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Caves (Tomb)
Kirio, you slide the large iron key into the hole in the frieze. You feel it connect with something inside and you're forced to use both hands and use your body as leverage to turn the key against a heavy hidden tumbler. You only need to turn it once and you soon hear a number of loud, strange sounds. Like some grumbling beast being woken from ancient slumber, a deep rumble and roar vibrates through the stone floor and carved wall. Clanking metal gears tumble into one another and then you hear the muted sounds of heavy stone blocks colliding and a weird sound that seems to be running water, but is more likely flowing sand or gravel. The sound builds and suddenly the western most arch on the frieze begins to rumble, quiver and finally begins to slowly sink down into the ground.
After a few minutes, the panel has fully sunken and has revealed a hidden passageway in the stone. The dusty floor and cobweb strewn corners and ceiling reveal a narrow switch-back stairwell that leads deeper down into the caves.
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South Harbour (Roof of Warehouse)
Lars, you make it to the top of the warehouse without any trouble and even pause to take in the night lights of the city and the harbour.
The roof of the building is slightly peaked in the middle and made from moss-covered clay tiles that shed the falling rain. Needless to say, footing is important up here and it would likely be risky business to run or tumble. Closer to the seaside of the structure is a large glass window skylight, also slightly peaked. It measures about 15 feet by 15 feet and is fastened by a heavy lock. Lantern light emanates upwards from the window. Nearby, built upon the roof, is an old crane that likely could have been used to raise cargo off a moored boat and deposit it into the warehouse.
It is a simple enough matter to make it over to the glowing window, but you will require your own light source to safely navigate or search the rest of the roof.