't be able to, even setting aside the added difficulty of having the Glyphs moving while you are trying to Translate and Interpret them.

You know that your father Scrivened these Glyphs – and you also know that he is 'lettered' in Languages that you don't even recognize, let alone Translate. Making things worse is that most Languages can be rendered in different Syntaces – and the interpretation of a Glyph in one Syntax can be dramatically different from the Interpretation of the same Glyph in another Syntax. Most cases the Language used is enough to suss out the correct Syntax, or the Language paired with other information about the Glyph – the sort of Ink, what it was Scrivened on – is enough to deduce the right answer. Sometimes the hand can be shown by the Interpretations, when using certain Syntax bears nonsensical or impractical results. Yet … there are times where the hand is never shown. It is possible to Scriven deliberately ambiguous and obtuse Glyphs – and there are cases where it is desirable to do so. Specifically when you want to avoid anyone else breaking, tampering with, or slaving the Glyph. To put it straight and simple, if the other party cannot understand the Glyph, then the odds of them undermining it without endangering themselves are not particularly good.

So, was your father concerned about interference with these Glyphs? Did he make them obtuse and ambiguous? Knowing full well how cautious he can be, you have a sinking feeling – completely unrelated to the continuing effects of the ranged remediation cast – that trying to make sense of these Glyphs will be as easy as pouring water uphill … but once you finally get a good look at one of the blocks, it turns out that you were wrong. For a start, you recognize the Language – it is the very first that you learned – but more than that, the correct Syntax is practically self-evident. You check a half-dozen of the other wooden blocks as they make their way up the chimney, embedded onto the presumed Conduit, but not only are they all just as easy to Translate and Interpret, they are all the exact same Glyph! A very straightforward Mitigator Glyph.
>>
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But while their function is straightforward – a Salt-Mitigation cast, activated once the block reaches a certain temperature - their intended purpose is … unclear. You know immediately that they simply cannot be responsible for the ranged remediation cast that you are still suffering the full-body effects of. There are a number of reasons, but first and foremost is that Glyphs are not suited for ranges on the scale of an entire house … actually, to tell it true, Glyphs are not suited for range on any scale; they are instead intended for 'contact targets', which are either casts that target whatever is bearing the Glyph or casts that target things have touched the Glyph. None of this is to say that you cannot make a Glyph work at range – after all, your Hide-Eyes Glyph works at range … though that range is less than an inch. It comes down to inefficiency. Bending the Many Mysteries far enough to get a Glyph to have an enough of an operational range to cover an entire house – or half of the house, considering that there are two Constructs – would introduce enough inefficiency that an absolutely preposterous Draw would be needed to surmount it. And by the Twinned Inverse-Square postulate, you would have been able to sense such a Draw through the Firmament by now, assuming it wasn't Shielded. In fact, if it wasn't Shielded, you wouldn't have had to try to sense it – you would have been feeling it whether you wanted to or not.

Regardless, all of this is academic, as there is no 'range' in your Interpretation of the Glyph. There is also no ambiguity or obtuseness in the Scrivening, so you don't see how you could have mistakenly Misinterpret something that actually meant 'range' as something else. It is also worth noting that as rough as this cast has been on you, it is clearly behaving like a remediation, not a mitigation. Could it be that a mitigation cast was throttled or otherwise altered into such a slow burn that it started to behave like a remediation cast instead? Well … such a thing could be possible, and considering that mitigation casts are easier to perform than remediation casts, it would be desirable too … but you are looking right at the Glyph, and you cannot see any alterations. You suppose that it is possible that there is more Scrivened onto the reverse side of the wood block, the side embedded into the Conduit … and yet, even if there was such an alteration on there, that alteration would introduce inefficacy. And as none of these wood blocks are behind anything that could possibly Shield them, you would have been sensing them through the Firmament, possibly even before you slipped into the basement.
>>
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And you cannot discount your initial instinct that there was a single Emitter-Organ, and how the 'compass of misery' supported that instinct. If these blocks were the source of the cast, and they are all throughout the Construct, and the Construct is up to at least the second floor, then wouldn't the blocks on the second floor be high enough to 'hit' you at such an angle that the False Silverware in your apron pocket wouldn't be able to Shield your stomach from the effects of the cast? Not wanting to lose any more time, you set aside what you don't understand about the blocks and the Construct, and you focus on what you do, like how the blocks are integrated and the Glyph is set to be activated by the rest of the Construct.

If you think about it, using the temperature of the block as the activation condition of the Glyph is a real stroke of genius, a proper elegant design – and now that you think about it, the reason that the Conduit is so damned thick is probably because it has been Woven to be able to either conduct heat or heat itself up. Even if you are completely off the mark, and the heat is supposed to be applied to the Construct some other way, it is still quite clever. With scores upon scores of those little Glyph-Bearing blocks – probably several hundred of them all across one of the Constructs, assuming that it goes all the way to the top of the chimney – a more conventional Weaving would be almost impractical. Under such design philosophy, each one of those blocks would be pinned or somehow tied to their own dedicated Conduit, leading back to either a forest of nestled actuators where one actuates a handful, and each of those actuate another handful … or a monster single actuator, able to set the hundreds of Glyph-Bearing blocks off in one go. Either way, getting the actuation set up would be a half-dozen headaches, and that isn't considering the leagues - the actual leagues - of conduit that you would need to run between the actuation and the Glyphs. But done this way, all you would need is some means, mundane or Mysterious, of heating up all of the blocks. Likewise, the way that the blocks are embedded into the Conduit is also very elegant. From the way they sit, you have to assume that they were pressed into the Conduit as the Conduit was being Woven. Truly, it is so simple, you probably would never have considered it an option .. though it certainly does raise the question; when exactly did father do all of this Weaving? You know that he was Scrivening the blocks a few weeks ago, but you certainly didn't see him on the Loom Weaving this thing - or anything else for that matter.

You are puzzled, certainly, but with the Construct still slipping up and away before your eyes, you are not going to be able to figure this out now - so you shift your focus to the Conduit itself. And for once your timing is impeccable, because right away you see something key to understanding the Construct, something that you might have missed.
>>
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A seam in the Conduit! It is faint, as faint as an old scar, but even in this shit light, you were able to see it clearly. You are well aware that it could just be an imperfection in the Conduit, but considering that your father made this, you have a damned hard time believing that. And now that the 'body' of the Conduit has your undivided attention, and you are specifically looking for it, you notice several other uniform seams running the circumference of the Conduit. With so many regular seams on the 'body' of the Conduit, you have to assume that the Conduit was made in 'lengths' and then that these 'lengths' – or to use the more proper terminology, these Sub-Assemblies – were Woven together into the final Assembly that you see before you. Which … well, should have been obvious. Your father is much faster on the Life-Loom than you are, but considering how large this damned thing is, Weaving all of it in one go would have taken him … more than a day straight of work on the Loom.

But the seam that your eyes are on at the moment has another point of interest as well. Right beneath it, you can see some manner of cavitation. Your first thought is that this actually is an imperfection that slipped by your father, but given his skill and his meticulousness on the Loom, you immediately start to doubt yourself. And sure enough, once you start looking for little holes underneath the seams, they start to crop up like mushrooms after rain. Considering how small they are, how almost none of them are facing towards you, and the slippery way they disappear into the shadows inside the chimney, you aren't too surprised you didn't notice them before now – though you certainly are frustrated for overlooking them. Doubly frustrated, in fact, because the purpose of the cavitations are not immediately apparent – or if they have a purpose at all. It is possible that these are just marks left behind from the Weaving. After all, father must have made hundreds of these 'lengths', so you could see that at some point, he might have decided that the time and working material that he would have needed to spend smoothing over and covering up such marks could be better spent elsewhere ... but this is father you are talking about. His standards for his Constructs are exacting if not perfection itself, and more over, for someone with his skill at the Loom, making deep and marring Needle tracks such as these - if that is what these cavitations are - would be a deliberate choice. You know that he can work the Loom with hair-thin Needles, as opposed to the nail-thick ones that you have to use - in fact, there was one time that he demonstrated that he could Weave without setting the Needles at all; he managed just by pressing them against the target and working material. Of course, that was an exercise - he wouldn't complicate his Weaving with such hubris, not when he was able to work with non-marring hair-thin Needles, or unmake the marring of the thicker Needles.
>>
So then ... what, these cavitations deliberate? If they were, then they absolutely have to serve some sort of purpose. Intrigued, you stick your head further in under the mantle to take an even closer look - only to be startled out of the mantle and off of the hearth completely when the Construct jolts violently, sending the Conduit wagging and swaying ... and to your surprise, slowing. It is gradual, but its ascent is getting slower and slower.

