Session 11

Once the rope bridge is repaired, the group makes its way towards the bottom of the basin. Agorn promises this is where they’ll find riches.

On the way over, the group encounters a trio of warrior dwarves chasing a giant snake. They steer clear.

Trudging onward on this small beaten path they come to a small encampment. No one’s home. Thoraro steals a bunch of crispy fish.

The path leads downwards, towards a beach. On the beach, they find a local jungle dweller who “agrees” to lend them his skiff after Thoraro convinces him.

They take the skiff to the shipwreck in the middle of the basin. On it, Thoraro questions Agorn extensively. So extensively that he bends and breaks something in Agorn’s mind.

Somewhat satisfied with Agorn’s answer that what they seek is inside the shipwreck, they head below deck.

Session 10
The Rundown

Following the destruction of the local population of kobold and snakemen, the gang follows the only path leading to an old crumbling temple.

Before making their way inside, they meet a joly Orc bard by the name of Tudark. He agrees to help the group for his fair share of the Treasure once Thoraro persuades him.

Inside the temple, tentacle rape traps prove to be too much for Himura Kenshin.
Renaldo causes no end of trouble, triggering an old magic vision.

A few shenanigans later, they find Agorn, son of Groden Humblefist. Who tells them that he knows the location of an ancient treasure.

They make their way out of the temple, bent on repairing an old broken rope bridge with newly found supplies.

Session 9

The group takes a rundown quest to go find Agorn in the Jungles of Freeport.

After a week or so of travelling through the dense jungle, they arrive at the last bastion of civilization.

They are told of the dangers awaiting them in the wilderness but they press on.

The kobolds are bold, but clearly don’t know who they’re dealing with. Within a few minutes a kobold lair is destroyed and the group moves on, ever closer to the rumored dwarven temple.

Session 8


Himura Kenshin, met up with Renaldo in Freeport, soon after his arrival.

In the past session, the gang stumbled on Nazgul, a weird mushroom collector and powerful wizard. He’s decided to join the crew as they are bound to be adventuring near mushrooms.

Session #7 Review

The gang woke up from a quiet, restful sleep. Feeling as if years had gone by in one simple night. Soon after waking up, they discovered a few snake men had come through the crack in the torture room’s floor. Dispatching them easily, the gang thought it best to continue their search of the sewers in an effort to get rid of the slytherin pest.

Bashing a few snake men’s skulls, the gang proceeds into a weird room where they encounter a dog being eaten alive by spiders. Nazgul decides to torch them all (dog included) and incurs the wrath of the broodmother. A cool fight ensues. And they find a bunch of cool loot.

The minotaur, Rutherford Gloryhunter, a lab experiment gone incredibly right, and self named from reading tall tales in a few books, is excited to bring his family to the surface. He’s asked Thoraro to think of a way to make this happen.

Session 7

The gang acquire a Tavern and decided to use it as a home base.

After starting their own protection racket, the gang ruffled the wrong feathers. The inn was attacked by a mob of gangsters, and set on fire.

Cornered, the crew had no choice but to die fighting.

Enter: Cool secretive wizard, who points out that they should use a rat hole in the cellar to escape.

Gang escapes through cellar, and end up in the city’s sewers. They find some weird shit, ancient tunnels used for experiments and a group of snake people holding a family of minotaurs hostage.

All snake men die for their sins of being snake men.

Session 4

Day 6

Wait, where’s day 5? Ah yes, spent in jail! Let’s back up a little, here’s the end of Day 4.

Everyone is taken to jail until matters are sorted out. While there weren’t many witnesses, it’s hard to argue against a demon summoning ritual. The group explains how they were not the murderers, how this man in white orchestrated this scheme. The Watch believes them, if only to resolve matters as quickly as possible. Demon summoning is taken seriously, and it seems O’Takan’s fate is sealed.

