Mercury is a helper, not a boss — he acts as the party's herald against Circe, in the manner of a swift messenger god. Do not assign him a stat block and do not run him as a combatant; describe his actions narratively. This scene is the campaign's first great PATH CHOICE, and the module's guiding questions — 'What will you do? What path will you choose?' — are asked aloud here.
THE SUNLIT PATH: the direct road to Circe's sanctum across the causeway of open light. It is faster but watched — choosing it means Circe knows they are coming, and her sanctum in Scene 5 is fully alerted, with both of her cult attendants present and her illusions at full strength. VIVIDLY: those who walk the Sunlit Path feel the golden eye of the Father upon them at every step, hear their own names whispered in solar static, and arrive at the sanctum with their shadows stretched long behind them like accusations.
THE SHADOWED PATH: a smuggler's road through the dark side of Mercury, through caverns of frozen night where Circe's spellwork is thin. It is slower and guarded — choosing it means an ambush by 3 Shadow along the way, but the party arrives at the sanctum unnoticed, and Circe's opening illusion in Scene 5 is automatically seen through if any member holds Pluto's frost-charm. VIVIDLY: those who walk the Shadowed Path pass through caverns where the Sun has never once looked, hear the honest silence of unwatched things, and each member glimpses, in the black ice, a reflection of themselves standing before a burning throne — a vision of the campaign's true end.
If the party splits between paths, run each group's journey in alternating beats, and both consequences apply to their respective members at the sanctum. Mercury's toll: one true answer from each member to the question, 'Why do you leave home?' — their answers become the saga's verses, and Mercury swears himself to the Seven's cause.