You hold your breath, not willing to do anything more than look. There is a noise further up the chimney - and your eyes are drawn upwards towards your best guess where the sound may have come from - perhaps a few feet shy of the kitchen ceiling. When no other noise is forthcoming, your eyes rise further still. You still haven't seen anything that would definitively prove that this Construct is capable of auto-locomotion - and of course, even if you did find evidence that it had such capability, how would you know that it was utilizing it? You could try reaching into it, but ... well, you are still Strange at the moment, and this is a remediating Construct, covered in mitigator Glyphs, so things could go -

Oh, Maker's Mercy, you are such an idiot! The moment it became clear and plain that the Glyphs don't correspond to the cast, it should have been simple process of elimination - the Glyphs are for the Construct! Obviously something like that cannot be left behind, so father Wove in end-of-life functionality. At some point, either the Construct or its Master determines that it is done with the remediation, and it needs to Cleanse itself away. So it heats its own Conduit up, which in turn heats the blocks of wood up to 'trigger' the Glyphs. With the Glyphs embedded directly into the Conduit, the mitigation does unavoidable damage, inevitably killing some of the Sub-Assemblies. As these Sub-Assemblies die, they dump more of the Strangeness into the half-alive Construct, but with the Glyphs embedded into the Construct, the Strangeness is targeted by the mitigation before it can spread to the inside of the chimney. Targeting the Strangeness results in more unavoidable damage and ultimately a vicious cycle ensues that only ends once the Glyphs have been completely spent, leaving behind only charred wooden scraps, and the entire Construct has been taken to ashes by the mitigation. If you are right, then this is ... perfect. Honestly, it is a perfect design, and putting the damned thing into the chimney was nothing short of a master stroke. After all, once it is done Cleansing itself away, who is going to look twice at ash or charred wood in a chimney?

The Conduit finally comes to a complete stop, and you take the opportunity to find another one of those cavitations. After seeing just how well thought out everything else was on this Construct, you are beginning to think that there might be more to these little 'holes' than you originally thought.
>>
After a few moments of silent searching, you lay eyes on what you were looking for; another cavitation. And now that the Conduit has stopped moving, and you can look as long and as hard as you want, you are able to see what you couldn't earlier in the piss-poor lighting of the cramped quarters of the chimney's firebox. The cavitation does not sit flush with the 'body' of the Conduit as you had originally assumed. Rather, it has a lip or a rim to it, and relative to the size of the cavitation, the rim or the lip or whatever you want to call it is substantial, in terms of both size and musculature. It seems what you initially took to be a one-off flaw is an Orifice of some sort. From its relatively shallow depth, you can see that it doesn't lead into the Conduit ... but you might have an idea as to what it was used for.

Now, you don't know when exactly your father started Weaving the Sub-Assemblies for this Construct on the Life-Loom. He makes a point of keeping you out of the upstairs while he at his work - only letting you up if he needs you to bring him something, or he relents and sets aside his work earlier than planned to give you some instruction into one of the Many Mysteries. But you would wager good talents that he has been working on this as long as he was planning ... whatever exactly the job he set out for almost a week ago. And if you are right, then that is long enough that these Conduits would need something to either sustain them, or to retard their degradation and decay. You think that whatever that was, it must have been attached integrated to the Sub-Assembly through this Orifice. However ... there is one remaining point of confusion about the Conduit, even with your current understanding of the Orifice and its potential function. How exactly did he manage to Assemble these Constructs?

It is true that he would regularly come and go all hours with bundles that could have contained an individual 'length' Sub-Assembly ... but even if he got them all out of the Belfry, even if he managed to sneak them into this house or some other place nearby ... wouldn't he have needed the Life-Loom to Weave them all together into the two great big Assemblies? Obviously, you would have remembered if you saw him bringing scores if not hundreds of 'length'-sized bundles up to the Belfry - and even if he did sneak into the Belfry to do, then he would have to sneak out with the completed Construct - out of the Midden and then later into this house. As explanations go, you doubt that can hold so much as a drop of water. But what else is there? That he took the Life-Loom out of the Belfry while you were out in the Mount earlier today, secreted it over here - in broad daylight, while there were Inquisitors and Mitigators about the Mount no less - and used it to Weave together scores upon scores of Sub-Assemblies? You doubt that explanation will hold any water either. So ... what then?
>>
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M-Maker's Mercy, is there another Life-Loom here in Aldoin's house? That little inkling of an idea is enough to send both your brain and your heart racing ... but before you can dash off and start tearing through the place, common sense inflicts itself upon you. Even if Aldoin did have his own Life-Loom - which is an astrologically big 'if' - there is no way that father would have wandered off leaving it behind, even if he intended to come back, which - no, no you need to focus on one thing at a time right now, otherwise you are going to spin your wheels standing here right in front of the chimney until daybreak. Does Aldoin have a Life-Loom? Well ... probably not, because you have to be a Witch to get any use whatsoever out of a Life-Loom, and if you had to stake a bet on it, you would say that Aldoin wasn't a Witch. As tight lipped as father is, if he was aware of another Witch on the Mount, involved with the University where he bought and sold swag, then he would have had to mention it to you, right? To warn you? Or ... or maybe not. Maybe he was concerned that if you knew there was another Witch on the Mount, that you'd go and try to seek them out, to see if they would be more inclined to teaching than father.

Cry fie and fray it all away! Why is it so hard to come up with a decent answer for anything to do with anything around this house? Fine, try the first tact again. Setting aside the question of if Aldoin is a He-Witch or just an academic studying the Many Mysteries, and setting aside the question of if there is - or was - a Life-Loom on the property, could your father have gotten the Constructs into the chimneys Woven together as they are now, without having either brought the Life-Loom that he made with mother or a hypothetical Life-Loom already on the premises? Well ... if there was anyone who could, it would be him ... but ... hmm ...

Father clearly knew that whatever he was undertaking was going to be dangerous - he even made the point of addressing you by your actual name instead of just 'Sty' like he usually does. And in the face of that exceptional danger, he would have gone to greater lengths than usual to plot and prepare his moves. Now, Aldoin was either the target of the job, or he was working alongside your father on the job and the target managed to track him back here ... but either way, your father must have been thinking ahead, thinking of how he was going to Cleanse away all evidence of ... well, what appears to have been a fight in either this specific house, or in houses and buildings similar to this one. He must have had months to think and prepare on this - possibly even years. So besides just thinking about how you could cover an entire house with the envelope of a ranged remediation cast, he would have had to been thinking about actually deploying the Construct he was designing.
>>
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He would have also have been thinking just how limited of a window he would have to actually get the Constructs Woven together and in place inside of the chimney, and how much of a time sink it would be to head back to the Belfry to grab the Loom he built with your mother - not to mention how much of a risk that could end up being, depending on how he left things at wherever he was intending to Cleanse. So ... with all of this floating around in his head, for as long as he took to prepare for this job, is it possible that he figured out some sort of way to Weave without Weaving, to piece together the piecemeal Sub-Assemblies without a Loom? Your initial instinct rings true - if there were anyone who could, it would be him.

But is such a thing possible? Well ... you know that Constructs can be conceptually conceived and Woven in such a way that they can interact with other Constructs that they are independent and otherwise isolated from, though as you understand it, that sort of thing is more in the vein of having an auto-Locomotive Construct be able to actuate some Snapper or Twitcher. What you are talking about here is much more involved, linking 'length' Sub-Assemblies together like chains, and then operating them as if they were one Woven together unit. It is an interesting, compelling idea; and while you don't know if such a thing is possible or not - if it was, it would provide a straight and simple explanation as to how father managed to pull this off.

Your eyes fall once again on the Orifice that you were looking at earlier ... and it occurs to you that it is possible you might have missed the mark, just by a hair or so. While you don't doubt that the 'length' Sub-Assemblies needed some sustenance to keep them hale and healthy while they were sitting in storage for however long they were, that sustenance could be 'piped' in through a basic Needle, or it could be applied onto the 'body' of the Sub-Assembly as an application of some sort. A dedicated Orifice could also work, but ... the rest of the Construct has been Woven so elegantly, it is completely at odds with the largess of the 'mouth to nowhere'. So perhaps ... perhaps the Orifice was some sort of ... 'keyhole'. There could have been some purpose-built Implement - a 'key - that when it interfaced with the Orifice, it would cause two 'length' Sub-Assemblies to bind themselves together. That would be involved enough of a process that it would necessitate an Orifice, and another Glyph - either Inked on or subcutaneously Skin-Scrivened into the Sub-Assembly.

You are not sure if that is what father ended up doing, but regardless - it is a pomegranate of an idea. You will definitely want to try to implement that into your next project on the Life-Loom; a Keyhole Orifice. At the moment though, you have much more important things to be thinking about. First and foremost, all of the things that you still want to do in this house - and out on the Mount.
>>
> Please choose ONE of the following:
> You are going to make as much haste as you can under the circumstances. After all, you have a schedule that you must keep.
> You are going to take your time. After all, if you spend enough time here, it is possible that your father might show up here.

> Please choose ONE of the following:
> You are going to continuing sneaking through the house - which will considerably slow you down. Hopefully you won't blow too much time!
> Absent concrete evidence that someone is actually in the house, you are going to stop sneaking. Hopefully you haven't overlooked anyone!