The Watch isn’t too happy about the commotion this causes. They have enough to deal with, what with the freak storm still hitting Freeport. The Captain of the Watch, Commissioner Holliver, doesn’t take too long to make his way to the Guardsman Facilities. Demon magic isn’t something to be lazy about, and he’ll be damned if he’ll let current events stop him from skinning this demon summoner. As he’s making his way to the Fortress, he can still see carts of dead prostitutes and homeless people being pulled by draft horses. These damn idiots, you’d think they’d known cold can kill.

In tow, he’s got what he calls his Magic Man. The man insists his name is Portobello, but Holliver won’t have any of that. He disdains magic and magic users with a passion that is rarely matched by anything else. But in this kind of crazy world, how can he do his job without some recourse to magic?

Annoying as he might be, this Magic Man will be able to tell if the incarcerated group of misfits were at all implicated in the ritual. Something about residual energy and some other nonsense. Not to mention that they’re wanted for murder. But something smells fishy, a roving band of five idiots couldn’t possibly have all been a part of those murders.

The day is young, but he feels it in his bones, someone will hang by the end of it.

While in jail, our companions pass the time by yelling at the guards that they’re innocent and by talking to other inmates. Looking around the cell, Thoraro finds a piece of parchment hidden under one of the straw beds. The parchment seems to have been ripped out of a book and reads:

10 Things Everyone Should Know about Freeport
If you’re thinking about visiting Freeport, there are a few things you should know if you value your coins, your life, and maybe even your soul. Leave it to ol’ Pious Pete; I’ll get you around safely.

Put your purse near your jewels. Freeport is notorious for thievery, and many people lose their fortunes within three steps of the boat that carried them here. Stick your valuables in places no thief would go.
Mind your manners. Don’t like half-orcs? Keep it to yourself. Say the wrong thing, and you’re bound to lose a few teeth. Say it twice, and you’ll be lucky to escape with your life.
Use small coins. You might have a lot of money, but you won’t for long if you’re not careful. Pay for everything in the smallest coins possible, within reason. Don’t pay for a sword in pennies: haul out a thousand copper bits, and you’ll get kicked into the gutter.
Keep your eyes on your shoes. Gaping about is a sure way to get robbed, stabbed, raped, or all three.
If you’re lost, look for the walls. Freeport doesn’t have any conveniences like signs—most folks can’t read anyway. The best landmark is the Old City Walls. You can’t miss them. If they’re in front of you, you’re in the Docks; behind you, you’re in Drac’s End; to the east, you’re in the Merchant District; to the west, you’re either in the Eastern District or about to enter a world of pain (that’s Scurvytown or Bloodsalt if yer not paying attention).
The Watch doesn’t give a damn. The Freeport Watch is a sorry excuse for law enforcement. You feel you’ve been wronged? Get over it. The Watch doesn’t care one whit for your troubles.
The Sea Lord’s in charge. The current Sea Lord is a woman, but you don’t want to mess with her. Her word is law, and that’s all you need to know.
Stay out of Bloodsalt. Unless you’re an orc or goblin, don’t go here. You’re going to ignore this advice, but consider yourself warned.
Avoid the Scurvytown Prostitutes. The Docks aren’t much better, but odds are that except for the few coins you spent there, you’ll come away with everything you brought with you.
Don’t trust anyone, except me, of course.

It takes a full day before a guard comes back to their cells to tell them they’ve been declared innocent by the Commissioner. Though they are told their likeness has been recorded, should they ever get in trouble again, they can expect a much harsher treatment.

Once they’ve got their belongings back, the gang steps outside and realizes that it’s already night. They make their way to the Three Legged Stagg to sleep off the horrors they saw in the Tombs, as called by the guards and the other inmates.

Day 7

Tis’ a new day! While the gusts of wind are still cold enough to feel unpleasant, it seems the violent storm that hit Freeport is now over. Senrial has gotten a protection detail job through Regis and invites the rest of the group to partake. During the job, they are attacked by members of the Blackened Knot, who aren’t too happy that they’re demolishing one of their hideouts.

A battle ensues, a few thugs die and surprisingly, a few decide to accept Senrial as their new leader and convert to Iossuthism. Senrial sends them back to the Three Legged Stag to await orders from Regis.

