The smallest agonies of the dawn have not yet come a-borning over the edge of the world, but still the low creatures of the scrub can sense a forbidding coming. The marmosets and voles cower in their earthy dens while above them raptor birds rush for the fading clots of night. Bruce (Grenville Temban d'Tharashk) stirs to wakefulness and thinks about what sort of session summary introduction he can write. Even he cannot grasp the horror that is about to strike. But Chuck (Xim) can! And he's got lots of Mountain Dew to keep his metabolism stoked enough to meet it! Yow! Chris (Thaiphong) manifests in a foul rush of air and groans at the sight of alert, cheery people. He understands the danger. He knows that insisting that the glass is half full will lead only to pain. Pain and suffering. Then Ernest (Kurgash d'Tharashk) shows up to point out that there is no glass. Tim (Silharath) is more than happy to agree, mentioning in passing that he found a glass, and there was something in it, but he already drank it so there's no sense in worrying. Billy ("Snapshot" Secheck) walks in, understanding that he trails an undeserved reputation but unsure how to counter it.
And then Paul appears at the head of the table, to begin the first session of his new Eberron game.
It is a dark and stormy night. But we won't go there. It is Mol, Zarantyr 9, in the city of Zarash'ak. Fortunately, the city only comes alive at night. Thaiphong comments to a drunken goblin next to him at the bar, "That's when it kills people."
Grenville Temban d'Tharashk has just been fired, but he's not unhappy: he already has a new job. He has been informed that he will be employed as part of a team of bounty hunters. More than that, he will be leading a team of bounty hunters. The only problem is that he knows practically nothing about bounty hunting. Or leading people. He does know quite a lot of engaging tunes and has a mean trill on the flute, but nothing about bounty hunting. He suspects that his new appointment may be some kind of cruel practical joke played upon him by the leaders of House Tharashk. Either that, or someone realized that a guy who can unerringly find people who owe him money on payday might have more usefully applicable talents.
Hoping for a bit of help, he goes looking for his old friend Kurgash d'Tharashk. He finds the big orc in a tavern drinking from a spiked mug. He walks in and they have an impromptu reunion over mugs of thick, yeasty beer. Kurgash explains that he has just returned from the Demon Wastes, where he learned how to survive a winter night by hollowing out a caribou carcass and crawling inside. "But then, first time I tries this out I find them elders was playing a joke on me. That caribou, it was a demon caribou. Them things got tentacles the size of your wooblies inside their bellies. Took me half the night just to cut all them things out. By morning, I was half-near froze up."
Grenville replies, "I've been thinking about the sort of training our elders think is appropriate for us. I've spent the last several years finding dragonshards. You know the first thing they taught me how to do? Play a flute."
Kurgash grumbles, "It is a strange corporate training program they've adopted around here. I hope they ditch it soon and move on to Six Sigma. It'll do less damage."
Kurgash notices that there is a strange, willowy figure hovering around just outside of Grenville's range of vision. At first, the orc thinks that Grenville has gotten lucky. Then he looks again, and concludes that the figure not only isn't female, but isn't even human. He rumbles at the bard, "Who's your stalker?"
Grenville rolls his eyes and explains that Silharath grew up in Zarash'ak, and claims to have been Grenville's friend for years. He asks, "Could you deal with him? He's pretty creepy fellow, and he's been following me for hours."
Silharath wheedles, "Ooh Grennnville! Where are you? I can hear your thoughts!"
Grenville growls, "You shoot that Mindlink crap at me again and so help me I'm gonna stop it with a Will save! Us bards have really good Will saves, so you better not trifle with me!"
Kurgash suppresses an un-orcish giggle at the sight of his weedy friend Grenville trying to act tough. He speculates that the act would work better if Grenville didn't insist upon wearing a hat with a feather in it.
The merriment ends when Grenville tells Kurgash that he sees a strange glowing hand, and it is beckoning him to come hither. Kurgash asks, "What hand?" but doesn't let his doubts keep him from following Grenville. Silharath floats along behind them, all creepy and stalker-like.