If you haven't voted in >>5767330 by all means, cast a vote for that too. Sorry that this took so long to finally bang out - and that most of the update is just rather dry technical stuff. For as long as the thread remains on the board, I am going to try to make it up to. I'm going to get some sleep. As soon as I am ready tomorrow, I intend to start a proper run.
>>
>>5767330
> Presumably, the emitter-Organ is somewhere further up the chimney. Find the stairs, ascend to the second floor, and look for it!
>>5769934
> You are going to make as much haste as you can under the circumstances. After all, you have a schedule that you must keep.
Although we can always afford to slow down if something interesting happens. Like this.
> Absent concrete evidence that someone is actually in the house, you are going to stop sneaking. Hopefully you haven't overlooked anyone!
>>
>>5767330
WRITE IN:
>You found out that Father was here and that he doesn't have to come back to retrieve the Construct because it self-destructs. Time for you to leave Aldoin's House.

>>5769934
>> You are going to make as much haste as you can under the circumstances. After all, you have a schedule that you must keep.

> Absent concrete evidence that someone is actually in the house, you are going to stop sneaking. Hopefully you haven't overlooked anyone!
>>
>>5769934
> You are going to make as much haste as you can under the circumstances. After all, you have a schedule that you must keep.

> Please choose ONE of the following:
> Absent concrete evidence that someone is actually in the house, you are going to stop sneaking. Hopefully you haven't overlooked anyone!

Father seems to have sorted this place out pretty good, I'm all for sweeping the place for him but that's about it.
>>
Do you guys think re-locking the chest in the basement is in any way vital to Father's clean up?
>>
>>5770057
Nah, I think it should be fine
>>
Well, this is a kick in the head. I can't run if there is a tie-breaker. I'll check back on the thread hourly from here on out.
>>
>>5769934
>> You are going to make as much haste as you can under the circumstances. After all, you have a schedule that you must keep.

> Absent concrete evidence that someone is actually in the house, you are going to stop sneaking. Hopefully you haven't overlooked anyone!
>>
Alright, closed.
>>
>>5769934
> You are going to make as much haste as you can under the circumstances. After all, you have a schedule that you must keep.
> Absent concrete evidence that someone is actually in the house, you are going to stop sneaking. Hopefully you haven't overlooked anyone!
>>
Boy, am I dense or what? I get halfway through the update before I realize that I miscounted, and we are still in a 3-3-1 tie for >>5767330. If there is anyone who hasn't voted, please vote. If you have voted, consider making a case for why you voted the way you did - it might sway another anon into changing their vote and breaking the tie that way.
>>
>>5770314
Yeah sure, I'll change my lone vote to GTFO to:
> Presumably, the emitter-Organ is somewhere further up the chimney. Find the stairs, ascend to the second floor, and look for it!
>>
Alright, there we go. Closed and writing again.
>>
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From doing nothing more than just looking this Construct over for a few minutes or so, you have learned more and gotten more ideas for your own Weaving than you would in hours of lessons with father. But there is more to the Construct than what you have seen; at bare minimum, there has to be an emitter-Organ somewhere, and ... well, probably an auto-locomotive Organ as well. You don't want to get down or lost in the weeds thinking about it, but judging from the way the Construct slowed down before coming to a complete stop - paired with the total lack of any response to the mess you made in the basement, or any noises beyond the incidental settling of the house in the cooling evening air ... you don't think your father is on the other end of this Construct, hauling it up the chimney. Moreover, you don't think anyone is still in this house. Even if everyone had been taken to bed - including the servants - at this point, you must have spent well over an hour and half in the house. Surely, you would have heard something - anything - at this point.

Maker's Mercy, it must be quarter past the eighteenth - if not half past. Spurned on by the thought, you stoop a bit more than you already were, then take careful, mincing steps backwards to extract yourself from underneath the lintel and then the mantel of the kitchen fireplace. Once you are certain that you are clear, you rise to your full height, and look around. As you had noted earlier, there are a number of doors along the walls ... but of greater interest to you is the two hallways. One leads further into the house, and assuming that the first floor is designed more ... conventionally than the basement, then somewhere along its length, you should find the main stairs. The other one leads towards the rear of the house, and presumably the rather imposing backdoor that you found when you were casing the place. You don't doubt for a moment that the servant's quarters are probably down that way - and with them, a servant's stair.

Now, if you were off the mark on your assumption that there is no one in the house, then going by the servant's stairs could be risky, as the path would take you right past the servant's quarters - and potentially the servants themselves, laid out on their beds. If you were right however, then the servant's stair would be the more ... expeditious of the two options. It would entail much less wandering through the house, and presumably fewer options. There is also a third option - as there are two Constructs. And you know exactly where the emitter-Organ of one of them is. You would be able to make a beeline straight for the Construct without any risk of stumbling across witnesses ... though you would certainly suffer for it. Though perhaps not as badly as before. You are noticing suddenly that the effects of the ranged remediation aren't as ... burdensome as they were when you first stuck your head in the firebox to look at the Construct.
>>
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You have been inside the envelope of the cast for quite some time now, so it shouldn't come as a surprise that you are significantly less Strange than you once were. Of course, considering how your Strange-Staining Glyph works, you should never expect to completely be free of the aches, pains, shudders, shivers and the like while you are in the envelope of this active cast, as it will always produce a steady but minute stream of the Strangeness. Under typical circumstances, your body wicks it away and sequesters it safely, where it would remain until it is either Cleansed away or it is unsequestered by your death. But right now, the Strangeness from that Glyph is being dealt with before your body can sequester it. You suppose if you were to stand still, and suppress Strange-Staining for long enough, the ranged remediation could conceivably Cleanse you completely ... but as soon as you stopped focusing on suppression, the Glyph would resume dumping the Strangeness, and you would be buffeted by side-effects once more. Of course, once the cast had Cleansed away all of the Strangeness besides the little that was released by the Glyph, the effects would definitely not be as ... acute. How close you are to that point, and how acute the effects will actually be once you get there, you have no way of knowing.

> Please choose ONE of the following:
> Head for the main stairs.
> Head for the servant's stairs.
> Head for the basement stairs.
>>
>>5770574
> Head for the servant's stairs.
>>
>>5770641
Support, if it comes with a quick update

Otherwise, I’d vote for the swag option- if only to gain a vessel for more swag
>>
I'm not going to close a vote like this with only to anons weighing in. We will just have to wait for a third.

>>5770669
To clarify, when you say 'swag option' you mean taking the main stairs, and keeping an eye out for anything that Chlotsuintha could make off with, correct?
>>
>>5770570
> Head for the servant's stairs.
>>
>>5770574
> Head for the servant's stairs.
>>
Alright, closed and writing.
>>
>>5770963
Correct, though that’s a moot point now =P
>>
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You start to hem and haw over this decision ... but then you manage to stop yourself. There are too few hours left in the day for you to be able to overthink and overcomplicate things like this. There are parts of this Construct that you haven't seen yet, parts that are on the second floor - or at least, one of the floors above you. Either way, the quickest way up is going to be the servant's stair. You are not going to back-track all the way to the ashbox of the other chimney, to run the risk of the remediation knocking you out cold; and likewise, you are not going let the prospect of passing through the servant's quarters deter you from taking the most direct route available. How many times now have you concluded that you are alone here, that there isn't another soul in this house - only to turn around and keep acting as if you are going to find someone around the next corner? Now, to be fair to yourself, the idea that the family, their servants, the guests and the guest's servants have all just ... wandered off to points unknown ... well, that is admittedly hard to swallow. But ... is it not possible that one or even some among this number were working with father and his 'professional friends'? Or that one of his 'professional friends' was actually someone already in this house? From all the work that went into the Constructs in the chimneys, you know for a fact - an absolute fact - that a great deal of thought and concern was spent on how this scene was to Cleansed and ... 'presented'. Surely then, there was a similar amount of thought and concern put into the ways and means of removing potential witnesses from the scene while the Cleansing and 'presentation' work was undertaken.

No doubt if you knew more about Aldoin, his household, and everything he was involved in, you'd be better suited for figuring out how they got everyone out of the house - but still know very little; so little that nearly everything you do know you got off of a slip on a crate. The long and the short of it is that you need to accept that you don't have all of the pieces here, and considering that this place has been combed over, you might never have enough of them to figure out how they drove everyone away without raising the hue, cry and alarums. So long as they are not here, and they don't come back, the 'how' and the 'where' are of no consequence. You need to get that through your head - and you need to get upstairs. So you quit the kitchen by the hallway that is closer to the stairs that brought you into it, and immediately you find yourself - as you had expected - in the servant's quarters. The individual rooms are all shut up tight; no sound emanates from behind the doors, neither light nor shadow plays out from underneath them. You pass a bank of hither-bells mounted to the walls, and some stuffs and stocks under a sheet - overflow perhaps, or just articles that haven't been taken down into the basement yet.
>>
Right by the end of the hallway - and the house's rear door, somehow equally as imposing from the inside - is the narrow stair that you were looking for. You smile, and start to make you way over ... then you notice that in the shadows on the other side of the hallway, there is a second narrow stair. You look both of them over, but there is really nothing to distinguish the two of them. It isn't a problem that you expected to have, but you obviously are going to have to choose one stair or the other.

> Please choose ONE of the following:
> Take the stair to your right, the one in the shadows.
> Take the stair to your left, the one you initially saw.
> Flip one of your talents to decide for you.