Day 8

After their brief encounter with a prominent gang of Freeport, the group decides that it’s time they kicked it in high gear. They decide to find a suitable place to take over. That’s right, our gang is turning to crime, and into, you know, an actual gang! To their surprise, it seems as though the perfect inn falls into their lap. The Giant Counter, owned and operated by Samuel Adams, is in dire need of new leadership.

After spilling the beans, and going in great detail about just how pathetic his life is, Sam decides that his entrepreneurial spirit has left him. The gang proposes to take over the inn, but retain Sam as the day-to-day manager and bartender. Sam agrees, as long as he gets paid 2 skulls per week and is given room and board. Seeing as the inn only has six functional rooms, someone’s going to have to double up with Sam. This is also when Sam decides it’s a good time to tell them that he’s been paying three gangs for “protection” money. The Blackened Knot, the Eastside Kings and the Scruvytown Cung Bags all come to the Giant Counter every week to get their dues, totalling a whopping 5 Lords per week.

In fact, he says, the Eastside Kings are due to come tomorrow. The gang decides to wait around and ambush the thugs when they show up. Everything goes splendidly, a few thugs die and a few are questioned and then killed. The gang leanrs that the Eastside Kings and the Blackened Knot have some type of business relationship when it comes to drugs. The Knot sells them drugs in large quantities and the Kings sell the dope around Freeport.

An exchange is supposed to happen tonight, says one of the bloodied thugs, at one of the wharves.

The gang decides it’s a GREAT idea to disrupt this exchange without too much preparation. Dojo and Takida make their way to the ship in question by navigating the wooden beams supporting the docks, while Senrial, made invisible by Bakir, follows the group of Kings headed to the Blackened Knot ship.

During the exchange, the trio decides to attack. Taken by surprise, a few of the Kings are cut down, but the Knot thugs are less easily surprised. Always on the lookout for trouble, a few riflemen start shooting at Senrial, who decides to charge all of them.

Meanwhile, Bakir and Thoraro are hiding in a ship at the other end of the dock, and see a group of guards running towards the sound of battle.

Senrial, feeling braver than intelligent, decides that he should take on all these Knot thugs by himself, very nearly getting killed. Swiss cheese would be a good way to describe him after he’s sliced open the last rifleman.

Seeing the guards coming toward the ship, Dojo decides to hide and has enough time to grab the coin pouch that was used to pay for the drugs. Takida and Senrial are less lucky. Knowing the guards are coming, they decide to play the victim and tie themselves up inside the ship.

The guards arrive and take stock of the scene in front of them. A recently sliced and shot Senrial is tied to a wooden beam inside the cabin. Several corpses are still twitching on the ship, with a few on the docks. As always, and following their strict protocol, the guards take both Senrial and Takida to the Tombs to be detained until the whole mess is sorted out.

Session 5

Day 9
Bakir files MIA report on Senrial and Takida.

Bakir Preaches on the street corner (Rolls 5 CHA).

Day 10
Bakir bribes Guards to finally speak to a man in charge, gets both of them out of jail.
– Attack Blackened Knot, steal hookers

Day 11
Beautify and hookerize the Giant Counter Inn.

Day 12
Find out Sam Adams brews an AMAZING beer. Cost to make a barrel 10 Lords + 50 Lords Equipment.

Day 13
Not much happens, the two converted thugs are set a bouncers for the inn.

Day 14 & 15
Stake out potential protection racket stores.

The gang follows a group of Cuntbags McGee thugs attempting to get “protection money” from the General Store.

The group violently murders them in front of the owner, who freaks out. Thoraro calms the old lady down, and creates the foundation for a strong relationship.

The group also stakes out the next place: The Frothy Dragon Inn, owner Gordy. The gang sees a group of Black Knot thugs going in, they go after them and fuck em up.

The owner agrees to paying protection money so long as actual protection is given. They give Bakir a summoning stone, he will be called when the owners are in trouble.

Session 3

Day 4

The day starts as it usually does, bright and early. The storm that has been raging since the group got to Freeport is not showing any signs of abating. Despite comments from the locals that a storm like this has almost never been seen in Freeport, our adventurers sit at a table and order a breakfast of honey mead and discuss their next steps.

