Mordred shrugs "You said the camp was abandoned. I don't see why we should alter our plans--they probably set up the alarm to alert them if they were attacked while asleep, before they formed the warband. There might still be more traps though, so could you check please?"
Wait for a farseer to check for more traps, then continue with the looting plan. Big sword, armor, couple shields, then commander's tent.
Edit: Have Mordred use telekinesis to pull Terrance out of the trap, but preferably not pulling so hard bits come off.
Mordred requires self control to do this, and you yield it up to him. He then stands erect, proud, and reaches out with his hand and mind and grasps the Octopode with his magic. A swift tug, and Terrance comes free. The color on his skin returns to normal within seconds, though the alarm continues to wail. A moment later, that is silenced as well.
"Statement: sure.
Query: what about the spineless one?"
Robutt compute to find other traps. Find a safe way into the camp or a way to shut down the traps as well.
After doing that, see if I can't reverse the traps effects on our tentacled friend with clockwork magic.
You link in with Terrance and the two of you use your sight to chase down the magical alarm. As you do this, you feel a sharp tug on Terrance, breaking the link with the alarm. Quickly, you sever the threads holding the alarm together and feel it unravel, creating a hole in the perimeter. You find no other traps in the camp, though you do find a construct - some kind of mobility device. Other than that, the camp remains silent.
Check the area for signs of invisible life.
"hellooooooooo! Anyone there? Heeellllooooooooo?" Nothing comes to your call. "Hey guys, I think it's clear! I don't see anything invisible!"
If I'm capable of doing so, try to find the source of the trap via farseeing. Not that I can really do much about it at this point.
You provide a conduit for Clunkers, and between you you manage to break the alarm, at least in a twenty foot area. remember which way you came in.
Now, for looting - Y'all find the aforementioned construct - a six legged cart with a bed of about six feet by ten feet. It moves on it's own, but when you approach it stands erect, wit hthe bed about five feet up, and becomes rigid. Seems uncooperative.
In some of the tents and in the command center y oufind several items. Altogether:
1 chain mail
1 leather armor
1 studded leather armor
1 hand axe
1 kukri
1 longbow
1 Sling
a pouch containing four deep blue stones with streaks of a brilliant yellow running through them, and another pouch containing two stones of curious design - opaque with complex gemoetric designs on their surface which appear to be within the stone rather than superficial designs.
there's some silk rope and the lock you broke to get to the valuables. There is also a small booklet containing some numbers and notes.