Yeah, I'd like to propose to not strip them down to their metaphorical pants, it makes recovering lost equipment worth more than the associated risk. And incentivizes being more decisive and lethal about it, too.
I agree with the Web/SLA bits being a bit much. The caravan's position is
not secret at all to anyone nearby, and I'd rather have Mina's Web spell handy than put these people at risk of being killed by something in the wilds.
Going to rip off Goldfish's plan, with the following changes:
Rather than "half gold" I'm going to say "leave them with 400 gold, take the rest".
Ask what they know about the rumoured dragon up ahead, and other big threats they know of that the caravan should be wary of.
Remove the Web/Pass without trace.
Also taking out some of the 'we kill you now if you do dumb shit' lines, because I can tolerate a bad decision or two from these people in order to get to the questioning.
Taking maps, giving up to 200 gold for them.
Leaving behind magic items that they hold deep attachemnt to.
Edit: Changing the 'wake up Urgor line when they are tied up'. I don't want Urgor to feel like we're trying to manage him (though, I
am trying to manage him)
[X] A path to survival - gentle edits, + silly map purchase:
-[X] Each of the thieves is to disarm themselves and allow Gorok to tightly bind their hands and feet. Once they're bound, Gorok will also blindfold them with scraps of cloth. Cob will similarly deal with the unconscious shape shifter, though it might be wasted effort in her case. If he has an Iruxi net tucked away in our satchel, now is the time to use it.
-[X] Once the thieves are thoroughly incapacitated, we'll wake up Urgor. He's likely to be less murderous if he returns to consciousness to see the thieves captured.
-[X] Quietly, Mina casts Heroism and Hermean Potential on Kori, and he casts Channel Vigor (for a total +25 or +27 Intimidate bonus). He then uses Intimidate, with Urgor providing assistance using Aid Another, to address the thieves. "I don't want to hold a grudge and there is already too much blood on my hands, unlike my good friend Master Urgor here, who nurses grudges like they're his own kin and would gladly decorate the forest with your entrails for the wrong you've committed against him." Kori pauses to gesture at the fuming Dwarf, allowing the man to interject if he wishes. "So that means you get a chance to live and let bygones be bygones. All you have to do is answer our questions truthfully. One lie and your chance for survival ends. It won't be much trouble to question your corpses, if it comes to that, just messier than we would prefer."
--[X] "To help things along, we're going to use a bit of truthtelling magic and my witch friend's Hexes. Nothing harmful, I assure you. Do not resist the spells or Hexes, for your own continued well-being."
-[X] Kori uses Shadow Enchantment to cast a Zone of Truth spell, and Mina will use her Evil Eye Hex on each of the thieves. She'll begin using Cackle to maintain the Evil Eye Hex for the duration of the interrogation. Kori also uses Detect Thoughts to examine the surface thoughts of each thief during the interrogation.
--[X] While Kori rummages through their thoughts and pays attention for lies and obfuscation, Sirim demands their names, affiliations, organizations they belong to, where they heard about the expedition, what their plans were after stealing from us, who their contacts and fences are, their abilities, and intentions after we set them free. He'll also inquire about the date if the slain mercenary guard, who was lost down by the river. Assuming they answer satisfactorily, and were not responsible for the guard's death, we'll take their money (leaving them with 400 gold) and magic items, along with any potions, poisons, or Alchemical goods they possess, but leave them the rest of their equipment. This includes asking them about subtle magic items (rings/necklaces ect) or extradimensional spaces.
-[X] If they have any maps that are trustworthy, take those too.
-[X] If any of their enchanted items is of intense personal significance, or is intensely useful to their class specifically , but not very useful to the average adventurer (e.g. if the shifter's armour provides bonuses while transformed), then leave those.
-[X]We'll also take a lock of hair, vial of blood, and fingernail clipping from each of them, more for continued intimidation and threat than any practical purpose (for now).
-[X] We also ask them what know about the rumoured dragon up ahead, and other big threats they know of that the caravan should be wary of.