Miles away, in a different tavern, the changeling Xim puts his feet up on a table and grins. He's disguised himself as a goofy sorcerer, and so far the masquerade is working perfectly. Everyone is keeping their distance, allowing him to drink in peace. If only he could persuade the barmaid to get close enough to bring him another delicate little eggshell cup of watery rice liquor. Ah well...
And then a strange glowing hand appears and beckons him away.
The characters find themselves led to the House of Finding. Along the way, Grenville fails to realize that the beckoning hand is a Mark of Finding effect. Even Kurgash eventually figures it out. He speculates that Grenville's mind might have been affected when his own Mark of Finding manifested.
As soon as Xim figures out where he's going, he changes into the shape of a little old human lady.
Grenville, Kurgash and Silharath arrive at the massive main entrance of the House of Finding. Grenville plays a quick drum solo on the door. A voice from inside yells, "Get in here! I have some d8's that don't have the '1' and '8' sides opposite to each other! I need to have them destroyed!" Grenville, Kurgash, Silharath and Xim walk in.
They find that Shervok d'Tharashk, head of the bounty hunting division of the Finders' Guild, is waiting for them. Shervok is a big, bald, one-eyed orc with a massive scar and one broken tusk. He curses, "Took you long enough! Siddown!" Thaiphong and Secheck are already there, waiting for the rest of their team.
Shervok addresses Grenville, "The crew you're being given is a mixed back of scum, thugs and psychopaths. They're insubordinate and greedy, and no-one else would have them." Grenville starts to feel exactly like a small, insignificant insect being pinned to the middle of a huge, featureless board.
Thaiphong whispers to Secheck, "So, are you scum, thug or psychopath?"
Shervok finishes his monologue, then demands, "The job is difficult, politically touchy, and doesn't pay much. Ready?"
"Hoo-ah!"
Satisfied that the characters have been sufficiently brainwashed, Shervok goes on to explain the details of the mission. The characters are to retrieve a woman named Jaressa Glenill, a suspected spy for another House. House Tharashk agents had been passing her false information, but now she has vanished. Shervok thinks someone tipped her off. She owns the Jovial Jackal tavern, and used it as an information brokerage. Agents with Mark of Finding have already concluded that she's no longer in town, and suspect that she hasn't been for at least two weeks. The job pays 50 gold each.
Ever practical, Kurgash asks, "What if she's dead when we get to her?"
"Bring back what you can."
"Yes, but how much do we get paid?"
Shervok finally notices Silharath, "Who is that spooky guy? You get paid half."
Silharath sidles up behind Grenville and whispers, "Grenville, I could stare at you as you sleep all night. You have such pretty thoughts, and whenever I'm around you're always thinking about me." Grenville looks uncomfortable.
Shervok tells the characters, "After Jaressa Glenill disappeared some Brelanders came by looking for her. Said they were her friends. I think they're already gone."
Secheck comments, "I say we rough up all her known associates!"
Grenville replies, "That's mighty brave talk for two feet of gecko."
Shervok grumbles, "The sad thing is that this is going better than I expected."
Grenville looks around at his team. An old woman, a two-foot lizard, a bugbear, his old friend Kurgash, and the stalker. Sigh. Time to hit the streets.
The characters head to a friendly bar to find out what everyone can do. Kurgash takes the lead asking people about their previous experience.
Thaiphong exclaims, "Me good with sword and sneaking! Only done guard work, though. Once I ate a whole goat!"
Silharath says, "I glow faintly. And I can see Grenville's thoughts. Plus I am a scout: I can fight and sneak. And once per day, I can do a Mindlink on someone for ten minutes!" Mmmmm..."
Thaiphong comments, "Grenville, I think he's got his eye on you." Grenville shivers.
Kurgash averts his gaze from Silharath's disturbingly languid smile and continues on to Xim, who still looks like Aunt Agatha. She claims, "I can heal. And I can withstand the rigors of swamp travel."
Thaiphong demands clarification, "You mean you can heal other people?"
Xim clarifies, "No, I just heal. At my age, that's nothing to complain about."
