The majority agree on taking an extended rest. Now you just need to decide where. There's currently nothing keeping you inside the demesne and you are not technically on any kind of time limit. You are also in a seemingly defensible spot if you want to camp here, but remember that you left Arthuro laying tied up back in the bazaar.
Anyone willing to take initiative and make a decision?
There are indeed, no living witnesses (bar the fence), so we could steal away (with him, of course) and come back later. Not sure what to do with him, though.
Let's see, we could always go drag Arthuro up here to keep an eye on him, and if we leave we're just going to have to fight through all that again. Oh, and be sure to move the corpses somewhere they won't be noticed. Maybe into the old otoghyu pit?
EDIT: Yes, no one living saw us, but they're probably going to notice ten guards, a war leader and a fence disappearing, then just get some other thugs to guard it. It'll be easier, but we still don't really want to fight up to here again.
Take Kenneth and Arthuro (gagged and knocked out again) with us. Go to Dannad's family pub, pausing on the way to get Kenneth decently buried and hand over Arthuro to anyone who'll have him. Preferably claiming the reward along the way. Sleep. Go back in 8 hours and wreck havoc.
Arthuro looks terribly frightened as Vandis comes down the stairs dressed in Irocar's armor and carrying his sword. He puts up very little struggle but is trying to speak through the gag.
"Please, you can't take me outta' here. The Beggar-King'll have me for sure. Or just as bad, he'll give me to Mother Ze'boltha. Let me go and I'll show you something. I'm guessing you haven't found it yet" says Arthuro, once the gag is released.
"The Beggar King has upset me and got my friend killed," adds Dagobert, looking as grim as his usually benign face can muster.
"You're much better off away from here if you only knew it, you silly chap. Besides, I doubt you have much of interest. No desicants and very poor taste in garbage clearance."
"There's a chest, a special chest. Hard to spot. The beggar-king has the only key, but he trusts me to guard it. I'll show ya' where it is if ya' let me go and spare my life."
With those insight checks, you strongly believe that he's telling the truth.
"I'll show you, I swear. There's some great stuff in it, but the Beggar-King has the only key. Just let me go. I'll even help clean up after ya' when ya' go because I'm just as dead if he finds out exactly what happened!"
"I'll show you, I swear. There's some great stuff in it, but the Beggar-King has the only key. Just let me go. I'll even help clean up after ya' when ya' go because I'm just as dead if he finds out exactly what happened!"
"You have my word no harm will come to you. Now tell us where this chest is."
"It isn't given to everyone to properly appreciate rodents," concedes Dagobert, "and I'm in agreement with Galad. He's made a mess, so he can clean it up. Just like we'll be doing."
He turns his attention to Arthuro. "You're a sorry specimen yourself at the moment, but if you've got anything that will help us clean out your Beggar King, then I'll teach you about rats and their ways. This is not an offer I make to everyone I meet," he adds, slightly unconvincingly.
"Lets make sure we have the same definition of 'no harm.' You need ta' let me go. I'll help clean up yer' mess and even show you where the chest is, but ya' can't be draggin' me outta' here," responds Arthuro to Galad's statement.
When Dagobert is done speaking, Arthuro just cocks an eyebrow, not sure what to make of the dwarf's offer.
Dagobert ignores Arthuro and looks at his companions.
"I'm not sure I like leaving an otyugh-harbourer free to wander behind our backs if you take my meaning. If he doesn't want to leave, then we should maybe find somewhere safe to put this silly chap until we've finished our work here. After he's cleaned up and told us a bit more about this chest he's so proud of."
Then he looks back at Arthuro.
"I don't wish you any harm, personally. I think you're a bit misguided and I'm offering to put that right for you at some point, but right now, I'm wanting to know how we can stop you scampering off to talk to Mother Whatsit without knocking you out again. Coming with us solves that neatly, but you're making life very difficult for us. We might have to make some hard choices and maybe even painful ones. And that's not something I really want to be doing."
"A common feature of the rodent is a desire to remain in the same nesting site," he concludes.
"You don't understand how things work around here. It's fallin' apart. People are comin' up missin' and I dunno' what's happenin'. Ze'boltha gives me the creeps. All I know is that I have a good business goin' and I don't want it ruined. They're gonna' know ya' were here if ya' take me with ya' and in the time it takes ya' to clean up this place more dog brothers are gonna' show. I can deal with that for a little while."
