You search the loot in the dim light and find lots of valuable-looking items including jewelry and clothing. A fair amount could very well be called saintly too, but it's hard to tell in this light. Doubting that it'll be possible to safely carry more than about one item out for each party member in one trip, you hurriedly attempt to identify the more promising pieces on one of the tables for later:
Corruption Band: A spiky bracelet of some sort with little in the way of visible gems but lots of metal
Seraphic Key: An ivory key with six expertly carved wings
Shadow Robes: A very dark set of robes or maybe a cape. Rather large for a chicken
Sword of Abundance: A ceremonial and richly decorated sword made in the image of a cornucopia
Hellish Chalice: A warm and very spiky ruby-encrusted chalice with a foul, demonic odor
Cup of Malice: A stone mug with a snake carving incorporated into its handle
Letters of Warding: A heavy wooden board. You can't quite make out the runes on it, but they're probably warding runes
Instrument of Temptation: A flute with an awful ratty smell. On second thought, it's probably not that tempting
Disc of Misfortune: Ow! This jagged metal disc has an awfully sharp rim!
Lamp of Flame: A metal candlestick with a lit candle in
Serenity Monolith: A stone perch for small songbirds or a crutch for overly strong creatures
Medal of Grace: A silver medal apparently given to one who has exhibited grace.
Spirit Sword: A SWORDS! promotional sword-shaped bottle filled with strong spirits (but in which sense of the word?)
Virility Fleece: Weird misshapen mammal clothing with assorted gems in
Prosperous Texts: An illuminated tome making extensive use of gold leaf. You can't quite make out the words on it, but some of the pictures depict scenes of great opulence
Rebirth Cylinder: A metal tube studded with gems that would make a fine bludgeon to help people along with their rebirths
Lacking sewing supplies and sufficient lighting, you pick the closest prisoner and tell him the scarf says 00. You ask him what the scarf says. He says "Ghost Slimes." You squawk in annoyance, slap him, and ask him what the scarf says. He stutters but ultimately says 00. You are rather proud of substituting threat for thread. In most parts of the world, this is a rather profitable replacement. Nevertheless, in light of this spot of torture, you think about society as it currently exists and the roles chickens play in it before you are once again distracted with work.
With this bit of intimidation-introspection out of the way, your attention turns to Goldteef's botched interview. You continue more or less where you left off:
"Who is your favorite bard?"
"Luif de Montferrat writef the fineft verfef, but they're very obfcure. You probably haven't even feen the Lambens Ratti Curat, and that'f de Montferrat's magnum opuf!"
"What's your end goal for messing with time and space?"
"I fcurry back to the beginning and nail up more beautiful ftarf with leff evil fo we don't have to hide any more!"
"Do you know where the relic is?"
"What relic?"
"The one you stole from the monks."
"Which monkf?"
"The ones you stole a sacred relic of the Chicken Gods from a few days ago."
"Which monkf that we ftole a facred relic of the Chicken Godf from a few dayf ago?"
"This is going nowhere. How does it feel to be warden of the prisoners of the Holy Order of the Knights of Manannan?"
"What?"
"Your job is simple. Don't let Goldteef escape, and don't let anyone else escape."
"Wait, what'f going on? When will you free me? Do I need to call the Cleanerf? I thought we had a deal there..."
"Cleaners?"
"Uhh, my lipf are fealed. Do you really fink the guardf haven't tried arrefting uf before?"
You turn to the other prisoners and ask just how many green thieves exist, offering freedom to those renouncing their thieflinesses. They all give different answers such that you're not sure what to make of it. Specific responses include 1, 3, 9, 20, 39, 56, 57. You again offer to spare them from a life of prison if they answer truthfully, but this doesn't seem to change much. The thieves seem rather uninterested in working with you right now for some strange reason. You order Bawk-Bawk-BAWK to stay a while to guard the prisoners until you can work out a more permanent solution.
With the matter of the prisoners solved for now, you attempt to intercept Doodle-Crow's team before they get to their next rest stop. A chill runs down your spine when you look at the recruits on your team today, but you're currently too lucid to figure out why. As problems go, this is a rather new one. Anyway, you dearly hope Doodle-Crow is keeping to his planned schedule as you weave through the marketplace looking for "a hut between two pine trees about halfway through." Having sensed a surprising amount of approval for the qUieT from your voices, you seriously consider taking some time off the relic hunt tomorrow to have your blessing of silence reinstated. You feel like there's an even spread of support, opposition, and ambivalence regarding the blessing.
After waiting at the appointed hut for some time, you spot Doodle-Crow and call him over. You report that the thieves' den has been located and secured. All thieves in the hideout have been taken prisoner and are currently being guarded by Bawk-Bawk-BAWK. You suggest settling down in their tunnels and rehabilitating the thieves and training them as a second force of peace and order in Inksworth as an initial foray of sorts in gaining influence in the town. You also mention the "hauntedness" of the neighborhood and the great Knightly Renown, Knightly Piety, and Knightly Rent Cash to be had in exorcising the spirits, restoring the buildings, and bringing in sympathetic tenants/Order members. A landless commoner, Doodle-Crow jumps at the opportunity to seize some easy valuable land and gives his full approval to the plan. In fact, Doodle-Crow has canceled the rest of his search for the day and is eager to inspect the Order's soon-to-be-HQ. You all head over to the Tunnels where Bawk-Bawk-BAWK continues to guard the thieves.
It is early evening, and most places that aren't taverns or mysteriously productive libraries are closing for the day. What would you like to do between moving the Order's gear down into the Tunnels and turning in for the day? What about tomorrow? Would you like to make any changes to the plan to settle the Order? Are there any ghosts in the Tunnels? Whatever will Chicken Knight B-KAWK pawn and purchase? Will our beloved knight finally hire a proper steed? Answer one, some, or all, and let's find out!