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The only other loose thread here is the False Graven Ball. To be sure, planting it will take more time than dealing with the 'cart, and be more dangerous besides, but ... foregoing that will have serious consequences as well. You need to plant the Ball. First and foremost, if - no, <span class="mu-i">when</span> - the Inquisition has Aldoin exhumed, they are going to be looking for the genuine Graven Ball. If it isn't there - and it isn't - then they are going to be looking for whoever removed it. And as you were alone with the remains while you were driving them on the hearse, suspicion will obviously fall on you - really fraying hard. Of course, it isn't enough that the Inquisition would be searching for someone who made off with a bit of Witchwork, no. That wouldn't be bad enough for you; no, for in your bid to do the right, responsible thing, you Remediated the remains, in a markedly <span class="mu-i">not</span> mundane way. So if you don't plant the False Graven Ball, near as soon as they open that coffin, they'll know just what they are dealing with.
There will be a Hunt called, for a surety. Still ... with the Refinery to distract them, would you have enough of a head start that Hunt or no, the Inquisition wouldn't be able to track you down? Knowing how far the Inquisition was along with their work off of Oiler's Wharf would allow you educated guesses, but as it stands you have little more to work with than hopes and fears. All the same, you try to work out how much of a lead you should expect, and how much of one you will need if there is a Hunt. But you end up going around in circles, and when you find yourself instead imagining that young Inquisitor you met, Ossavian, with his friendly face lit up and his full lips drawn back over a winsome smile, plying a beautiful debutante the shocking story about how he had by chance met the Witch that the Hunt he just served in took and destroyed, you conclude that you cannot conclude. If you do forego planting the False Graven Ball, then your head start might be a week, or it might be hours.
Even so, your father's words weigh heavily in your mind; you are to leave the Mount if he isn't back in a week. It has now been a full week since he left, so by any measure, your departure is overdue. Worse than that, you have been counting on the cover of darkness to remain unseen while you drag everything out of the sewers and onto the stage in the final stretch of your escape off of the Mount. If you aren't abandoning the cart - and you aren't - and you don't forgo planting the False ball - which you likely wont - then you don't see anyway that it is possible to get everything to the grates off of the drainage ditch so you may close this last bit of distance before sunrise ... which means that you will either have to do this in full light and plain sight of Outwall Belt - heavily trafficked, frequented by Guards - or you will have to wait well past <span class="mu-i">sunset</span> for the crowds to disperse and the night's cover to return.