While discussing, the Three Legged Stag’s Barman walks in and shows the group a wanted poster: all of them except Senrial are wanted for murder. Spitting their precious honey mead over each other, the group is forced to shift into high gear and to momentarily ignore the black case.

They didn’t kill anyone… did they? Takida and Dojo are still missing… Perhaps they killed someone? Senrial decides to investigate at the Bounty Office while Bakir, Renaldo and Thoraro look for a change of clothes to better disguise themselves.

It seems that they are accused of not one, but three murders! These are noted as having taken place in Rose Alley, a popular side street filled with whores, Kergens Cradle, a filthy apartment building in Scurvytown and the wharves in the Dock district.

Our adventurers take the day to investigate, and quickly realize that the evidence points towards one murdered, not 5. It’s clear whoever is framing them isn’t putting much effort into it. The make their way to the wharves and find our that the guard’s mutilated body was found next to a ship called the Narwhale. Attempts to speak with the crew yields very little, and frustrated the group continues their investigation elsewhere.

Further investigation leads them to think that the murders are not so random. An old journal found in a guard’s apartment seems to indicate that the victims are all related by one central event: a night that took place some 80 years ago during the Back Alley War and involved four distinct people.

Investigating these murdered people at the Municipal Records Office reveals that since the murders took place, only one descendant of these four people is still alive: Uri Tassovar, a shopkeeper who owns a house/shop next to the now empty Knorbertal shop. The group quickly makes their way to the Tassovar house hoping to stop the next murder but they are too late. As they are surveying the building, Beedle, looking possessed, walks into Tassovar’s shop and murders Uri before the group has a chance to stop him.

No longer possessed, Beedle looks around and is terrified of what he sees and flees into the night. Renaldo investigates the murder scene and take the murder weapon, a dagger with an emerald in its pommel.

Senrial chases after Beedle but before he can get to him, sailors first seen on the Narwhale abduct Beedle and take him away.

The group decides it’s high time they got answers from the Narwhale and its crew and set out to get answers. Things get dicy, “words” are exchanged, people murdered and in the bowels of the ship they find a man in white, named O’Takan Farastay performing a demonic ritual on Beedle’s unconscious body. They quickly disarm O’Takan and bind him just as the Watch appears and takes matters into their hands.

Everyone is taken to jail until matters are sorted out. While there weren’t many witnesses, it’s hard to argue against a demon summoning ritual. The group explains how they were not the murderers, how this man in white orchestrated this scheme. The watch believes them, if only to resolve matters as quickly as possible. Demon summoning is taken seriously, and it seems O’Takan’s fate is sealed.

Session 2

Day 2 in Freeport

The gang wakes up at the crack of noon to find that Dojo and Takida have already left the room. There is a note on the bedside table and it reads:

“Top of the mornin’ my most precious of sirs. Takida and I have some things we need to look into, we should be back in a coupla days. We’ll attempt to rejoin you here. – Dojo”

A quick knock at Senrial’s door gives no answer. The lazy slob must be sleeping in.

And so, Thoraro, Renaldo and Bakir decide that they better continue their investigation into the famous Knorbertal black case, or something or other.

Once at the Municipal Auction house, the posted schedule indicates that the Knorbertal Estate auction already took place, and that the next auction, the Johnson Estate auction, is to take place at 2pm that very same afternoon.

“What a stroke of good luck!” says Thoraro, “We’ll get to attend the auction and get a peek at the one and only case in Freeport!”

Sure enough, a few hours later a purple velvet case is purchased by an elf. The gang decides to follow the elf back to a fine establishment called the Iron House.

Stepping inside, they meet the resident blacksmith who is working away at his smithie. Idle chat leads to the next thing, and before you know it Thoraro is attempting to cast Charm at our friend the blacksmith. Seeing the beginning of a rune in the air, the blacksmith runs towards the ridiculously large front counter, under which he stows his faithful (loaded) crossbow.

“THAWNG” makes the crossbow!

