He does, however, inform you that there are only minimal magical defenses at the pawnbroker's- a simple blasting spell on the strongbox, along with several minor charms against deceit in the area where the customer would be likely to stand.
With that information firmly in mind, you gather your servants, both summoned and Sheryl, and make for the warehouse on the docks. Scaling the wall is no trouble, although Sheryl is somewhat startled when you lift her up and over it.
You walk casually with Sheryl, accompanied by the invisible assassin imp, while the other servants remain out of sight. As you walk, you explain your objective here- to gather whatever wealth and items of power you can without being identified, reasoning that Trudan will be much too busy to come after you. She seems much more comfortable with this sort of business than last time around, and asks a few simple questions about the plan to get rid of any guards, what you expect to find, and how you're going to transport whatever you take.
Eventually, you come within a block or two of the warehouse, and you order your imp to knock out the guards. It flits off, and it is several long minutes before it returns, announcing its success and depositing a key in your hand. Curious, since you can still make out several figures moving around a table inside. You are about to question when the faeling, on a roof above, gives a small bow- the appearance of activity is an illusion on her part.
This is almost too easy. You open the warehouse door, enter with your entourage, and close it behind you. Before you stretches crate after crate of bulk goods, numerous travel chests, sacks of grain, ingots of ore, and much more. Your shade quickly points out the warded travel chest that Eater-of-Skulls believes to be stolen, along with several small items of magic- a pair of earrings, a wand, a pair of man's work gloves, and a tiny crystal prism.
What will you do?