Or rather, because of all of this - as these are the extent of the strain and on-caster effects of this cast of Cold-Touch, it would seem that you have a very solid and reliable reaction to work with here. At the count of three, the water pouring over your finger begins to cool dramatically, and you can feel the start of the 'key' begin to freeze. Carefully pouring with your left and casting with your right, you work the Mystery out until there is a solid stub jutting out of the keyhole.
You aren't done though; in consideration of the awkward dimensions in play here, you seek surety by electing for a longer than typical 'shank' on your 'key, pouring and casting until you clear an inch and a half from the
lock-plate.At the count of fourteen, you stop pouring and move your forefinger away, then grip the stud of Mysterious ice just as you gripped the stopper on the decanter - with thumb and forefinger - though this time, instead of plucking, you twist. And with a well-oiled clicking, the key opens the door. Cautiously, you step back as the Mysterious Ice thaws and melts into Estranged water, cascading down the door to join the water on the steps. Looking yourself over in the light from your eyes and with the aid of Strange-Staining, you cannot see any of the Strangeness on your clothes. You start to wipe your forefinger dry on the door, then you catch yourself - realizing that you could get splinters if you did that. You use the stonework that surrounds the door instead, quickly getting it dry, inspecting it carefully in the light, making sure there is no water left to Estrange things you may touch. Coming in contact with it, you yourself have no doubt been Estranged, but to what extent you can only guess, as your Strange-Staining Glyph cannot activate on yourself.
You are keen to get out of the street with your eyes blazing away as they are, but before you do, you check your decanter. Even though you are pleasantly surprised with how much water you have left to work with - enough for two casts, if you play it close to the chest - you find yourself thinking about how many other locks you may need to pick inside the Clerking House before you can quit the place with your forgeries. Still, you are not really seriously thinking about the prospect, on account of how long it would take you to find a source of water to refill with ... until you realize that you are right across the street from one such source - that dilapidated rain barrel you were hiding behind a few minutes ago.
> Please choose ONE of the following:> Go for a quick refill from the barrel [Requires Rolling, Stealth Test]> Slip on into the Clerking House [Requires Rolling, Stealth Test]I know we just had a vote on this, but I figured that the proximity of the water might change some minds