Smugglers Wharf

Event
''Knollwich port is little more than wooden planks sticking out over water. It's a den of iniquity, visitors and enquiries are obviously not welcome. You spend your time getting acquainted with the workings of the wharf, looking for avenues to gain information. You have found three ways you might find out about the missing ships: steal some logs, bribe a worker or help a Captain drown his sorrows.''
 * A) Steal ships logs
 * Huge Success(x1):
 * With quick hands you steal away some barely legible documents. They tell you about some of the contraband being moved around but nothing references the missing ships. You leave before your theft is noticed.
 * Failure(x3):
 * Your attempted thievery is ill timed and clumsy. You are quickly surrounded by the displeased denizens of the wharf.
 * Draw 2 monster cards.


 * B) Bribe a ship hand(30 gold)
 * Once the worker gets an idea of exactly what information you're after he quickly raises his price.
 * Lose 30 gold.
 * A) Pay an extra 20 gold.
 * The eyes of the dockworker light up at the sight of such wealth. He seems surprised that he knows anything that someone would pay so much to hear. You're beckoned closer to allow the ship hand to whisper to you. "Highbinder" he says before dashing off into the shadows.
 * Lose 20 gold. Acquire card's token.
 * B) Threaten
 * Success(x1):
 * The threat of mortal harm changes the value of the gold he holds in his calloused hands. You plan to head back to Carlo at The Land Locked Lubber and see what you can do with the information you gleaned.
 * Acquire card's token.
 * Failure(x3):
 * Impending violence does nothing to salve his greed. You make your way out of Knollwich port before you get into more trouble.
 * C) Leave
 * You decide that there may be no limit to this brigand's price increases. You make your way out of Knollwich port before you get into more trouble.


 * C) Drink with a captain
 * In what passes for a bar in this shanty town, you find a ship's Captain drowning her sorrows. They must be frightful sorrows, because she's drowning them in Dolesian brandy. You pull up a stool next to her and, while inquiring about her misfortune, attempt to find out what she may know about the missing boats. You can tell the captain knows something but she's not parting with it yet. However she seems pleased to have company. Continue to drink with the Captain?
 * A) Drink more
 * ''You gulp down another small glass of terrible, terrible, brandy. The Captain is merry and regales you with stories of her adventures upon the high seas, but nothing regarding the recent boat disappearances. You're feeling the effects of the powerful Dolesian brandy, but yo still have your wits about you.
 * (Drink again)''In her drunkenness, the Captain reveals far too much about herself, yet sadly nothing about the missing ships. You;re lost in the fuzzy warm haze of drinking. You don't notice a local pick pocket relieve you of some of your gold.
 * Lose x gold.
 * (Drink again)Lose x gold.
 * (Drink again)After many drinks the Captain starts to reveal what she knows. The Captain reveals only one thing, "Highbinder" and will say nothing more on the matter. You plan to head back to Carlo at The Land Locked Lubber and see what you can do with the information you gleaned.
 * Acquire card's token.
 * B) Leave
 * You leave the Captain to her woes and make your way out of Knollwich, all the while hoping to have tasted your last ever drop of Dolesian brandy. You make your way out of Knollwich port before you get into more trouble.

Unlocked By
The Land Locked Lubber(Murder at sea DLC)

Token
For infiltrating Knollwich port you receive the following card. The Land Locked Lubber 2