“SPLOOSH” makes Thoraro’s chest!

A split second later, Bakir menacingly whips about his Scourge at the air and walks out in disgust at the ridiculously large counter. It’s at this point that our adventurers decide they should probably try to defuse the situation. To everyone’s surprise, Senrial steps in to take charge of the situation. It seems he has been following his buddies since they left the Municipal Auction house.

A quick huddle later, they decide that launching Renaldo (our specialist acrobat) onto the roof of the Iron House would be the second best idea. The first one being to cast a spell in plain sight.

Surprisingly, this goes off without a hitch. Perhaps it is due to the soothing yet commanding presence of Senrial who decides to distract the shop owner while Renaldo infiltrates the building through the second floor window. The important thing is that our group now has the highly coveted purple velvet box.

The group, minus Senrial, makes their way to a black dark alley and uncover their EPIC loot: a pewter ring and a small parchment scroll. After having smoothed things over with the owner of the Iron House, Senrial takes the long way back to the inn to ensure that no one links him to the rest of the party.

Honorable until the end, the group decides to bring this treasure to Beedle who told them to meet him at the Chumhouse, a house of scum and villainy. However, once at the Chumhouse, Beedle is nowhere to be found. At this point, Thoraro has had enough of this whole situation and decides to put the ring on. The ring instantly melds to his finger and skin. Freaking out, Thoraro holds out his hand for everyone to see and proceeds to lose his shit.

As he is starting to attract a crowd, the bones of a dead dog start moving and reforming into a body. The crowd is disgusted and one sultry fellow curb stomps our dear bonefide Fido into bits and pieces. Luckily, no one seems to link Thoraro to this act of Necromancy.

Deciding they’ve had enough adventures for the day, the group makes their way back to the Three Legged Stag and accept to do a job for the barman in exchange for a night’s stay.

Interested in the parchment found in the case, Bakir spends some time studying it and figures that it must be quite the old piece of parchment since it seems it was printed with old Dwarven technology. Bakir and the barman discuss the different ramifications throughout the night and become friends.

Day 3 in Freeport

The following morning, the barman shows the group what they are required to do: it seems that some kobolds have been marauding beneath the Freeport docks and have made a hole leading inside the Three Legged Stag’s basement. Our gang fixes things up all nice like while Thoraro keeps bleeding from his crossbow wound. The barman nods, seemingly satisfied with the day’s job, nothing like a good day’s honest work!

A moan from Thoraro makes the group realize that his condition is probably getting worse. Thanking his lucky stars that he’s still in a relatively good shape, Thoraro heads to the nearest temple with the help of his companions and pays a priest a measly sum in order to receive some healing.

Once again, the group returns to the inn and approach Regis, the owner of the Three Legged Stag, to get a job. He gives them a critical look, from Thoraro’s blood stained clothes to Bakir’s effeminate posture, and decides to give them a job cleaning up an alley that has been infested with bums and homeless dwarves for over 6 months. This won’t be a dignified job, but anyone with a shovel should be able to get it done.

Once in the shit filled alley, Bakir successfully convinces one bum to help the group clean up. After a few hours of unbelievably filthy work, Bakir spots Beedle walking down a back alley and decides to chase him down. After catching up, Bakir tackles Beedle to the ground and takes a better look at him: It’s not Beedle, but some fellow named Slick who looks almost exactly like him. Slick breaks down crying, begging Bakir not to kill him. Bakir questions Slick and finds out that Slick has no knowledge of the purple velvet case but that he did know that Beedle was looking for a black case that was to be a part of the Knorbertal Estate auction.

Horror dawns on Bakir’s face as he curses his lack of foresight, preparation and most importantly, basic intelligence. For two days, the party has been chasing after the wrong case. Guilt and remorse wrack his body as he thinks back to the moment when Thoraro slipped on the ring. What has he done? What will his newfound friends think of him? He vows to find a way to save his friend from the cursed ring and to hunt down whoever left such a dangerous item unguarded.

Sapped of their will to live by a combination of shit shoveling, quarrel to the chest and the realization that they have been following the wrong case, the gang returns to the inn, lost and without direction.

