Having learned that the threat in the area has been neutralized, I cast Detect Magic and focus on walking around the fort, surveying everything and all items; attempting to identify what items/spaces are magical and their properties.
Mykael uses his final use of lay on hands to bind up his wounds as best he can, then makes his way to the courtyard where he finds a place to sit and gather himself for a moment. He uses whatever pieces of material he can find to bandage up the wounds that remain then begins quietly cleaning his sword and wiping off what blood he can from his armor.
Out of Character: I previously said I was lighting up a small fire from any wooden objects but it does not matter now.
In Character: Zork doesn't think much of his wounds and decides to secure the head and see if the detect magic turns up anything.
He also looks at the amulet he got from the Stag Lord and says, "Any of you can figure out what this does?"
Theaton after making sure the prisoners are still secure will head back down to the waters edge to check on Bal and Neenah. He will then head back to the fort and set about making sure it is secure so we can rest up here after the fight for a day or two so we can make sure all are healed.
The butterfly-winged Lyrakien is more concerned for Zork's health than he is himself. She flutters over and applies pressure to the cuts, clotting them closed. Mykael's divine healing causes his own cuts to close.
Soon after, two of the earth elementals fade from sight, then the Fauns and so on until all of Archival's summons are gone.
The old man's head really fazes the two awake bandits who turn their faces in revulsion and try to scramble back, but fail.
The gold stag skull amulet Zork holds up puzzles Archival's magic senses completely. All he can tell is the presence of a faint aura.
All the bandits remain unconscious while you begin hauling, however you find a lot of the things here are relatively worthless materials such as lumber, chiseled masonry stone and seeds. Such things might be more useful for repairs or for farmers.
Bringing together all of the loose and more valuable goods from among the building materials, Archival looks over everything for the presence of magic.
Stag Lord:
2 Potions of cure moderate wounds
+1 leather armor exposing the chest and belly
Masterwork longsword
+1 composite longbow [+2 Strength] with 15 arrows
Amulet held by Zork, described above
The Stag's Helm exudes a faint divination aura and is inscribed with words of worship to Erastil. It enhances the senses and can be called on to make an insightful shot with a ranged weapon.
Ox:
Club with nails
Potion of cure moderate wounds (2)
Unidentified Potion with a moderate unknown aura
Leather armor, club, knight
Dragon and knight toys worth 45 gp in all
Silver Stag Lord amulet worth 20 gp
Dovan:
Masterwork studded leather
+1 Rapier with two spikes on its basket hilt
3 Daggers
Silver Stag Lord amulet worth 20 gp
Turquoise earrings worth 130 gp each
28 gp, 2 pp
Stag lord's Room:
Two chests hold bedding and other miscellaneous items, including a bolt of burlap cloth, old clothing, an iron ring, and three crudely stitched leather masks.
The third chest shines with treasures:
141 gp
Polished azurite crystal worth 9 gp
Carnelian worth 80 gp
Piece of hematite worth 13 gp
Shard of obsidian worth 14 gp
Red garnet worth 100 gp
Pewter belt buckle depicting a pair of entwined succubi worth 30 gp
Silver charm bracelet worth 60 gp
In the northeast room three unlocked crates in the storage area hold:
10 longbows
260 arrows
5 short swords
5 spears
Four 50-foot lengths of hemp rope
A set of chisels, 2 hammers and 3 tins of iron nails
4 suits of leather armor
Cellar:
Lots of building materials
Mundane trade goods like pelts, furs, tobacco, iron, bronze, miscellaneous simple weapons and light armor, and miscellaneous adventuring gear and tools worth a combined total of 6,850 gp
One chest contains 4,500 cp, 2,052 sp, 894 gp, and 21 pp,
A large bag contains 2,900 gp in various pieces of jewelry
Nugrah, the old man:
Simple club
Rope girdle emitting a moderate transmutation aura
7 bandits:
7 longbows
5 Short swords
1 Gladius
1 Machete
7 Leather armors
127 arrows
143 gp
And two horses tied to the western wall.
Detection of the hillside reveals nothing however the zombie corpses themselves shine with a resounding and stupendous aura of necromancy from beyond this plane. Luckily for you it seems to be fading at a steady rate.
Edited: iCon on 29th Jun, 2016 - 2:07pm
Zork thanks the butterfly-winged Lyrakien for such kindness. His outlook on 'strange' creatures changes somewhat by this.
Zork looks over all and comments, "This is a fine fort to call our own but seeing how easily we got in here it is a benefit to maintain it. Shall we take all the stock, prisoners and then raze it?'
Looking at those that helped in the fight… "Unless you want it for yourselves?"
Zork sees to grizzly making sure to reward him with any goodies found.
To the party, "Shall we camp the night or make our way back to Oleg's?"
Bal and Neenah were still resting when Theaton headed down and back up, however after the hauling Arnisa telepathically mentions they have both awoken. Neenah slowly and carefully lifts water into the air to soothe their wounds for now. They head up to the fort, with support.
In answer to Zork's question they do not care to take over this place.
Yarrow replies, "I am ambivalent to this place. I dwell in the waters."
Tyg says, "I am from the forests and this place reminds me of bad men. Sorry that I didn't help much in the fight, I can refuse my share. However, I do wonder how generous Zork's gift to my friend will be."
There's an entire Owlbear carcass to feed on if Grizzly is that hungry.
Shaking my head I reply to Zork, "Razing it would be a mistake. What if the Swordlords desire to build it up as a bastion in this area? Having the materials already here to assist in doing so is a boon. One does not burn potential wealth, my friend. Even if they decide they do not want it, I have personally always dreamed of having a place like this. It sort of reminds me of home… " I add.
"I am unable to identify a few of these items. They will take multiple days of study for me to discern their enchantments."
After Bal and Neenah arrive and upon seeing their wounds I ask, "Do you two need additional healing? I have a couple of summons I can use to aid you." Turning to look at all of the people that helped, I smile, "Well done everyone. The area surrounding the fort unnerves me a bit, but the undead do not seem to enter the fort from what we have seen.
If the offer is accepted, I will summon two lyrakien azata and ask them to heal whomever needs it. I will spend as many days necessary using Spellcraft to identify which items I was unable to discern.