The Dodgy Dock

2nd January 2023

## Adventurers Attending

* Dur
* Jock Emberforth
* Creed
* Aloisius
* Dacen
* Todon

## Mission Notes

Having met at the guild our party were tasked by Beefington to go to Port Sarim and find Governor Beth about some shady ongoings in the port. All new members to the guild received their customary welcome pack of 1xPotion of healing and the sage advice of 'don't die'.

Meeting Hamer with the guild cart outside our new members got in, while Dacen travelled with Todon and his pony Steve.

Some way along the road Dacen's hawk noticed some rustling along the treeline of an adjacent forest and alerted our party to the possibility of a kobold ambush. With the party leaving their carts to investigate on foot, combat ensued. A number of slung rocks from the kobolds mounted little in the way of an attack before most were put to arrows and bolts, then finally the sword. Investigating the makeshift camp Creed found a bunch of smoking pipes amongst the bodies.

Thinking not much of the ambush our party furthered on to Port Sarim, with the stench of fish in the air and the taste of salt assaulting the senses our party headed to find the nearest tavern. Alighting at For the Halibut they questioned John Grocer on the lay of the land hearing that a number of regulars hadn't frequented the tavern as of late, before confirming the directions to Governor Beth.

Arriving at the Port office, they nervously approached Governor Beth, before she bemoaned the quality of guards and investigators she had on hand, suggesting that the Port had had a recent substance abuse issue and that our party should head out to investigate the root cause of a bunch of hazy and idle fisherman that had fallen foul of a new smokable substance since a number had lost their livelihoods to a recent pirate ship incursion.

Splitting the party, a few went back to the tavern to question a suspiciously overly inebriated patron, while the others staked out the Dock especially around an area Creed had noted for its thieves cant symbols. Getting very little information from the patron, Creed noted a suspicious fellow heading for the docks, before getting spooked and trying to leave, at which he attempted to pretend himself an addict in need of his next fix, leading to the suspicious fellow breaking into a sprint to get away.

Pursuing the suspicious fellow amongst the alleyways and rooftops, he was eventually lost, but quick thinking on Dacen's part, sending his hawk into the sky to search for the culprit, led to the hawk noticing the closing of a door to a nearby building. Investigating the fish gutting warehouse the party discovered 3 entrances and set up Creed at the rear barrel cellar hatch while the others entered from the main front door. Discovering an operational factory, our heroes threatened the foreman for information, before the foreman suggested that if they had investigating to do, maybe they should stop threatening him and do their investigating.

Finding a number of hatches in the floor, our party dropped through to the cellar level, to find a number of thugs and mastiffs guarding barrels of suspicious looking powders alongside worktables where no fish gutting was taking place. As combat began, their leader attempted to slip out the tradesman's entrance, alerting Creed as he did so. A number of dashes and arrows later and the leader had escaped.

Meanwhile inside, hammers and axes were swung, bolts were fired and a well timed sleep spell cut the thugs forces in half, with a larger number lying slumbering on the floor. Picking off the waking thugs 1by1, they let 2 sleeping dogs lie.. permanently, managing to apprehend the final thug for questioning back at the guild.

Our party then reported all findings to Governor Beth, so that she could complete the clearup operation, before heading back to the tavern for complementary ales preceding the long journey back to the guild.

## Loot

* 1 x Potion of healing - per lv1 player
* CREED
* 5 x smoking pipes
* 1xgold piece (that fell out of beefingtons pocket, but was so insignificant to him that it was left behind)
* 1 x pouch of dragons Ash (custom substance)
* 1 x pouch = 5 uses
* Dragon Ash - DC10 con check - fail, unconscious for 1 minute - must be smoked - Gives rush - makes you see sparkly stars - allows use of prestidigitation cantrip for 1 hour
* If used for 2 consecutive days dc13 con check against addiction. Fail, must pass a dc15 int check or seek out more dragon ash.
* GENERAL LOOT to be divided up by players from the warehouse
* 1 x candle of the deep
* 1 x breathing bubble
* 1 x cleansing stone
* 1 x Orb of Direction

## Rumours

* Who was the man that got away?
* Where did all the dragon ash come from?