Spared from this wave of despair, Senrial keeps his sight on the mission at hand. A man of honor would not let such trivial obstacles stop him from completing his mission. He decides to pick up the investigation where the rest of the group gave up. Gathering more information at the Municipal Auction house, Senrial asks the owner to whom a black case might have been sold to. Although the owner cannot recall a black case, he does recount his conversation with a man dressed in white who was looking for a similar case.

Returning to his friends, Senrial discusses his findings and the group (minus Senrial) decides to investigate the Knorbertal house for any clues that would lead to Beedle or this man in white. To do so, the group takes their first step into the Old City district of Freeport. Severely outclassed in both manners and livery, the group wades through streets filled with merchants and minor lords and make their way to the Knorbertal house.

Looking somewhat unkept, the house is completely empty and locked. But this doesn’t stop our friend Renaldo from once again climbing up on the rooftop and gaining access through an unlocked window. The building is much the same inside as it seemed outside: empty. But… what’s this? A loose brick you say? Using their combined wit and a much sharper dagger, the group tease out the loose brick and find a small latched box containing 15 lords. Think of the things this could buy! Well, not very much, but… KNOCK KNOCK, says the door.

Was the group sloppy? Did someone notice them going into the Knorbertal House? This could be a good time to make their escape through the back door, but all work and no play makes Jack a dull boy, doesn’t it? And so, an invisible Renaldo decides to play around with this new comer by opening and closing the door in front of him. This takes its toll on our poor guest and unable to contain his breeches any longer, our frightened guest takes his leave and returns home.

Laughing their way back to the Three Legged Stag, Renaldo pockets the 15 lords and prays they can finally find Beedle or his case on the morrow.

Session 1

The adventure starts with our group on their way to Freeport by way of ship. The ship they’ve “chosen” is called the Leaky Bitch and is captained by Roger. Down on his luck, Roger accepts to take Bakir, Senrial, Dojo, Takida, Thoraro and Renaldo to Freeport for a fraction of a normal fare. This rag tag group of people are heading to Freeport for a various number of reasons, but most boil down to this: They want to escape their old lives.

On their way to Freeport, the ship is attacked by Sea Slugs, mindless sea creatures feared for their ability to dissolve wood. Bakir is quick to bring about the utter and righteous destruction on these heathen slugs, dispatching all but one of them who is promptly hacked apart by Senrial. For his heroic efforts, the Captain gives Bakir a jug of fine Pirate Rum and celebrates the victory.

Shortly after the melee and during the ensuing confusion, Takida decides to take a look around the ship and finds a note in the Captain’s quarters:

Second Sundas of First Seed
I was not born for this. Woe is quite literally becoming me as my gambled fortune crumbles around my feet. Finn has been kind enough to lend me some money at a friend’s rate … (badly scribbled text)

First Fredas of First Seed
Gortha is incredible! He singlehandedly defended a shipment of spices from a pirate attack. And after years of indecision, I have decided to make him a partner. He is smart, strong and loyal. I should not be so quick to despair, there is hope.

Third Middas of First Seed
Gortha is a THIEF, A LIAR, A SCUM, A VILLAIN AND A FORNICATOR OF KOBOLDS. He has stolen everything. My investment is gone, and with it my life. I must meet with Finn to explain why
(Water damage has made this part illegible)

The rest of the voyage is uneventful until the Leaky Bitch finally makes it to the docks of Freeport. A storm is brewing and the band is cowering in the hold when suddenly they hear screaming and yelling from up on the deck. They decide to investigate by rushing the deck and are quick to find out that they have company. Shortly after mooring, a few thugs rushed on the ship along with two Hell Hounds that are threatening violence on poor ol’ Roger. Senrial also notices that a Halfling is standing on the docks along with what appears to be a few other humans. An attempt to talk with the Halfling is met with silence. Meanwhile, Roger warns his attackers to step no further. His warning goes unheeded.

