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I misplaced my previous drawing of the Clerking house, so I remade it on graph paper - quite honestly, I think it looks worse somehow, but regardless, this is the extent of Chlotsuintha's knowledge of the house. The blue triangles represent windows, the red lines represent locked doors and the green line represent unlocked doors.
Room I: The Front Vestibule. This is a small, windowless space, dominated by a double-headed hearth. There are alcoves where Guards may sit, but blessedly, no Guards were present. There were writs and notices and posters nailed to the outside of the door leading into the house - conceivably a bounty on yourself or your father could be among them.
Room II: The Gallery. This is a large, windowless space, whose main feature is a horseshoe pattern of fourteen or sixteen tilt-top desks, where the clerks of the house ply their trade. You found a note here, suggesting that documents and such are upstairs and that seals are kept in a vault that you have yet to find. All of the desks have all of their drawers locked, though they all have a key left in the lock of their lap-drawer that unlocks all but one of their drawers.
Room III: The First Floor Hall. This is a narrow, windowless space, whose most significant features are the ways out of it - a stair to the second floor, and no less than five doors, all unlocked. Tellingly, both the Guards and the bondsman quit the second floor by taking the stairs and passing through this room.
Room IV: The Office. This is a handsomely appointed room, with a chimney, a dumbwaiter, a desk and a locked bookshelf. There are windows in this room as well, though they have been nailed shut and gimmicked so that the outside shutters may be closed from inside the room. You believe the dumbwaiter shaft is large enough to climb, and you have seen that it leads both up and down - your first clue that this house had a basement. All of the drawers on the desk in this room are locked, and there is no key present.
Room V: The Workshop. This is a crowded interior room, with much of its space taken up with half-assembled and half-disassembled crates and the articles and equipment useful for woodworking. A sharp smell of paint is the most notable feature of this room. You overlooked it both the first and the second time you set foot in the room, but there is a writ nailed on the door that leads into the first floor hall, authorizing the keeping of Controlled equipment for picking and cracking - as well as an artificer skilled in their employment.
Room VI: The Stair to the Basement. You have not had been in this space with a lit 'stick-decanter, but you were able to make out that there was a set of stairs leading down in this room, which you believe to the only point of interest in this space.