Surprised at the dog-like sounds coming out of his mouth after he casts the spell, Tanner quickly turns his attention to the prisoners and tries several different ways of getting the information out of them. He'll start by trying to befriend and help them, soothing them and explaining he just wants to help them, and he'll even offer them freedom and a reward for helping him. If that fails, he'll lean on them and Intimidate them, threatening to kill them if they don't talk. But he hopes that he'll catch more bees with honey than with steel.

"Why was the human wizard Glennnifar kidnapped?"
"Where have the other's taken him?"
"Who is the leader of the group that turned our friend into a Black Dragon?"
"Have the others gone to some lair or fortress further up the hill?"
"Are there any secret or hidden paths up to or into where they are keeping the wizard?"
"Are there any traps or passwords that we need to get to where they are keeping the wizard?"

After he asks all of these questions and listened to what answers he gets, he'll turn to the rest of the group and tell them what he found and see if they have any other questions.

ooc: Tanner can cast Detect Magic, but we already know the potions are magic, and the only other likely objects are the MW weapons and armor. If any needs to use them, though, Tanner will cast Detect Magic on them and look at them closely (Bardic Knowledge?) to see what he can find out.

A tall, gangly human youth looks at you, his questioning green eyes filled with the energy and enthusiasm of youth. Clad in a fine chain shirt with a buckler emblazoned with crossed lute and sword, he wears an Elven rapier at his side and a rustic lute over his shoulder.