This might seem kind of silly to vote on, but as I was writing the update, I realized that I needed to have a splitting path here, otherwise what comes next wouldn't make any sense. Don't worry too much about it.
>>
>>5771216
>> Flip one of your talents to decide for you.
>>
>>5771216
Would take the shadowy one, but honestly don’t understand what the choice is, so….
> Flip one of your talents to decide for you.
For expediency
>>
>>5771216
>> Take the stair to your left, the one you initially saw.
I fully expect the time it takes to pull out a talent, flip it, and note the result to be added to a long log of our total time spent in the house as a whole.
Just keep walking.
>>
>>5771216
> Take the stair to your left, the one you initially saw.

Anton Lavey approved choice.
>>
>>5771216
> Flip one of your talents to decide for you.
>>
Alright then; rolling a 1 will correspond to taking the stairs on your left, while rolling a 2 will correspond to taking the stairs on your right.
>>
>>5771622
Forgot your roll?
>>
>>5771642
No, I meant to ask for someone to roll for it, but it seems that I bungled that part of the post.
>>
Rolled 2 (1d2)

>>5771655
>>
Okay, writing.
>>
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Now why in the Width and the Breadth of the Pattern would there be two servant's stairs, damn near right on top of one another? It - no, no it really doesn't matter. What matters is getting to the second floor without any more asinine distractions like this. Looking to preclude yourself from hemming and hawing over which stair to take, you temporarily slide your stiletto into the pocket with all of the False Silverware, setting the pinned blade carefully amongst the tines of forks and the handles of spoons. With you freshly freed hand, you carefully fish around in your bundled-up dress for a talent for a moment or two. Just when you are starting to think that it would be quicker to just decide which stair to take on your own, you manage to find a talent that had wormed its way into the protective layer of False Silverware that you had wrapped up around the Fuel Nodules for your wand.

Not wanting to take any more time on this, you quickly settle on having the left stair being the Likeness and the right stair being the Eagle. Looking to be done with this, with equal parts deftness and haste you flip the coin - onto your bundle in the crook of your left arm, as to not make any noise - then impatiently check the result. The talent turned up Eagle, so after pocketing the coin and un-pocketing your knife, you head straight over to the winning setting of stairs and climb up them. By the time that you have cleared the first few risers, you can understand why these stairs were in shadow; save for a little light peeping its way through a slit window over the landing they are completely unlit.Yet there is enough light for you to manage to make it to that landing, then over to the switchbacked set of stairs. However, you only get half way up this set before you nearly trip over yourself in surprise when Strange-Staining activates. Starting from a point about six feet out, the entire wall to your left is smothered in Strange-Stains, to the point where the only way you could see the wall underneath would be to suppress the Strange-Staining Glyph. Everything else looks clean though; it is just the walls - no, just the wall to your left, which if you aren't mistaken is the inside of the exterior wall. It is hard to see beyond the stairs in this less-than-middling light, but it looks like there is a narrow hallway at the top of these stairs.

> Please choose ONE of the following:
> As there are two sets of stairs, there is no reason to take any risks here. Backtrack to the first floor, and take the other set up.
> There might be another set of stairs, but if you are careful you could make these work. Besides, you might see something.

> Please choose ONE of the following:
> Re-light the remains of the candle
> Continue relying on ambient light
>>
>>5771821
>> There might be another set of stairs, but if you are careful you could make these work. Besides, you might see something.
> Re-light the remains of the candle
>>
>>5771821
>>There might be another set of stairs, but if you are careful you could make these work. Besides, you might see something.
> Please choose ONE of the following:
> Re-light the remains of the candle
>>
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> Sight Test VI:

> DC 45: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [More than 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 5 Witchlet Chlotsuintha is underway and moving, complicating her efforts.
> + DC 5 Witchlet Chlotsuintha is slowly but steadily moving through the affected area, meaning that she has a limited and narrowing window to perform the test.
> + DC 3 Ambient Light paired with the Nude Spluttering Flame are not enough to adequately illuminate the area.
> - DC 5 [Unknown]
> - DC 20 Witchlet Chlotsuintha has her Strange-Staining Glyph active, and can get a general idea of the "gradients" in the Strangeness, which could correlate to points of interest
> - DC 15 Witchlet Chlotsuintha has Absolute Knowledge of Aldoin's Second Floor.

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

> No Passes: Strange Conclusion: Chlotsuintha is not able to find any points of interest, and she concludes that this batch of the Strangeness spread from elsewhere. She sees no reason to investigate the exterior wall here any further.
> One Pass: Strained Conclusion: Chlotsuintha is not able to find any points of interest, and she concludes that this batch of the Strangeness spread from elsewhere ... however, she can't shake the thought that she overlooked something.
> Two Passes: Making the Grade: Chlotsuintha identifies an area of the wall where the Strangeness is at a higher Degree than the rest, and notices what looks to be gouges in the walls at the epicenter of this higher Degree patch. NCF and CF nulled for Sight Test VII.
> Three Passes: Good on the Glyph. Chlotsuintha identifies the higher Degree patch, as well as the gouges. She also notices something Mysterious about the areas surrounding those gouges. NCF and CF nulled for Sight Test VII.Gain Knowledge of the second floor.

> 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 this test.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha finds something from what might have made those gouges.
>>
Rolled 7 (1d100)

>>5772033
>>
Rolled 18 (1d100)

>>5772033
Cats
>>
Rolled 98 (1d100)

>>5772033
>>
Alright, I'll get to writing.
>>
>>5772077
AAAAAAAAAAAAAAAAAA
>>
So long as your footing is safe, there is no reason to take a detour. Now, in this gloom, determining if it is safe or not could be tricky, as there might not be enough light for the Glyph to active and 'stain' all of the Strangeness in its operating envelope. Luckily, there was still some wick left to that candle stub when you snuffed it out. You go to set down the 'stick on the stair in front of you - then you stop yourself. With the 'stick just inches away from the step, you give it a serious looking over - making sure that none of the Strangeness on the wall has spread over to this stair. As satisfied as you can be under the circumstances, you finish setting the 'stick down, then you dig the snap-sparker out to light it. It takes more than a few tries, and as soon as you heft the stick up, the damned thing nearly gutters out on you, but once you have it up over your head there is considerably more light in the stairwell.

You check yourself and your immediate surroundings over in the flickering glow, and breathe a sigh of relief when it becomes clear that your initial assessment about the location and the spread of the Strangeness was correct. Alright then, it is past time you pressed on. You make sure that your bundle is secure after having switched it over to the crook of your right arm, and then you start - or rather, resume - up the stairs, your eyes darting back and forth between the wall to your left and the steps at your feet. You can see some portions that look like that the Strange-Stains are shifting quicker or in a different pattern than the rest of the wall ... but when you suppress the Glyph, you cannot see anything different about these areas. To be sure, there are typically some vagarities in the way the Strange-Stains present themselves, and there are cases where there is no rhyme or reason to the pattern or tempo of a particular patch of Stain. And yet ... this isn't just in one spot - and more than that, all of the irregular patches are irregular in the same way.

As you get closer and closer to where the Strangeness starts on the wall, it belatedly occurs to you that the Construct that you are looking for might at this very moment be in the process of remediating this patch of Strangeness - and if you get too close to it, then you you might end up getting doubled upon by both Constructs. That is enough to put a serious hitch in your step, but you continue on, sweeping your eyes up and down the stairs for any signs of the Strangeness, then glancing over at the wall to try to make sense of the Strangeness there. While you search for anything definitive, questions percolate. Is any of the Strangeness on the walls in a communicable state? If the Construct was remediating it, would it be able to work at a rate father than the Strangeness could spread itself, assuming that it was communicable? Is the Construct able to target specific patches of the Strangeness, or is it just a matter of proximity to the emitter-Organ?
>>
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And most of all, what released all of this?

You have drawn abreast with the Stains, and the effects from the ranged remediation cast feel no worse or no better than they did on the landing. You actually have to stop yourself from sighing in relief at that, embarrassingly enough. Looking to refocus yourself, you turn your attention to the wall once more, but even staring at it with Strange-Staining suppressed, you cannot see anything that suggests the unusually active Stains are actually significant. So it seems then that this patch of the Strangeness spread down here from somewhere else. You make a note to check the inside of the exterior wall on the floor above ... but still, there is something about those stains. Even absent physical evidence, they still could mark the focal points of a cast - after all, there are many casts that don't leave physical traces behind. Or those traces could have been removed or otherwise concealed. Or ... it is entirely possible that you simply cannot see the physical evidence. The framing here is all rough lumber, rough enough that the light casts shadows from the knots and bows of the boards onto itself. Your light fluttering no matter how hard you try to keep it steady certainly isn't helping things. Same for the positioning of the Stains relative to the stairs; you simply aren't positioned to take a proper look.

There are however, two floor beams - one on each side of the stair - that jut out enough that you could stand on them without too much trouble. If you were to inch out onto the one on the left wall, you could get a right proper good look at the Stains ... though if you weren't careful, you could end up exposing yourself to the Strangeness in the process.

