The party heads back up the staircase, through Ghelve's Locks, and into the streets of Cauldron. Lamps flicker in the moonlight. The pavement is mostly dry from the rainshowers of the previous night.
OOC: Tekk is able to heal everyone's wounds in the time that Sando is gone. Qoll politely excuses himself to check into some affairs left behind by the fire at the old shrine of Wee Jas.
Sando: Finding a traphunter proves to be a slight bit rougher than you'd imagined. The gnomes you speak to don't know of any currently in town, the few dwarves in Cauldron are somewhat offended by the implications of your questions, and the few humans you ask about it aren't of much help, but, then again, there're a lot of humans in the town (Gather Information to make contacts; rolls of 6, 1, 12; +0 Cha; totals 6, 1, 12; failure). The one thing you do manage to pick up is the suggestion that you might be able to find one if you could get in touch with the Last Laugh. How you'd do that is beyond you at the moment.