The bandit, hands raised, waits for you to turn your attention back to him—then has but a moment to wish you hadn't. Twiddle kicks the bandit's knees out from under him and calmly slits his throat. The bandit gurgles something unintelligible and slumps over, dead. "Let's get Ms. Penelope!" says the halfling, as cheerfully as if he'd just finished second breakfast instead of killing a man in cold blood.
Add 1 bow, 1 dagger, 1 leather armor, and 8 arrows to the loot. This bandit didn't have any money on him.
Grond inspects the door and soon realizes why Skeeter Holland left a guard. The door opens easily enough with a good push. Whatever locking or barring mechanism may have existed in the past is long gone now. But the door is noisy. The groaning, whining, and screaming of hinges that haven't seen oil in centuries announce your presence better than any butler possibly could.
The door opens into a vast, dark hall. It is 60' wide and, judging by the echoes of the door's screen and your footsteps, extends far beyond the 30' reach of Grond's lantern. The ceiling is likewise out of the range of his light. The door at which Grond stands is in the middle of the south wall. Iron-bound wooden doors stand at the southern end of the walls to the left and right. The floor is smooth, polished stone, with intricate inlaid patterns only somewhat faded by time and the passage of thousands—millions?—of pairs of feet. Only a few of those feet have trod here within your lifetimes.
Map:
Status: Finn (½1): 5/5; Grond (F1): 7/7; Twiddle (½1): 4/4; Molly (½1): 3/3; Cy (C1): 2/5; Geoff (T1): 4/4; Iliro (E1): 6/6; Dax (D1): 9/9
Light Sources: Lantern (Grond): 21 turns; Torch (Alton): 3 turns
Effects: None