Rhun said:
Gadeann nods his head at the swashbuckler. "Well done," he says simply. He wipes his axe blade on the half-orc's clothing, and then beginning rifling through the slain man's possession, looking for anything of interest or value.
Gadeann recovers only the half-orc's combat gear...studded leather armor, light shield, and flail. The slain foe carries nothing else.
stonegod said:
Coldan continues up the stairs, making sure to disarm the unconscious forms--weapons, spell implements, etc.
Coldan, with the aid of Karastro, recovers from the gnome his small-sized studded leather armor and kukri. Also, the gnome has a small box with various colors of creams and powders...a disguise kit, apparently. Finally, the gnome has a brass key in one pocket.
A search of the blonde-haired man recovers the dark wand, as well as 3 vials of acid, 2 tanglefoot bags, and one thunderstone...apparently, the man fancied himself as something of an alchemist. Additionally, the man carried leather armor, a dagger, a light crossbow with 10 bolts, a small garnet gemstone, and a brass key which looks to be identical to the one carried by the gnome. Edlin takes the wand from Coldan and looks it over, but having not seen it in use, the diviner cannot immediately determine what it may do.
Gadeann pokes his head through the door from where the half-orc came, and sees a room with a large wooden trough that holds a hideous mound of half-rancid fish, seaweed, and brine. Filthy seawater and fish blood stain the floor around the trough. A pair of wooden chutes lead from this trough through holes in the northern wall into the disgusting slurry-filled vat in the party's present room. To the west, a desk and chair sit in one corner while a tall cabinet sits in the other.
Edlin looks through the open door through which the other two villains came, but sees only a ten foot hallway that ends in another door.
EvolutionKB said:
After speaking his mind with their prisoners, Karastro strides back downstairs to speak to the little Lamms. He speaks to the leader of the youths, "Kester, it is up to you to lead the children out of here. It is much too dangerous to stay while we rid this place of the lawbreakers. Return them to their homes if they know where they be. If not, go to the Bank of Abadar. I am Quintel, Karastro Quintel, speak my name to the Brothers there, they will take care of you. If our work here has not convinced you of your future safety, I shall see you are rewarded for your effort in keeping the children free of danger, as long as you take them to the temple. Before you go, any information about what other dangers we would face here would be helpful. Now go, be free, and know a good life once more."
(Diplomacy Check: 29) The older boy known as Kester looks up at the warlock, listening to his words. Then, he looks at the fallen thugs and dogs, hesitating, as though he can't quite believe it. He mutters,
"Mister, you don't have to tell me twice. You took down all of 'em, except for the boss, and he's down below." The boy points toward the open bay in the southern part of the room.
"He never comes up here, we get sent down there...and when we do, we never come back again. The Bank? Okay, let's go!" With sudden alacrity, Kester makes a bolt for the shattered door, sparking a mass stampede of Little Lamms who follow in his wake. In only a moment, they've all gone save for one dark-haired little girl. She gazes up at the swashbuckler on the catwalk through teary eyes. Although her clothing is but rags, and her face filthy with grime, Orman would know her voice anywhere.
"Uncle Orman? Is it you?"
A moan from the blonde man on the catwalk serves as a sudden reminder that he and the gnome have not yet been secured, and may soon wake up. There are some ropes with buckets tied to the ends lying near the open bay in the south part of the room.