The party meets up in the tavern and trades stories of their recent adventures, since many of the people involved haven’t adventured together recently. On hearing the tale of the Fallen Legion tomb and the masterwork breastplate left in it, Dubya conveys by means of charades that he would really appreciate it if they went and got that for him, so they do so. They do a little more searching and exploring around the graveyard but don’t find anything especially interesting or valuable.

That errand complete they decide to visit the smuggler’s cove and detour by the lightning chapel on the way there, where Dubya and Reed continue to puzzle over the spire and the mechanism within it. They camp there and notice that the spire and especially the mechanism glow faintly blue in the dark, outlined in energy like Saint Elmo’s Fire. Reed’s arcane vision shows the spire has a mild evocation enchantment on it but no other magic.

They sleep through the night without incident and in the morning they travel on to the bridge they repaired some time ago. Since Elmer now has a masterwork set of mason’s tools, they spend some time fixing up the bridge to be a little sturdier and carve the face of Dwarfoe into the side of it. They cross and follow the river downstream to the smuggler’s town.

On entering the tavern in the smuggler’s town they see Bob, Tobin and Skwee sitting at their usual table and Bob is thrilled to see Gary and Elmer again. Gary asks how the light maiming has been going and whether they’ve gotten any goods that they might be interested in selling, particularly any liquor or magical items. It happens that Bob DOES have a shipment of extremely rare, almost unique, liquor, as well as a case of fancy looking wine that they salvaged from a shipwreck that they definitely didn’t cause. Elmer examines the liquor determining that it’s made mostly of apples and herbal additions and it’s basically pure alcohol. The wine has fancy labels with a big house on them so that clearly means they’re good. Elmer and Gary negotiate a little with Bob and Bob sells them eight cases of liquor plus the wine for 120G, minus a tithe for Dwarfoe.

Elmer discusses establishing a shrine to Dwarfoe in the tarvern and consecrating it as a church of Dwarfoe which would both fill it with the scent of freshly baked soft pretzels and mean that anyone drinking within the establishment suffers no hangover and is able to get exactly as drunk as they want to be, not any more. In return a portion of the tavern’s profits will be tithed to Dwarfoe and used to improve the tavern, the town and the church. The party decides the town should be renamed Dwarfoe’s Cove and apparently the townspeople don’t object.

The party loads up their cart with booze and discussed making this a semi-regular arrangement with Bob, which he’s happy to do. He can’t deliver to Westview because he may have a tiny little bounty on his head there. And Tobin and Skwee might as well. It was all a big misunderstanding really.

The heads back to Westview and offers their cartload of booze to Carl. Dubya gives him a sample of the Cider of Dwarfoe, which is what Elmer named the mostly apples liquor, and shows him the wine, a brief negotiation ensues during which Elmer tries to use their skill with alcohol to ply Carl with booze and get him in a good mood, which mostly works. They end up making about 840G off the whole transaction and Carl agrees he’s always interested in unusual liquors or other goods that might happen to come his way.