Before the party leaves, they decide to see if they can work to reincarnate Weir. The druids of the Everwood agree to help and cast the spell; the party watches as the soulstone begins to morph and grow, eventually they see a fully-grown elf who wakes up. Weir recognizes everyone and wants to go back to Almus, however Tessara asks him to stay to help repair some of the damage caused with the recent events due to decay and depopulation. He agrees. Tessara informs Faun to find a half-elf named Doud in Almus, and he hopefully can help her get on her feet in the city. (Doud is played by Shepherd and Weir's player; he gets an itch to try new characters if you can't tell
The party leaves the Everwood, heading back to Almus. They enter the city and Faun is amazed at the scope. They go to the Dead Rabbits to inform them that Weir won’t be back soon. They visit some shops to procure goods, including a newly opened shop headed by a blue-skinned gnome. Dante, Almaris, and Margit are the only members of the party who travelled with Ashe, but by chance didn’t go with the party members that visited Ashe’s store, so no one knew each other. The party finds out that much of Maka’s family’s fortune is being sold off and they are told to find a business partner of Maka’s father (Anaru Taine) names Svesty at the Bloody Knuckle bar down by the docks. Faun finds where Doud lives; she knocks on the door and a suave and well-dressed half-elf answers. He introduces himself as Doud and agrees to help her find a footing in the city. As he is showing everyone around, the party notices the Bloody Knuckle bar a ways away and they convince Doud to show them the area around it. It’s a pretty dangerous area and he informs Faun she probably shouldn’t ever come this way again as it’s dangerous. (Doud is a half-elf with some demonic heritage; the player plays him as a scoundrel type but he is of the ninja class.)
Inside the bar the party finds a ratman named Svestronicus (Svesty) who says he is a scavenger extraordinaire. He knows of Anaru Taine but to get info from him, he wants a tiny insignificant jewel from a stash of goods that Anaru is planning to ship out on a boat very soon. He will trade information for the jewel. He seems very nervous and desperate, but the party isn’t sure if that’s just his nature or if something else is going on. He will tell them where Anaru is once the jewel is given to him.
While at the bar, Dante begins talking with the shopkeep about a magnificent bow on the wall. The barkeep says it’s the grand prize for the Dragon Dice tournament tonight. He bought it from the Taine’s collection for a good deal and is looking to make some quick coin with a gambling tournament. Dante encourages other PCs to join him to help win the bow and after a few rounds of elimination, all that remains are the PCs and Dante wins the bow. (It’s an Oathbow.) (Dragon Dice is played where you roll 3D6 in private, 1D6 in public. On the count of 3, either keep your die or give it to another person. The highest without going over 18 wins.)
The party agrees to find the jewel and Svesty tells them to visit a warehouse by the water; they find it and also find a large cargo ship closeby that is being loaded with cargo. The laborers loading the ship appear friendly. Dante heads inside the warehouse alone and finds it to be a boat repair/manufacturing company. Doud decides to sneak in and visit the floors above. He quickly notices there are guards posted and manages to stay hidden for the most part, until he decides to venture through a closed door and a guard notices. Doud quickly runs to a window, opens it, and dives into the water. The guard starts screaming there is an intruder. The laborers loading the ship stop and try to find Doud, but he manages to stay underwater and swim away. Almaris turns herself into a sturgeon and starts swimming around; the rest of the party point out the sturgeon and manage to get most people outside to figure that whatever the guard saw is the large fish swimming around; after the commotion calms down, Almaris swims away and changes back. A man in armor comes out of a building next to the warehouse and asks what’s going on. After a discussion, he says to just have all of the cargo from the warehouse loaded onto the ship tonight so it can leave in the morning.
While Almaris and Doud are hiding, the rest of the party talks to a small ragtag boy who is in the area and he tells them about guards that are stationed next door to the warehouse and their schedules. By this time, Doud and Almaris are back and Doud decides to climb the outside of the building adjacent to the warehouse to see how many guards there are. He notices enough that he doesn’t advise going inside.
Faun decides to try a plan to get access to the jewel: she calls over to the ship’s captain who comes to the edge of the ship. She casts Charm Person on him and asks him if they could use more hands to help load the ship with cargo. The captain obliges to such a pretty lady and her strong companions. The PCs begin helping to load cargo,trying to notice what is in the containers. To their chagrin, most of it appears to be bulk goods such as dried food, blankets, etc. Eventually the captain says it’s time to load the cargo from the warehouse and the PCs head into the ship repair shop and warehouse. They venture upstairs, past the guards, and up to a separate room on the roof. Guards are posted outside of a well fortified door. The guards question who these new porters are and the captain says they are new hires. The guards don’t like it. The captain and his real shipmates enter the room the guards are standing in front of and as they do, the PCs notice all kinds of treasure and jewels in the room. They launch their attack.
They close all doors and begin attacking the guards; the captain and his workers are trapped inside the treasure room. Eventually the PCs defeat the guards by way of swords and even some magic; Anthem casts a spell that causes a swarm of bees to appear to attack the guards; the PCs use the bees to their advantage and have them also enter the treasure room to secure a deal with the captain. He can have everything they leave and they will spare his life and his crewmates lives. The party finds the jewel and notices it is an Ioun Stone. They quickly leave the room and run away.