Secheck boasts, "I am a trained thief! And I can bulls-eye a womp rat at three hundred meters back home in Beggar's Canyon! How about you, big guy?"
Kurgash hefts his huge axe. He thunders, "I use this!"
Xim offers, "That won't help us take her alive..."
The characters figure out that Silharath and Secheck are the psychopaths, Xim is the freak, Grenville and Kurgash are the thugs, and Thaiphong is scum.
The characters head over to take a look at the Jovial Jackal. It turns out that the Faded Rose brothel is next door. Xim and Thaiphong are both interested in checking it out. The Jovial Jackal itself is boarded up with a thick iron chain and a padlock on the door.
Silharath comments, "Say, Secheck! You're a professionally licensed thief, aren't you? It's busy here because it's night, so let's swim underneath the building and you can pick the lock!"
Secheck shivers, "You first..."
While they figure out how to break in to the building, Grenville and Kurgash walk around asking people why the Jovial Jackal is closed.

Secheck gets a boat. He and Thaiphong paddle around back and try to get in through the back door. It's also locked up, but with a cheaper lock than the front door. Thaiphong keeps watch while Secheck works on the lock. He hisses back into the shadows, "Remember to keep the lock and chain! Those are valuable!"
It takes Secheck a while to open the lock. Then he runs into the actual lock on the door. It is very well made: even his best efforts are not enough. He notices that the lock is initialed with the maker's mark "HC". Unwilling to accept defeat, he scrambles up to the roof, sneaking and hiding in shadows all the while. He pries away some boards and makes it in through a window and into an antechamber with a few knickknacks inside. He puts the board back into place, then sneaks down to unlock the door from inside.
Secheck lets Thaiphong into the back room. Thaiphong notices some sausages hanging on pegs. There are some moldy green parts, but most of them look fine. Also kegs of beer and ale, bottles of wine and some wheels of cheese.
Thaiphong asks, "Do we have to stay sober through this job?"
Silharath appears from somewhere to comment, "I have a loaf of bread!"
Thaiphong announces, "Sandwiches!"
Thaiphong heads out of the Jovial Jackal laden with sausage. His nominal mission is to fetch Grenville and Kurgash. Except that Silharath beats them to it by using his freaky mind powers to summon them. They arrive to find the others stuffing their faces. Thaiphong rather lamely offers, "Someone left out sandwiches..."
The characters find a small chamber in the front. There is a variety of mugs and goblets out on the tables, plus some empty wine bottles. Everything looks like it hasn't been touched for a couple of weeks.
Kurgash comments, "Why'd they board this place up? There's lots of stuff in here that could have been looted."
Grenville muses, "Yeah. I'm wondering if they boarded the place up to protect people from some evil inside."
Thaiphong asks him, "Does this mean you don't want your sandwich?"
Kurgash finds a strongbox behind the bar. It feels light. Secheck opens it and verifies that it is empty. Grenville finds a loaded light crossbow and ten quarrels, hidden where it would be handy in case the bartender got into a scrape. He tells the others, "Hey look! It's a Schofield Model single-action crossbow with the Ez-Draw action!"
The other characters ignore Grenville and head upstairs. Xim finds a big tapestry depicting a man and a woman standing in front of a huge warforged titan. He pulls it off the wall and rolls it up for later. Kurgash rebukes him, "I'm not sure you're supposed to be looting." Xim ignores him.
The upstairs hallway is decorated with a variety of paintings. Grenville looks at one and screams, "My god! They're dogs! And they're playing poker!"
Kurgash looks at another one and howls, "This one is of a bowl of fruit!"
The others reflect upon whether they should reassign Grenville and Kurgash on the psychopath-scum-thug scale.
The characters open up the first door in the hallway to find some nicely decorated personal quarters. Several books are scattered around on tables. A quick search turns up a jeweled dagger, a gold goblet and some silver candlesticks. Very quickly there is a debate over the propriety of looting the place. Grenville is against, while Thaiphong and Secheck are very much for. Thaiphong's final argument is, "They sent you to find it because they knew you wouldn't succeed." Grenville replies, "Candlesticks into the bags, boys." Xim just gathers up the embroidered rug as a shawl.