> Please choose ONE of the following:
> Get on the beam, and take a closer look [Sight Test VII]
> You will come back to this later. Continue on to the chimney.
>>
>>5772270
> Get on the beam, and take a closer look [Sight Test VII]
Try again
>>
>>5772270
>> Get on the beam, and take a closer look [Sight Test VII]
>>
>>5772270
> Get on the beam, and take a closer look [Sight Test VII]
>>
File: Sight Test VII.jpg (57 KB, 640x473)
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> Sight Test VII:

> DC 45: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [More than 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 5 Witchlet Chlotsuintha is attempting to perform the test while balancing on a jutting beam.
> + DC 5 Ambient Light paired with the Nude Spluttering Flame are not enough to adequately illuminate the area.
> - DC 5 Witchlet Chlotsuintha is under the impression that she missed something in Sight Test VI and is redoubling her efforts now.
> - DC 5 [Unknown]
> - DC 20 Witchlet Chlotsuintha has her Strange-Staining Glyph active, and can get a general idea of the "gradients" in the Strangeness, which could correlate to points of interest
> - DC 15 Witchlet Chlotsuintha has absolute knowledge of Aldoin's First Floor
> - DC 10 Witchlet Chlotsuintha is very close to the wall, making it harder to overlook the minute clues she is looking for.

> DC 12: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: A Conclusion Stranger Still. Chlotsuintha's search is abruptly ended when she accidentally brushes up against a patch of the Strangeness that is communicative. At this point, she is convinced that there is nothing here to see, and will not investigate the inside of the exterior wall here any further, unless at a later point she finds evidence that her conclusion was wrong.
> One Pass: Stains and Strains: Chlotsuintha's search does not turn anything up. With nothing to show for all her effort, she concludes that there is nothing here to see and moves on - though she is dogged and nagged by doubts that she overlooked something. Once she has completed the more pressing investigations in this house, she may return here - or sooner, if she finds evidence that she was wrong.
> Two Passes: Black and Gray and White, All Over: Chlotsuintha notices gouges in the walls at the focal points of the irregular patches of Strange-Stains. NCF and CF nulled for Sight Test VIII.
> Three Passes: Better on the Glyph: Chlotsuintha notices the gouges in the walls, as well as something Mysterious about the areas surrounding those gouges. NCF and CF nulled for Sight Test VIII. Gain Knowledge of Aldoin's Second Floor.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Chlotsuintha must perform a Deftness test, lest she fall from the beam!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha finds something from what might have made those gouges.

There was a typographical error in >>5772033; Chlotsuintha doesn't have Complete Knowledge of Aldoin's Second Floor.
>>
Rolled 18 (1d100)

>>5772487
STACEY TIME
>>
Rolled 36 (1d100)

>>5772487
>>
Rolled 1 (1d100)

>>5772487
Once more with feeling now
>>
>>5772571
I swear I’ve been a crit magnet this quest…
>>
>>5772571
Lemme just roll around in communicative strangeness.
>>
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Deftness Test I:

> DC 10: Witchlet Chlotsuintha is Balanced like a Blade, making a Basic Deftness Test like [Near-Trivial]
> + DC 9: Witchlet Chlotsuintha is currently Tired II and is not as coordinated as she might be otherwise [Once and Half Again for Deftness]
> + DC 6 Witchlet Chlotsuintha is currently Drained II, and may not be thinking as quick as she normally does [Once and Half Again for Deftness]
> + DC 2 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast [Once and Half Again for Deftness]
> + DC 10 Jutting Beam is not well illuminated, complicating Chlotsuintha's efforts to regain her balance
> + DC 5 Witchlet Chlotsuintha will have to unencumber her hands before she can have free use of them.
> + DC 10 Witchlet Chlotsuintha is wearing Battered Footwraps, which provide negligible traction, undermining her footing.
> - DC 25 Jutting Beam is large enough to provide ample opportunities for footing on its face.
> - DC 15 Witchlet Chlotsuintha is a more than capable climber; a life-time of practice and muscle memory are at her disposal.

> DC 12: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: Alas for this Lass. Chlotsuintha loses her footing and ends up falling in an uncontrolled manner. [Prompts rolls on the Injury Table]
> One Pass: Going Down. Chlotsuintha loses her footing, but is at least able to try to control the fall. [Prompts Deftness Test II]
> Two Passes: Chlotsuintha keeps her footing, but ends up pressing against the Strangeness on the wall in the process. [Prompts Vote] NCF and CF nulled for Deftness Test II.
> Three Passes: Chlotsuintha not only keeps her footing, but manages to avoid touching the wall as well. [Prompts Vote]. NCF and CF nulled, Once and Half Again waived for Deftness Test II

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Fatal Outcomes are added to the Injury Table, and Chlotsuintha gains the Death's Door Bonus (-15) on those rolls.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha recovers without issue, finds the gouges she overlooked - and something that might have made them.

Reminder, re-rolls and auto-passes cannot undo Critical or Near-Critical Failures. As CF and NCF outcome of this test could lead to a potential [GAME OVER] there will be a vote before the rolls to determine if auto-passes should be employed.

> Please chose ONE of the following:
> Accept taking a 1-in-50 risk three times, and go for the roll.
> Burn an auto-pass to skip over this.
>>
>>5772873
> Accept taking a 1-in-50 risk three times, and go for the roll.
>>
> Accept taking a 1-in-50 risk three times, and go for the roll.
>>
>>5772873
>Accept taking a 1-in-50 risk three times, and go for the roll.
>>
Alright, can I get the three rolls?
>>
Rolled 15 (1d100)

>>5772873
Don't die falling down the stairs.
>>
Rolled 20 (1d100)

>>5772873
>>
Rolled 54 (1d100)

>>5772873
>>
Alright, all good. Chlotsuintha has managed to keep her footing, all without exposing herself any further to the patches of the Strangeness on the wall. Now, does she want to take another crack at performing a sight test, or does she want to just move on, and resume her search for the second story fireplace and the Construct?

> Please choose ONE of the following:
> Continue attempting to search the wall from the jutting beam.
> Continue on out of this stairwell to look for the Construct.
>>
>>5773062
>> Continue attempting to search the wall from the jutting beam.
>>
>>5773062

> Continue attempting to search the wall from the jutting beam.
>>
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> Sight Test VIII:

> DC 45: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [More than 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 5 Witchlet Chlotsuintha is attempting to perform the test while balancing on a jutting beam.
> + DC 5 Ambient Light paired with the Nude Spluttering Flame are not enough to adequately illuminate the area.
> + DC 3 Witchlet Chlotsuintha is recovering from a near-fall and doing everything she can to prevent another; as such she is mildly distracted.
> - DC 5 Witchlet Chlotsuintha is under the impression that she missed something in Sight Test VI and is redoubling her efforts now.
> - DC 5 [Unknown]
> - DC 20 Witchlet Chlotsuintha has her Strange-Staining Glyph active, and can get a general idea of the "gradients" in the Strangeness, which could correlate to points of interest
> - DC 15 Witchlet Chlotsuintha has absolute knowledge of Aldoin's First Floor.
> - DC 10 Witchlet Chlotsuintha is very close to the wall, making it harder to overlook the minute clues she is looking for.

> DC 15: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: A Conclusion Stranger Still. Chlotsuintha's search is abruptly ended when she accidentally brushes up against a patch of the Strangeness that is communicative. At this point, she is convinced that there is nothing here to see, and will not investigate the inside of the exterior wall here any further, unless at a later point she finds evidence that her conclusion was wrong.
> One Pass: Stains and Strains: Chlotsuintha's search does not turn anything up. With nothing to show for all her effort, she concludes that there is nothing here to see and moves on - though she is dogged and nagged by doubts that she overlooked something. Once she has completed the more pressing investigations in this house, she may return here - or sooner, if she finds evidence that she was wrong.
> Two Passes: Black and Gray and White, All Over: Chlotsuintha notices gouges in the walls at the focal points of the irregular patches of Strange-Stains. NCF and CF nulled for Sight Test IX.
> Three Passes: Better on the Glyph: Chlotsuintha notices the gouges in the walls, as well as something Mysterious about the areas surrounding those gouges. NCF and CF nulled for Sight Test IX. Gain Knowledge of Aldoin's Second Floor.

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Chlotsuintha must perform a Deftness test, lest she fall from the beam!
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha finds something from what might have made those gouges.
>>
Rolled 5 (1d100)

>>5773156
>>
Rolled 59 (1d100)

>>5773156
We should’ve stayed on the first floor- we had the best luck there….
>>
Rolled 38 (1d100)

>>5773156
Another 98?
>>
Alright, Chlotsuintha has noticed the gouges, which means that the wall in this stairwell is another point of interest to be investigated. She can continue on to the Construct and come back here later, or she can take another look - and potentially notice what she has so far missed.

> Please choose ONE of the following:
> Make one last attempt to search the wall from the jutting beam.
> Continue on out of this stairwell to look for the Construct.
>>
>>5773211
> Make one last attempt to search the wall from the jutting beam.

I'm curious.
>>
>>5773216
I’ll just support for expediency sake- otherwise I probably would’ve just chalked it up to the Patternmaker clearly not wanting us to know.

