Companions: Isabela's Contact
Information on Isabela's Contact becomes available after she joins the party upon the conclusion of Fools Rush In. When she's not traveling with the party, she can be found nowhere else but waist-deep in swill at The Hanged Man. She tell you about a "friend" that she has staying in the The Hanged Man and refers you to him for the unabridged version of the quest. This opens up the Finder's Keepers quest.
Companions: Finder's Keepers
As continued from Isabela's Contact, the quest's originator is found holed up in his room in The Hanged Man. The paranoid fool welcomes the offer of amnesty and comes to terms with his new good fortune -- perhaps you'll help him retrieve his lost cargo from the Raiders. Accept Martin's quest and be on your way to the Docks to speak with the Longshoreman there. Your investigation leads to the Harbormaster Liam, but the Harbormaster himself has other more pressing matters to attend to, leaving you his assistant with whom to make enquiries about Martin's cargo. Turns out his shoddy attitude is begging for a proper beatdown or some coin to loosen his lips, although he calls your bluff if you go with the former.
If you refuse to pay up the two sovereigns it will cost to extract the necessary information, you'll need to return here at night, fight some dogs, and claim the Dockside Redirect, which is a much more roundabout approach, indeed, but one that ultimately achieves the same results. Plus, if you are keen on gaining more limited XP, you'll have ample opportunities to earn more XP as well as reap in the additional benefits of exploring a new area filled with useful items, including a Deathroot and the "Half-Braid" Silsam's Remains that initiates the namesake quest.
Once you've gotten a hold of the information you seek, the next step naturally falls in place. Head to Woodrow's Warehouse via the Docks or, if you went with the circuitous method, via the Disused Passage (which leads you back out to the Docks). When you enter, the Warehouse at first appears to be empty, but past experiences have shown that to be none other than a facade. There's a trap waiting at the bottom of the steps in the main room, which sure enough livens with activity when you reach the bottom. The assailants are nothing you haven't seen before. Once they've been swept by the wayside, continue west to the cargo sitting at by the boats. Be wary of the simple trap laid out in front of it, however. Collect the Sample of Martin's Cargo and the rest of its contents, and be on your way except you will have to stuff one last group of enemies before you can finally exit.
Martin's questionable goods leave you with a moral dilemma: to reveal the whereabouts of his goods is to condone yet another, if brutal, method by which to kill; on the other hand, you'll enter into a mutual business agreement in which he provides you with poison at a discount.
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