The characters locate a secret door on the south wall that leads to the bedroom. Grenville announces, "Get the bedclothes!" It really doesn't look like anyone packed before they left.
Silharath finds a metal buckle engraved with a stalking cat between bedframe and mattress; he takes it.
The wardrobe turns out to have a false top containing a wooden disk with a strange star pattern carved into it. The raised designs carved into the wardrobe look similar. Thaiphong takes the disk and places it against a matching wardrobe symbol. There is a "click" and it turns. Another secret panel opens on the wardrobe. Inside is a sack, a sword with an ornate scabbard, a dented shield painted with a maiden who looks very much like the woman on the tapestry, a book, several scrolls, and a set of carefully wrapped chainmail. The sack turns out to contain platinum pieces in the sack. Secheck rather lamely comments, "Ain't nothing in here, guys!"
Kurgash muscles the attack gecko aside and looks over the loot. He asks the others, "What is she? A retired player character?"
The platinum coins are a mix of Brelish and Thrannish. Xim casts Detect Magic and figures out that only the sword is magical. The book and scrolls contain various touchy details about local figures, including the comings-and-goings of various important figures in House Tharashk.
While the characters are looking through the books, it gets towards morning. There is a sound from downstairs. It sounds like someone is using a key on the back door. Secheck and Thaiphong sneak downstairs to check it out. They see a young half-orc in a cloak walking around. The half-orc calls out, "Jaressa? Are you here? It's me, Milcomb!"
Xim comments, "Grenville, trust me." He suddenly becomes Jaressa, rather to the dismay of the others. He dresses in some of her clothes from the wardrobe, then walks down the stairs. Kurgash follows her down quietly.
Milcomb is happy to see her, "Jaressa! You're back! Where have you been?"
Xim whispers, "Get in! Close the damn door!"
"I've been so concerned! I used money from the strongbox to board the place up!"
"Thank you. Follow me upstairs!"
"Why are we whispering?"
"I saw some guys sneaking around outside. And it helps disguise my voice."
Kurgash comments, "Well done..."
"And why is there a kobold in here?" Secheck acts like he's been taxidermied.
"There was a sale on them at Target."
"And what about the bugbear?"
"The sale was actually buy one, get one free."
Milcomb looks like a fairly rough teenage half-orc. Xim leads him into an ambush with Kurgash, who picks him up and holds him against the wall. Interrogation follows. The process goes badly for Grenville, who can't be diplomatic to save his life, in spite of his skills. The process works better when Kurgash intimidates and Thaiphong provides the voice of reason.
The characters learn that most of the Brelanders who came looking for Jaressa are already gone, but one of them is still in town, staying at the Blade Edge Inn. Milcomb just knows him as a big and strong human.
The Blade Edge Inn is a nicer place than the Jovial Jackal. The Brelander is Gilmesh, currently off eating dinner. He turns out to be a big guy in studded leather, wearing a masterwork longsword. Grenville walks up to him at dinner and explains that he's looking for Jaressa Glenill. Gilmesh, the nice guy that he is, immediately makes the mistake that Grenville is actually a friend of Jaressa's, also looking for her. He tells Grenville all sorts of interesting things.
Gilmesh explains that he knew Jaressa's husband when they were both in the Army. He knew her through him. His other friends have given up and gone home. He is staying in the city for a while on the chance that she might return on her own.
He has only found one guy who knows much of anything about what happened to Jaressa. His name is Stinky Pete, and he used to be a regular at the Jovial Jackal. Gilmesh couldn't get anything coherent out of him, but suggests that he might be found at the Broken Axe.
The characters locate Stinky Pete at the Broken Axe and ply him with rotgut until he passes out. Along the way, he talks about how lots of people came to talk to Jaressa, especially the information monger Froshco. Stinky Pete was fond of Froshco, because he used to buy drinks for the house.