If we can get another test going in 5 mins I’d be overjoyed.
>>
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> Sight Test IX:

> DC 45: Witchlet Chlotsuintha is not Keen of Eye, making a Involved Sight Test like this [More than 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 5 Witchlet Chlotsuintha is attempting to perform the test while balancing on a jutting beam.
> + DC 5 Ambient Light paired with the Nude Spluttering Flame are not enough to adequately illuminate the area.
> + DC 3 Witchlet Chlotsuintha is recovering from a near-fall and doing everything she can to prevent another; as such she is mildly distracted.
> - DC 5 Witchlet Chlotsuintha is under the impression that she missed something in Sight Test VI and is redoubling her efforts now.
> - DC 5 [Unknown]
> - DC 20 Witchlet Chlotsuintha has her Strange-Staining Glyph active, and can get a general idea of the "gradients" in the Strangeness, which could correlate to points of interest
> - DC 15 Witchlet Chlotsuintha has absolute knowledge of Aldoin's First Floor.
> - DC 10 Witchlet Chlotsuintha is very close to the wall, making it harder to overlook the minute clues she is looking for.
> - DC 10 Witchlet Chlotsuintha is now focusing on the area immediately around the gouges.

> DC 5: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: A Conclusion Stranger Still. Chlotsuintha's search is abruptly ended when she accidentally brushes up against a patch of the Strangeness that is communicative. At this point, she is convinced that the gouges are all there is to see here. She will not consider this a point of interest unless further evidence is forthcoming.
> One Pass: Stains and Strains: Chlotsuintha's search does not turn anything up. At this point, she is convinced that the gouges are all there is to see here. She will not consider this a point of interest unless further evidence is forthcoming.
> Two Passes: Black and Gray and White, All Over: Chlotsuintha's search doesn't turn anything up ... but she is still convinced that she is missing something. She leaves, but still considers this a point of interest. NCF and CF nulled for Sight Test X.
> Three Passes: Best on the Glyph: Chlotsuintha finally notices the Mysterious aspect to the areas surrounding these gouges in the wood. NCF and CF nulled for Sight Test IX. Gain Knowledge of Aldoin's Second Floor.

> 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 finds something from what might have made those gouges.
>>
Rolled 57 (1d100)

>>5773225
Big money, no whammies.
>>
Rolled 27 (1d100)

>>5773225
>>
Rolled 67 (1d100)

>>5773225
>>
Alright, I'll get to writing. Look for the post sometime tomorrow, hopefully earlier in the day.

For the overnight vote; what one of the books from the Refinery would you like an excerpt from to start the next thread?

> Please choose ONE of the following:
> The Oiler's Abyssal Bestiary
> Fundamentals of Lifting Oil
> On the Manufacture of Wandering Whistlers
> The Humors of Industries
>>
>>5773248
>> On the Manufacture of Wandering Whistlers
>>
>>5773248
>The Humors of Industries
>>
Rolled 14 (1d100)

>>5773225
Nice!
>>
>>5773248
> On the Manufacture of Wandering Whistlers
>>
>>5773248
> The Humors of Industries
>>
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Certain that something you have overlooked must be responsible for the irregular patches of the Strangeness on the wall, you resolve to take a closer look. You finish climbing the stairs, then you extricate the bundle from the crook of your right arm and set it down on the floor – well away from the wall, just in case. You consider pocketing your pin-stiletto as well, but you decide to keep it out, in case you need to use it as improvised probe. For a moment, you consider leaving the 'stick behind as well, or walking back down the stairs a bit, and then setting it on the jutting beam opposite to the one against the exterior wall … but as you are thinking, the flame sputters and starts to gutter. It recovers well enough, but you are going to need all the light this candle can make, so you settle on keeping the 'stick in hand as well.

Confident in your balance and climbing ability – and urged on by a a nagging concerned that you could be wasting your time here – you make haste and head out onto the beam. You pad and slide out onto the beam, slowly and steadily approaching the first of the irregular patches of the Strangeness. There isn't much room to work with here, barely a half-inch of space between the bulges of your burdened apron – which it is only now occurring to you that you should have taken the fraying thing off – and the inside of the exterior wall, which from this close looks more Estranged than ever.

You continue on, unabating … until you start to have problems with your footwraps as well. Pattern's Perdition, you know better than this, you should have treated this like a climb, then you would have b -

The left foot-wrap comes loose, just as you are shifting your weight to and with it, you lose what little grip the battered and stained linen offered. You compensate, to counter the slide – but in the process you can feel yourself losing balance. You contort yourself, desperately trying to make a safe center, just like father taught you all those years ago – all the while doing everything in your power to focus, to stay calm, and most of all, to not visualize yourself falling backwards. You are not really that far from the top landing, but with how steep the stairs are it – no, no! Do not go there! Do not even go there!

Instead, you muster all of your focus on the gap between you and the wall, on keeping it as thin as you can. And it works! It took a bit of wiggling to get there, but you manage make a safe center. You softly chuckle to yourself in relief … but as you catch your breath, you get rather upset at yourself. You didn't think about the footwraps, or the apron – or even the fraying sausage links you still have around your fraying neck. Now you are out on this beam, wearing one and a half footwraps, burdened like some miserable pack animal – though not encumbered by any intelligence, certainly! Pattern's Perdition, you are cracking up - figuratively, and damn near physically too!
>>
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But before you get yourself too worked up, you catch yourself. As mad as you are, a lifetime of climbing experience is shouting at you to calm down, immediately. You nearly just fell off of this fraying beam. Right now, the only things that you should be concerned with are maintaining your balance and finding those irregular patches in the Strange-Staining. You take a shuddering deep breath, wincing away the still-present but notably milder effects of the ranged remediation, then with great care and deliberation, you tilt your head and roll your neck and shoulders back while keeping everything else ramrod-straight, to avoid contact with the potential communicable patches of the Strangeness on the wall. Once your head is in a more suitable position to search the wall, you start to sweep your eyes back and forth, suppressing and unsuppressing the Strange-Staining Glyph as you go. Your arm is throbbing and aching – definitely more to do with holding the 'stick than the ranged-remediation cast - but you grind your teeth and keep it as steady as you can manage.

You had thought that you would have had an easier time of it, once you were up close to the wall on the beam, but it seems that you are so close now, that everything looks different. Still, you if you are where you think you are, relative to the stairs, then there should be one of the irregular patches right in – Oh! There, right there! Well off to your left – it seems that you didn't manage to get as far on the beam as you had thought. You try to get a good look at the patch but it is far off enough that you are side-eyeing it. Obviously, turning your head to get a better look at it from this position would be … ill-advised. Your sense of balance has been honed by climbing, but you have never considered yourself to be particularly flexible – and you are worried that turning your head will either press something up against the wall, or prove the undoing of your safe center.

Instead, you are going to have to make your way over. With a loose footwrap and enough swag to open your own Hinterlander Bank. You bring your head, then your neck and finally your shoulders back in line with the rest of you. Then with great caution and care, you steadily creep your right foot as close to your left as you dare. Experimentally, you flex your left foot, trying to tell just how much of the footwrap has come undone. Compared to the wrap on the right, it certainly feels loose, but you get the sense that it is quite a ways away from falling off. You consider trying to shake it loose, or closing the distance between your feet, and use right to pull the wrap off … but as quick as those ideas come you, you dismiss them. Shaking is the absolute last thing you need to do right now, and you would be at risk of tripping yourself if you were to try to get it off. No, if you are going to keep moving – and you are going to have to – it must be 'as is'.
>>
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At this point, there is nothing left to do but to do it. Agonizingly slowly, you press your left foot forward. For the what seems like the longest minutes of your life, all you are doing is moving your left foot to the left, then catching up to it with your right. Of course, the longer that you are taking, the more that your left arm – and to a lesser extent, the rest of you – hurts, but there is no silage without scything.

Perhaps you would take more comfort in that thought if you knew what in the fraying Heights of Hell 'silage' is.

Regardless, what is left of your rank-amateur binding on the left wrap is holding surprisingly well, but you can that it is still getting looser and looser. At this point, you are more concerned about catching one of the loose ends of the wrap while you are bringing your feet together than slipping … but there is nothing that you can do about that. And you don't even want to think how far down the stairs are now. Luckily, you are drawing up to the spot on the jutting beam right in front of the patch on the wall at the moment, so hopefully your search will take your mind off of how damned dangerous this is, and how close you were – and still are – to infirmity or even death. Honestly, how could you just wander onto the beam? You know better, you have known better for your entire life! You – you need to stop this. You have made enough rods for your back here, you don't need to – damn it all, you are doing it again.

Just … just look at the fraying wall. Of course, with as close as you are, and the light as poor as it is, 'just looking' at the wall is going to take bit of doing. You still yourself – another on of your earliest climbing lessons – and then, once you are as satisfied as you can be under the circumstances that your left foot is as anchored as possible, your roll your head, neck and shoulders back, so you can finally get your look at the wall, up close, with Strange-Staining suppressed. Straining as the position is – and draining as the journey here was – you find yourself smiling, because right in front of you, right in the middle of the irregular patch of the Strangeness, is a very distinct, very deliberate gouge in the wood.

