[ Leslie hesitates for a moment. It doesn't feel right to ask someone to take risks for her, no matter how much sense it makes when comparing their abilities. She may have a great deal of magical potential, but her experience is extremely low, and even if she were at the peak of her potential, she wouldn't compare to a Servant. She has to admit the practicality, though, handing over the keyring. ]
Please be careful.
[ Leslie will be watching him from a decently safe distance, though she is wanting to be ready to try to help him if something goes wrong.
There are six keys on the ring (Leslie was unfortunately unable to identify which of them is for the actual "cottage"), as well as what Leslie assumes to be a very fancy keychain. There is a smooth green gem (an emerald, perhaps) embedded into a black ring. There is a very faint magic contained in it, but Leslie doesn't know how to sense such things yet.
As for the cottage, the windows are all trapped, with runes carved below the windowsill. The door and deck leading up to it are conspicuously entirely non-magical. One of the ordinary-looking keys fits in the unmagical door.
There's a relatively small entry hall for the size of the house, and the entire room is absolutely filled with traps of various degrees of obviousness under the theory that a cautious person might see the most obvious ones and not notice the less obvious ones lurking behind them.
Just on the inside of the door, where it's not easily seen from outside, there is a small circular, flat nub on the wall, a dark grey stone ring around a black stone circle. It looks a little like an electronic fob reader, but stone instead. It turns out that the keyring is actually basically a magical door fob. Pressing it against the stone circle on the wall for a couple of seconds will disable the interior traps so that they can send a servant ahead of them to prepare the cottage when they decide to head out to the lake. There are similar such stone fob readers on the inside of the windows to control the individual window traps before windows get opened.
If Tristan does not figure out this version, there's a series of about thirteen traps around the room that will need to be disabled in some way if they want to use this as their base, along with two on the door leading from the entryway into the rest of the house. Or he can deal with one of the window traps and just break in that way. ]
I hadn't even thought about traps until Tristan brought them up but here we go
Please be careful.
[ Leslie will be watching him from a decently safe distance, though she is wanting to be ready to try to help him if something goes wrong.
There are six keys on the ring (Leslie was unfortunately unable to identify which of them is for the actual "cottage"), as well as what Leslie assumes to be a very fancy keychain. There is a smooth green gem (an emerald, perhaps) embedded into a black ring. There is a very faint magic contained in it, but Leslie doesn't know how to sense such things yet.
As for the cottage, the windows are all trapped, with runes carved below the windowsill. The door and deck leading up to it are conspicuously entirely non-magical. One of the ordinary-looking keys fits in the unmagical door.
There's a relatively small entry hall for the size of the house, and the entire room is absolutely filled with traps of various degrees of obviousness under the theory that a cautious person might see the most obvious ones and not notice the less obvious ones lurking behind them.
Just on the inside of the door, where it's not easily seen from outside, there is a small circular, flat nub on the wall, a dark grey stone ring around a black stone circle. It looks a little like an electronic fob reader, but stone instead. It turns out that the keyring is actually basically a magical door fob. Pressing it against the stone circle on the wall for a couple of seconds will disable the interior traps so that they can send a servant ahead of them to prepare the cottage when they decide to head out to the lake. There are similar such stone fob readers on the inside of the windows to control the individual window traps before windows get opened.
If Tristan does not figure out this version, there's a series of about thirteen traps around the room that will need to be disabled in some way if they want to use this as their base, along with two on the door leading from the entryway into the rest of the house. Or he can deal with one of the window traps and just break in that way. ]