The urchin deftly catches the keyring, drops it into his red cap and replaces it atop his disheveled head. Suddenly standing straight and rigid, Dj'hân salutes Thorson in acknowledgment. "Aye aye Captain." Grinning from ear to ear, the young halfling runs back out the door while imagining himself to be a pirate on an important mission.
[sblock=Dr Simon]Dj'hân follows the undercroft walkway and then uses the chain ladder there to climb up into the lower vat room. Making his way over to the corner, the guttersnipe closes and bars the door through which the urchins had left earlier (or locks it if the door has one which fits one of Lamm's keys). Heading up the stairs to his left, Dj'hân makes his way into the upper vat room to likewise secure the double doors leading out to the loading dock (or, again, locks them with the keys if possible). Turning around, the urchin crosses the room and tentatively enters the gore-filled front room. Going over to the double doors battered in by the brutish half-orc, the guttersnipe attempts to pull them closed and to bar them as best he can. Dj'hân then goes around the table, drags the human-sized chair over and props it up against the doors from the inside to further secure them. Heading out through the small side office, the young halfling exits the old fishery out onto the wooden walkway. Pausing momentarily at the corner of the building, Dj'hân peers around the neighborhood for some sign of a disturbance or a hint as to what may have triggered the alarm. (If he sees nothing unusual) the would-be pirate then follows the walkway to the rear of the fishery. Climbing up onto the ship's gunwale, Dj'hân carefully begins climbing up the ratlines leading to the main mast's top for a good view of the city.
OOC: Phew. Hope that all makes sense. So what might be the process for using the Harrow deck to identify magic items? If it helps, perhaps Dj'hân's Use Magic Device skill can help him uncover the exact details.[/sblock]