To be sure, there are other pock-marks and imperfections on this unadorned stretch of wall. But this one is larger, more uniform than the others – and if you were to judge, fresher too. Still, you could forgive yourself for overlooking it … were it not dead-centered in the middle of a patch of the Strangeness. Okay, well, this is something, certainly. But … how much can you really learn from this? No, you are going to need much more than this. So you get yourself standing straight once again, then you bring your head in for a closer look. There has to be something else, another mark, or something on the wood -
>>
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No, not on the wood - the wood itself! It is rather subtle, but the grain of the wood is ... wrong. All around the gouge, the grain is running in a completely different direction as the rest of the board. That ... you are not particularly well versed in trees, but you are almost certain that doesn't happen. Or at the very least, it is anomalous when it happens. In fact, it looks like the wood around the gouge is bowed out from the board, well past the other vagarities of the wood. The saw that cut this board, surely it would have shorn it down … unless of course, this suspiciously placed lump came onto the board only after it was cut. Is that the way of it? The mark was made by some … 'Wood Filler'? A mysterious device to make wood on top of existing wood? Well, one thing is for certain, this isn't the place to think about it.

That said by the time you are stepping off of the beam, you are nearly certain of your initial assessment of what the Instrument or Implement was. Now back on the landing, you try to bend over so you may rebind and rewrap your left foot. Annoyingly, however, the hallway you find yourself in now is just as wide as the stairs, so you really don't have much room to work with, even when you are bending in line with the 'travel' of the hall, instead of across it. Ultimately, you end up having to sit down on the top step of the stairs to attend your wrapping. As your hands puzzle out the way of it, relying on the well-worn creases in the graying and fraying - linen, your mind is at work on its own puzzle; the order of Estrangement. It is not crucial or critical, but if you were able to figure out what happened on this stair, you might be in a better position to figure out what happened in the rest of the house. Was the Implement or Instrument that was responsible for the 'filling in' also responsible for all of the Strangeness on the wall here, or just the patches immediately around the gouges?

If the irregular patches around the gouges were communicable , then it could be that the process of 'filling in' dumped all of the Strangeness that you see here … but it is equally possible that the irregular patches are caused by the Strangeness in a Second-Degree communicable state getting 'hemmed in' by the Strangeness that is in a First-Degree non-communicable state. If you continued to dump the Strangeness in the Second-Degree, eventually you would turn the First-Degree portions into Second-Degree, and from there, it could spread again. But until then, it would stopped, or at least slowed. This is the reason why the entire world is completely subsumed in the Strangeness right now.

So then ... even if you went back there and tested the irregular patches by touching it with something – suffice to say, a prospect that you are not keen on – it wouldn't even be conclusive that one breach preceded the other – or that there were even two separate breaches. Damn it all.
>>
But what it the irregular patches weren't in a communicable state? Uh … well, then that could mean that they preceded the Estrangement of the rest of the wall … or not. The 'hemming' phenomenon only occurs when two patches of the Strangeness, one at a single Degree higher than the other, are in contact with one another. Otherwise, when the Strangeness in the First Degree is dumped onto something that has already been Estranged in the First Degree, nothing beyond the formation of gradients occurs. Now, if you continually dumped the Strangeness in the First Degree onto something, eventually portions of it would reach the Second-Degree, the first communicable state of the Strangeness – at which point, the 'hemming' phenomenon would make an appearance, further slowing things down … and in this particular case, hopelessly complicating the issue. Your hands finish their idle puzzle, tucking in the last of the wraps, just as you are throwing in the towel on figuring out the order of Estrangement. You are far from being clueless – well, you have clues, at least – but you don't seem able to put anything useful together.

So it is in spite of a fairly significant find, you feel defeated and annoyed as you start down the hall. Your mood is not helped by the consistency – or lack there of – of your light, but your ire abates as you continue along, and you turn your attention once more to finding the chimney, and the Construct within.

The hallway never widens beyond the narrow breadth of the stairs, which considering that the wall to your left is still smothered in the Strangeness, is an annoyance and potential problem that must be proactively avoided as you walk. And you must be particularly proactive with your left arm, tired and strained as it is by the weight of the 'stick, and your need to hold it steady and high to get any appreciable illumination from the pitiful waxen revenant.

Okay, perhaps your ire hasn't abated.

Still, it seems that with every step, its light becomes a little less constant, and the hallway around you a little more dark and inscrutable. However, it is not so dark and inscrutable that you cannot plainly see that ahead of you, the hall takes a sharp turn to the right – or that on the wall, opposite to the turn, is a window with a tightly shut-up interior shutter, letting in only glints and threads of light betwixt its slats and its frame. With your candle more of an annoyance than assistance at this point, you might have been tempted to throw open the shutter … were it not also covered in the Strangeness, of the same pattern as the inside of the exterior wall. Notably, there are no Strange-Stains on the wall directly facing you, which runs further into the house.
>>
So what may be gleaned here? That the entire wall is or was once covered in the Strangeness at the Second-Degree? That is … possible, but then how can you account for how abruptly the stains start and stop? If the Strangeness was in a communicable state at any point, then there would have been some 'bleeding' over onto the other walls, or onto the portion of the exterior wall that was underneath the Estranged portion – unless of course, the ranged-remediation already Cleansed the 'bleed' away. Is the Construct so precise that it does the house in perfectly geometric swaths like that? Is it possible that the Strangeness on the wall and shutter is currently at the Second-Degree, but the ranged-remediation cast is preventing it from spreading? Is such a thing possible? You really have no knowledge of ranged casts like this.

Assume for a moment, that it was – that it could actively or passively 'hem in' the Strangeness. Then what manner of cast was performed to dump all of the Strangeness on the wall here to begin with? Was it something to do with the Constructs in the chimney, like setting a range for them to operate at? Was it something else entirely – like sound insulation, or a Glamour cast over an entire side of the building? Or is this the byproduct of militarized Mystery, a combat cast? You poorly stifle a sigh. Now you have a lot more questions on your hands – many of which you seem to be much further away from answering.

Setting this latest disappointment aside as best you can, you turn down the hallway, and find yourself striding towards a sturdy looking oaken door, slightly ajar. But as you are closing the distance, it occurs to you that while you might not be able to draw a conclusion about the Estrangement here, you might be able to draw conclusions about the Instrument or Implement that was responsible for at least a portion of it. Or ... well, 'conclusion' is a very strong word, but with what you have seen so far, you might be able to make a solid guess as to who was responsible for making and using the Instrument or Implement. And if you were able to determine that, then you could be able to suss out a little bit more of what happened here - as well as if there was a chance that you could still find the device, and where it might be! You aren't certain - and for that matter, you probably never will be unless you manage to find the damned thing - but at the moment, you feel that ...
>>
> Please choose ONE of the following
> ... father - or one of his 'professional friends' must have made and deployed the Instrument or Implement that made the gouges. The presence of father's Witchwork in the chimneys strongly suggests that he or his party were the last ones present in the house. Assume that you are right about the function of the Instrument or Implement. 'Filling in' wood damaged during a fight would be part and parcel of the staging work that was clearly done here, just like leaving those papers and books about the grass conspicuously right by the stairs, to preempt any serious concerns about how mundane the grass might actually be.
> ... Aldoin - or someone working for him who was born into the Many Mysteries - must have been the one to make the Instrument or Implement that made the gouges ... though it is unclear if they were the ones who actually deployed it here. Aldoin clearly is capable and knowledgeable in botany - the grass in the basement, the rooftop conservatory, even that bizarre funeral wreath of his all attest to that. And what you have uncovered in the basement attests that he is also clearly delving into the Many Mysteries. Designing a device that could 'fill in' damaged wood, well, that would be right in line with what he was doing. It is possible that Aldoin had someone in his confidence survive the attack that killed him, and they did what they could clean up the place ... or it is possible that someone else found it while either knocking down or staging the house, figured out how to work it, and used it for their own ends.
> ... the unknown party, father's mark or marks, were responsible for making and deploying the Instrument or Implement that made the gouges. When you think of the gouges, you cannot help but think of the way the boots responsible for the Strange footfalls were remediated; whatever it was that did the work, it left puncture marks behind, right in the center of the remediation. And whatever it was that did this work here left little gouges behind, right in the center of the 'fill'. It could be a coincidence, but you know that Witches will have means, methods and designs that they favor for their Witchwork - or that they use because they aren't able to get anything else to work. Now, would your father be content with an Implement or Instrument that left behind gouges or marks like that? No, but of course, this is assuming that the men who made the Strange footfalls were part of the unknown party. The fact that both of them had boots made much further up the coast could suggest that they weren't in your father's circle though, and you would certainly hope that his friends wouldn't attempt to burn down public houses, even those as horrible as the 'Poonist's Perch!