Being a man of his word, Roger summons a hellish fiend from the plane of Hell in an attempt to gain the upper hand. However, it shouldn’t come as a surprise that the fiend immediately turns on Roger and crushes his head like a rotten melon. Even the most initiate of extra-planar summoners knows that it takes hours of preparation to successfully summon such a creature. Suddenly freed from its shackles, the fiend turns its wolfish gaze on the flock of sheep. On the docks, the Halfling and his posse react quickly and unmoor the ship, letting it float away from the docks, and effectively stranding our adventurers.

The rest happens quickly, and many scholars will argue about the exact version of events that took place that night. Was it bravery or cowardice that drove Dojo to attempt an impressive six foot jump to reach the docks? asks Fenrir Bookborn, who goes on to insist that it was bravery, citing over a hundred books addressing this polarizing personality. A later work featuring a whopping ten books on Finn the Halfling will recount that Finn himself was immensely impressed by Dojo’s graceful acrobatic feat.

Following Dojo’s graceful lead, most of our adventurers are quick to abandon the ship though through slightly less graceful means. However, one refuses to leave before everyone is at a safe distance. With determination in his eyes, Senrial takes up his blade and challenges the other-worldly being. However, it soon becomes clear to him that even an experienced fighter like himself cannot keep up with the unyielding fiend. Fully understanding the perils of swimming with plated armor, Senrial leaps off the ship and successfully rejoins his gang of friends, leaving the Demon on the Leaky Bitch.

As one of the surviving thugs flees the docks, Dojo plants one of his specially marked ninja stars on the unsuspected thug.

Now stranded in Freeport without the guidance of Roger and without allies, our adventurers are approached by a surprisingly disgusting young human going by the name of Beedle. This young fellow, having seen their scuffle on the docks, finds them suitable for the job of retrieving of a particular object. A case, he says, containing an object worth at least 1000 lords, of which he’ll give our adventurers 40%. After a quick discussion, our adventurers accept and begin their quest to find Beedle’s Case.

It isn’t long before Dojo loses his temper over a trivial racial insult. Being a reasonable Hafling, Dojo throws a ninja star at the offender. Already, the dock workers whisper of a Halfling with enough scrotes to challenge a Human. Maybe, they think, such a Halfling needs to be brought down a peg. After all, Halflings have been castrated for much less.

Deciding to concentrate on their quest, they decide their best lead is the Municipal Auction House, where Beedle assured them the case would be sold to the highest bidder and in less than twelve hours. The find the auction house to be heavily secured by 20 foot high walls, and deciding that it would be better tackled in the daylight. After a quick huddle, the adventurers decide it is time to hit the proverbial sack, and get some well deserved rest and relaxation.

Of course, what should have been a simple enough task turned into trouble when Thoraro decided to talk up a local drunk, Regis, and failed to heed repeated warnings to leave his table. Smashed in the face by Regis’s regal cup, Thoraro gets a lucky break when Senrial steps in to smooth things over. However, Regis insists Thoraro be ejected from the premises.

Everyone but Senrial decides to take pity on Thoraro “Asperger” Larsen and follows him to another inn, where they are offered one room. Being the rich adventurers that they are, they promptly refuse and return to the Three Legged Stag.

Returning to the Three Legged Stag, they find Senrial sitting at Regis’s table, having a jolly old time while Bakir, the group’s resident priest, decides this is the right time to convert drunkards to his religious cause.

Thoraro decides that it would be best to cover his face to ensure that no one recognizes him. He follows this wise decision by engaging the barman in a conversation. Quickly realizing who he’s speaking with, the barman waves over to Regis, to let him know of the trespassing fool. Quick on his feet, Thoraro performs a highly illegal spell and Charms Regis. Usually anything but docile, Regis suddenly becomes extremely amiable towards Thoraro, raising the barman’s suspicions that something is afoot. This wouldn’t be the first time the barman has seen a Charm spell in action. Giving them one last warning, the barman reaches for an item in his pocket with a determined look in his eyes. Thoraro tries to defuse the situation, and the barman mentions that a sizable bribe could make this go away. They settle on the amount and the adventurers finally make their way to their rooms at 4:45 am.


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