The psychotic Prince Zan’thire remains trussed up in the brig of the Questalis merchant ship. An Elven seaman ensures that he is routinely fed a basic meal at regular intervals and a marine periodically checks the integrity of the cell door and the bonds. After a restless night’s half-sleep the prince spends the morning gauging his surroundings prior to receiving his lunch. He then attempts to slip one of his hands out of a manacle and after an hour of careful and painful pulling he manages the feat. Over the following three hours he manages to free his other hand and then casts a spell to cut through the neck brace. Finally free from his restraints he then casts a spell that unlocks his cell door – the maniac is free again!
He opens the door of the brig, just about to creep up and out, when he bumps into the Elf seaman coming to deliver his tea. The food is dropped and the seaman wisely flees for his life while the marine at the end of the corridor raises the alarm. Zan’thire attempts to cause a fire by smashing a nearby lamp and then attempts to scuttle the ship by casting a spell to blow a hole in the vessel’s floor as a group of marines coming running down the stairs. The spell is miscast and four angry marines are running towards him armed with a net and cudgels; Zan’thire concentrates and recasts the spell. This time he is successful and there is a powerful explosion the tears up the floor before him – three of the marines are too fast and pass over before the blast but a fourth is not so lucky and falls screaming. Before the maniac Prince can do anything further the marines are upon him and the last thing he sees is a cudgel being swung at his head and then there is only darkness.
When he wakes up Zan’thire can barely see – largely because only a single lamp lights the room and because one of his eyes is now swollen shut. He sees that he is once again trussed up, this time even tighter, and now he also has a weighted net draped over him. A moment later he realises he is now in the adjacent cell within the brig! The time once again drifts by before his half-crazy musings are abruptly interrupted by a juddering impact – something has rammed into the ship. Moments later there are sounds of shouting followed by the sounds of clashing swords, musket fire and screams. The noise of battle fades after time and 45 minutes later all is silent when Zan’thire hears unfamiliar voices marvelling at the massive hole in the ship’s floor; the mad prince calls out to them. Moments later the brig door is kicked in and a furtive haggard pirate comes into view brandishing a musket. A second pirate, evil looking and weasel-like, peers and laughs at the amusing sight of the trussed up Elf prince.
Back in Freeport, within an Old City keep jail, Willard is getting to know his new Orc friends of The Bloodied Nose gang. Nargil congratulates Willard on joining the gang and informs him that Karcil’s gang will most assuredly be out to get him in revenge for their boss’ murder. Nargil tells Willard that he will protect him and that they’re going to get him out of the jail, and that he can seek safety in one of their gang safe houses in Bloodsalt. Willard is instructed to locate Sardain and to pass on the message that Karcil is dead and that Mote is to be taken care of. A bribe of some well hidden coins to the guards buys Willard his freedom and he is escorted to outside of the keep’s walls. From there, as night falls, Willard has to make his way out of the Old City, where he will surely be arrested if encountered by the City Watch, and across the city to Bloodsalt. He stealthily and briskly walks through the streets, jumping into a fountain at one point to avoid a guard patrol, and then manages to successfully bluff his way out of the Old City’s gates and into the Eastern District.
The rest of the gang are still dealing with the aftermath of the Black Knot ambush. One of their attackers has successfully escaped and Gito mischievously attempts to set the house on fire but the wiser and more moral Edward prevents this. Izzard rifles through all the corpses, retrieving an axe and about seven copper coins. The group then blunders on down the streets of Scurveytown attracting more negative attention from the locals as they prepare to shut up their abodes for the night. Edward, distancing himself from the non-humans of his group, manages to learn that the Chum House is nowhere near the middle of the district; it is in fact on the dockside, where they originally were!
The group duly heads off, this time wising up to the fact that the whole of Scurveytown hates non-humans and especially greenskins; Izzard stands on Gito’s shoulders and they manage to disguise themselves as a single sinister looking human, supported by Edward. An hour later and the foursome have managed to balance their way across town to the docks. After a quick confab on the best approach to take it is decided that Lucern will go out and find out where the Chum House is exactly located while the rest hide in the shadows, not attracting any further unwanted attention. The very attractive peace-loving mystic walks over to a couple of prostitutes and attempts to buy directions to the Chum House but this only serves to gain the attention of a nearby pimp who recognises that the very attractive woman is out of place and a viable victim for robbery. The pimp attempts to first extort Lucern’s monies and then, failing that, grabs a-hold of her and rifles through her pockets and manages to retrieve several coins. The mystic breaks free and pulls a knife, demanding the return of her money. The pimp laughs in her face, turns and walks away, calling her a bitch. This enrages the normally pacifist Lucern and she springs forward and plunges the blade into the pimp’s back. The man falls screaming and the mystic wastes no time searching through his pockets and locating her stolen money.
During the encounter with the pimp the exact location of the Chum House was revealed and the group have another quick discussion and decide that perhaps it’s best not to take any greenskins into the bar and that maybe only one of the group should go in to initially scout the place out and ask a few subtle questions; after some deliberation they conclude that having the highly attractive mystic go in on her own isn’t such a good idea so the responsibility falls on Edward, who agrees and makes his way over to the front door, with a wood-axe for company(!)
The awol musketeer opens the Chum House front door and finds himself in a dirty and ramshackle drinking den populated by some of the roughest looking types he’s ever seen. There are lots of mean-looking thin and wiry wild eyed men adorned with tattoos of black knots and hands – there’s even a massive flag with a black hand and black knot hanging from a wall – indicating that perhaps the Chum House serves as a club house for some rather greenskin-unfriendly fraternity. Lots of eyes fall on Edward – who is decidedly not a local. The rather large, finely moustached and slightly dangerous looking bar man suggests to Edward that he should hand over the wood-axe – which he wisely does. The musketeer sits himself down and makes casual conversation with the bar-keep and eventually asks him if he knows of Aporcus Beedle; and it turns out he does. The barman is clearly no fan of Beedle and angrily states that the no-gooder stood him up for a job, but ultimately he blames himself as he should have been smarter than to deal with a wizard! Edward enquires if the barman might perhaps know where he could find Beedle and is told that Kurgan’s Kradle in the Dockside district is his best bet. Having successfully gleaned useful information without instigating a fight, Edward leaves the dingy bar and informs the rest of the group – they duly set out for the location and manage to reach the dilapidated multi-storey abode without problems.