Also, if you haven't yet, please cast your vote for >>5773248
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>>5773880
> ... the unknown party, father's mark or marks, were responsible for making and deploying the Instrument or Implement that made the gouges. When you think of the gouges, you cannot help but think of the way the boots responsible for the Strange footfalls were remediated; whatever it was that did the work, it left puncture marks behind, right in the center of the remediation. And whatever it was that did this work here left little gouges behind, right in the center of the 'fill'. It could be a coincidence, but you know that Witches will have means, methods and designs that they favor for their Witchwork - or that they use because they aren't able to get anything else to work. Now, would your father be content with an Implement or Instrument that left behind gouges or marks like that? No, but of course, this is assuming that the men who made the Strange footfalls were part of the unknown party. The fact that both of them had boots made much further up the coast could suggest that they weren't in your father's circle though, and you would certainly hope that his friends wouldn't attempt to burn down public houses, even those as horrible as the 'Poonist's Perch!

Got to agree with Chlotsuitha's assessment that big daddy won't have used magic that left behind gouges.
Plus, the bulging of the wood and reversal of grain ,(which I would say suggests wood being removed, something placed behind, and the wood improperly replaced) would suggest that an incidental effect of magic, say magic done while murdering someone, rather than an intentional effect
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>>5773880
>> ... the unknown party, father's mark or marks, were responsible for making and deploying the Instrument or Implement that made the gouges. When you think of the gouges, you cannot help but think of the way the boots responsible for the Strange footfalls were remediated; whatever it was that did the work, it left puncture marks behind, right in the center of the remediation. And whatever it was that did this work here left little gouges behind, right in the center of the 'fill'. It could be a coincidence, but you know that Witches will have means, methods and designs that they favor for their Witchwork - or that they use because they aren't able to get anything else to work. Now, would your father be content with an Implement or Instrument that left behind gouges or marks like that? No, but of course, this is assuming that the men who made the Strange footfalls were part of the unknown party. The fact that both of them had boots made much further up the coast could suggest that they weren't in your father's circle though, and you would certainly hope that his friends wouldn't attempt to burn down public houses, even those as horrible as the 'Poonist's Perch!
>>
>>5773880
> ... the unknown party, father's mark or marks, were responsible for making and deploying the Instrument or Implement that made the gouges. When you think of the gouges, you cannot help but think of the way the boots responsible for the Strange footfalls were remediated; whatever it was that did the work, it left puncture marks behind, right in the center of the remediation. And whatever it was that did this work here left little gouges behind, right in the center of the 'fill'. It could be a coincidence, but you know that Witches will have means, methods and designs that they favor for their Witchwork - or that they use because they aren't able to get anything else to work. Now, would your father be content with an Implement or Instrument that left behind gouges or marks like that? No, but of course, this is assuming that the men who made the Strange footfalls were part of the unknown party. The fact that both of them had boots made much further up the coast could suggest that they weren't in your father's circle though, and you would certainly hope that his friends wouldn't attempt to burn down public houses, even those as horrible as the 'Poonist's Perch!
>>
>>5773248
> On the Manufacture of Wandering Whistlers
>>
>>5773880
> ... the unknown party, father's mark or marks, were responsible for making and deploying the Instrument or Implement that made the gouges. When you think of the gouges, you cannot help but think of the way the boots responsible for the Strange footfalls were remediated; whatever it was that did the work, it left puncture marks behind, right in the center of the remediation. And whatever it was that did this work here left little gouges behind, right in the center of the 'fill'. It could be a coincidence, but you know that Witches will have means, methods and designs that they favor for their Witchwork - or that they use because they aren't able to get anything else to work. Now, would your father be content with an Implement or Instrument that left behind gouges or marks like that? No, but of course, this is assuming that the men who made the Strange footfalls were part of the unknown party. The fact that both of them had boots made much further up the coast could suggest that they weren't in your father's circle though, and you would certainly hope that his friends wouldn't attempt to burn down public houses, even those as horrible as the 'Poonist's Perch!
>>
Alright. Both votes are closed. I'll get to writing.
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You feel that this was the work of the 'unknown' in all of this, father's mark or marks. Consider the boots responsible for the Strange Footfalls you followed into the 'Poonist's Perch, specifically how they had been remediated. There were punctures - presumably from a needle - right in the center of each of the remediated portion of the boot. Just like how the gouge was right in the center of the 'fill'. You could just be reading into a coincidence; after all, it could be that the men who made the Strange Footfalls were working for your father ... though the fact that both of them had boots from the same relatively obscure port much further up the coast would suggest that they weren't. And you would certainly hope that father's friends or hirelings wouldn't attempt to burn down occupied public houses, even those as horrible as the 'Poonist's Perch! More than that, you know your father, and the standards that has for his - and your - Witchwork. If he set out to design some Mysterious device to conceal suspicious damage to wood, you know for a surety that he wouldn't be satisfied with a final product that would leave behind gouges ... though it is possible that he made it in haste or in otherwise far-from-optimal conditions, and had to accept it as it was.

In spite of that last point, by the time you reach the door at the end of the hallway, you are feeling more and more sure of your assessment. Pleased as you are, you set that aside though - right now, you need to focus on getting to the fireplace. You pull the door open with your foot, then once you have it open, you slip through into what is a much larger, much more finished hallway, blessedly free of the Strangeness, or at least, the six feet of the hallway that falls within the envelope of your Strange-Staining Glyph is blessedly free of the Strangeness. A more certain blessing or boon is that there is a window at the opposite end of the hall - and it is letting in enough light that even if the candle was to fail on you, you'd still be able to get around comfortably enough - though it remains to be seen if you know where to go. As you are trying ... and not particularly succeeding at figuring out which one of the several doors will lead you to the room with the chimney, you find yourself thinking more distracted by thoughts of what must have transpired here - and throughout the rest of the Mount. You give in, telling yourself it will just be for a moment, and consider what it means if you are right in your assumption about the 'Wood Filler' having been developed and deployed by the other party. If they were using a device to conceal suspicious damage, then presumably there was some point were they were either alone in the house, or hidden from the other occupants well enough that they could use Mysteries - and of course, that means that some damage had already been done. Now, is there anything else you can work out?
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> Please choose ONE of the following:
> If you had to guess, you'd say that father and his crew presumably arrived to the house first, to speak to Aldoin about the knock-down that they were either preparing for, or had completed. At some point, the 'other party' shows up, and a fight ensues. Aldoin dies and father and his crew are run off. The 'other party' attempts to get the house back to normal, hence the 'Wood Filler' being used, but either give up or are run off, possibly by father's crew returning for a second round.
> If you had to guess, you'd say that the 'other party' arrived at the house first, possibly to interrogate Aldoin about the knock-down, or just to kill him on account of it. Either way, he is shot and slain by the Graven Ball, and the 'other party' attempts to get the house back to normal, hence the 'Wood Filler' being used, but are run off when father's crew arrives on the scene.
> If you had to guess ... [write-in]

> Please choose ONE of the following:
> If you had to guess, you'd say that the 'other party' took the 'Wood Filler' with them when they fled the place, and it is either still in their possession, or they have destroyed it.
> If you had to guess, you'd say that the 'other party' left the 'Wood Filler' behind when they fled the place, and it is either now in your father's possession, or it has been destroyed.
> If you had to guess ... [write-in].
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>>5774797
>If you had to guess, father had planned to kill Aldoin for some reason and Aldoin's people went along with it. Perhaps Aldoin had it coming, thus his preps to clean up the Strange mess left behind by the dead he-witch. Then Father and the other party enacted their plan to clean up. Something is off though, these methods aren't normally something Father would tolerate... unless he were bending his standards for the sake of someone he really cared about like. Mother? Is Mother with him? These marks could be her work. He'd take these risks if it meant you could all be together again, wouldn't he? What other explanation could there be?
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>>5774914
>Mother probably took her wood filler with her as part of her kit. Unlikely she left it behind.
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>>5774797
>If you had to guess, you'd say that the 'other party' arrived at the house first, possibly to interrogate Aldoin about the knock-down, or just to kill him on account of it. Either way, he is shot and slain by the Graven Ball, and the 'other party' attempts to get the house back to normal, hence the 'Wood Filler' being used, but are run off when father's crew arrives on the scene.
> If you had to guess, you'd say that the 'other party' took the 'Wood Filler' with them when they fled the place, and it is either still in their possession, or they have destroyed it.

Or who knows. Does it matter?
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Thread will get archived very soon
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>>5775357
I'd say so. The point was to establish what Chlotsuintha was thinking at the moment, to incorporate into the narrative. If anyone else is still in the thread and wants to tiebreak, that would be appreciated. If not, I can work with what we have, and get started on the next thread.
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>>5775357
Support, to break the tie, I guess. Though I imagine that if there is a write in option, it probably means that there is a third correct opinion, and that Trash feels we have enough context to puzzle our way through this. Did I hit the nail on the head Trash?

Either way, the other party are probably costal smugglers- would explain how they knew Aldion, where he lives, why they would need/know about wood filler, etc etc. The receipts in the basement would give us their ship names- and I’d support knocking them down, because they’re father’s problem and they ain’t gonna go to the authorities.
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Alright, with that last vote we have our tie-breaker. I'll get to writing up the opening and the update. Look for it sometime tomorrow.

Thanks to everyone for sticking through the thread!
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> This thread: https://suptg.thisisnotatrueending.com/qstarchive/2023/5737272/
> Archives: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=eternal+rome



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