Arthuro pauses to catch his breath.
"Ya' wanna' kill the Beggar-King? Fine. I say good riddance. Ya' might even stand a chance of doin' it. Spare me and leave me here, and I'll try to keep this under wraps for as long as ya' need ta' rest."
I really just need to know what you're doing with Arthuro, then I'll probably just narrate you all out of here rather than make you go through everything.
Dagobert sizes up Arthuro once again. "Personally, I'm prepared to believe you. Did anyone ever tell you that you have a very memorable face? I'm sure we can make sure our pathes cross again if we're so minded. And in any case, I'm anxious to explain the merits of rats to you."
"Sure, rodents it is...when you're done with the Beggar-King. Now untie me, I'll show ya' the chest, and then you can leave. I can clean up the mess rather quickly if I call in a few favors."
Then, assuming you untie him or at least lead him ahead, he takes you back to his room where he uses a dagger to pry open a secret panel on the southern wall that you didn't notice during your earlier inspection.
Inside is a large, strangely shaped chest secured by a heavy lock.
The halfling thief considers the locked chest for a moment before looking to his companions. Turning back, he considers the chest for a moment longer before turning to Vandis.
"Think ye'd be able to carry this, my mighty acquaintance? I'm wanting to take a crack at it in more secure surroundings."
Sorry, I should have been a bit more descriptive. The chest is very very large, much taller than Dannad. It requires a strength check just to drag it out of the niche.
The halfling thief considers the locked chest for a moment before looking to his companions. Turning back, he considers the chest for a moment longer before turning to Vandis.
"Think ye'd be able to carry this, my mighty acquaintance? I'm wanting to take a crack at it in more secure surroundings."
"We wouldn't be inconspicuous if we tried carrying the chest out of here." Galad turns back to Arthuro. "Do you know what is in there?"
"We wouldn't be inconspicuous if we tried carrying the chest out of here." Galad turns back to Arthuro. "Do you know what is in there?"
"Sorry, sir, but I haven't the foggiest. The Beggar-King has the only key. Not really sure why he insists on keeping it here. I haven't even seem him in months."
"If a thing doesn't open, you find the key. Our foreign friend may want to kick it in of course, but to my way of thinking, that chest's likely to be trapped. Simpler to kill the Beggar King and then come back for the chest."
After following the path given to you by Samael, you reach the opened gate of the Beggar-King's demesne. A foul miasma clings to the ground and air, and a strange "smoke" billows out of the charnel house at the back of the demesne. Moving past the gate, you come across the corpses of several fallen guards along the cobblestones and hanging from the roof.
A door to your left stands wide open, and dimly lit torches cast light on a large, foul monster that lies dead amongst the rubble. At the end of the alley is a horrible fountain, and from the window on the left, you see bright beams of light poking through the slats of the shutters. Several voices can be heard from inside.
"I don't THINK there's anything bad in it. Least nothinn' like what you're assumin'."
Hawkseer:
As a matter of fact, you hear one voice that's obviously trying to suppress a dwarven accent speaking about rodents quite a bit. It's actually about the only thing you can really pick out while standing next to the fountain.
The fountain's ruby red eyes sparkle and gleam in the dim light.
I'm not 100% sure on where they are, but I think they're in a room beyond the first. Assuming so: Enters the building, closes the door behind him, quietly, falchion held in one hand. Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Hawkseer swears silently at his clumsiness. Changing tactics, he stands calmly near the closed door. Trusting his guesses, he speaks to the air before things go further wrong. "Samael told me you were a careless lot, but you might at least close doors behind you. You're leaving a trail a blind beggar could follow." Just in case his guesses are wrong, he palms a dagger in his off hand. Thievery 1d20 + 3 ⇒ (14) + 3 = 17
Hawkseer is short for an eladrin, about 5'7" and slim as his race. He is darker-complected than most, with tan skin and golden hair. He wears loose, covering clothing of grays and browns that blends in with backgrounds in Smoke. He wears a heavy weapon belt with a pair of knives and a loop for his falchion, but no armor. He is holding the falchion lowered in one hand.