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You are trying your best, for a surety, but you just don't see how you can get everything done tonight - not at the rate you are going, possibly not at any rate you could realistically manage.
With a bit of a start, you realize that you have already arrived at your destination without even noticing. Silently reproaching and reprimanding yourself for being so colossally sloppy, while in the same figurative breath wishing that you had more sleep or even just more rest, you raise up your 'stick-decanter so you make take stock and account of the room. The footprint - as you might have guessed - is the same as the landing right above you. Outside of the one you just passed through, there are two doors in this room, one of which you assume leads to the outside, given the substantiality of the door, and the presence of a fireplace more or less square with the door you just entered the room through – recalling how the vestibule in front of the Clerking house has a fireplace as well. The second door, which sits flush with the one you just passed through leads further into the house, possibly to that pitch dark room you smelt paint in. Opposite the side of the room with the doors, there is a simple wooden table with the remains of a repast on top and benches just like the ones in the landing upstairs underneath. The presence of shuttered windows and an unlit floor lamp recall the landing as well, though there is also an unlit peep-lantern resting atop the table, perhaps the one that Guard could get lit when you 'called upon the house'.
> Please choose ONE of the following:
> You will check the substantial door, to see if it is unlocked or not
> You will check the typical door, to see if it leads to the room with the paint smell
> You will check the windows to see if they can be opened or not
> You will sneak some food off of the Guard's table in the corner
> You will quit the room, and head to (write-in)
> Write-ins allowed with QM approval