It takes Grenville eight hours to find Froshco. He shows up holding up the corner of a building. The characters notice that though his head stays still, his eyes are always moving. He's a bent orc of fifty years or so, with a big floppy hat.
He clams up when Grenville mentions Jaressa Glenill's name. Grenville can get nothing from him. He offers his regrets and walks off. Froshco immediately heads off the instant Grenville gets out of sight. Thaiphong and Secheck follow him. He goes to a hut in the swamp at the edge of town. Secheck stays, Thaiphong fetches the others.
Kurgash simply walks up to the hut and kicks in the door. The door breaks into splinters. Kurgash storms inside to find Froshco cooking rice over a small open fire. He thinks about throwing food at the charging orc, then realizes that he's screwed anyway. Kurgash picks him up and slams him against the wall. The entire hut shudders. Thaiphong shouts a caution, "No! Stop! Be careful! That hut could collapse at any time!"
The characters lean on Froshco. They lean heavily. He says he sold her information about local nabobs and nobles. She vanished after the Hidden Door burgled Meshka's place. The Hidden Door guys were apprehended in the act, which makes it look like she set them up.
Kurgash grabs Froshco by his lapels and demands, "Where is the woman! Where is the woman!" This experience allows Froshco to relive a variety of childhood memories, but it doesn't produce any useful information. The characters leave in disgust.
On the way out, Secheck suggests that Froshco should get his door fixed.
Secheck talks to his contacts in the Hidden Door. He learns that the last five Hidden Door heists have all gone wrong, and a lot of their guys are in custody. And in a pre-industrial setting like Eberron, in a less-than-civilized corner of the world like Zarash'ak, being in custody is not something to take lightly. This has been going on over the course of a month, prior to her abduction.
Xim asks, "So, there are a lot of openings in the upper echelons right now?"
Grenville and Xim look through Jaressa's notebooks for anything bearing upon the Hidden Door. There are notes about the targets of all five heist attempts in her books, including maps and comments on money. The characters conclude that there are three possibilities:
If (1) is true, then she's dead. If (3) is the case, the characters wouldn't have a job. On this basis, the characters decide that the answer must be (2). They decide to talk to the Constable.
Constable Braakhor is a huge no-nonsense orc with an immense cowcatcher moustache that completely covers his mouth and chin. Grenville tells him, "Sir, we think this woman we're looking for was spilling her beans to you. It was very clever of you to get a source on the inside so you could apprehend so many felons. Where is she?"
This strategy doesn't work nearly as well as Grenville might hope. Braakhor blusters, "Bah! I don't need informants! The arrests were all made through clever police work!"
The other characters check up on the Constable's previous history. The first heist of the five happened three months ago. The most recent was only 16 days ago. People credit Constable Braakhor entirely for catching the thieves. Interestingly, he wasn't able to make any progress against them before, but now he's doing a crackerjack job. None of the characters believe his story about clever police work.
The characters trace the buckle to an orc goldsmith named Worshin. He sold it to a Serran leatherworker several years ago.
"Serra. That's a long damn way away from here."
"Yes, but there are some Serran people on Khorvaire. They're like the French. Or the Indians."
The leatherworker is Jaelim Tall, a big dark-skinned tattooed guy. The characters stop by his shop. They find him looking cool and dangerous in black leather. He sells lots of leather products with exotic Serran barbarian designs, mostly dragon motifs. He can make leather look like it has scaled like dragon scales, which really impresses those characters with refined fashion sense.
Silharath asks him, "You seen this buckle before?"
"No."
Xim mentions, "He's lying."
Grenville asks, "How much would it cost to jar your memory? 25 sp?"
"Yeah, it was like this one." Jaelim pushes another buckle across his counter.
"How much does it cost?"
"2 gold."
Grenville borrows the money from Silharath and buys the buckle.
Jaelim tells the characters that the buckle was purchased by an orc named Chalpo, a fellow of short and stocky build. Half of the group realizes that "chalpo" is a draconic word meaning "liar". Xim, Secheck and Silharath take this opportunity to start chatting in draconic about a new Argonnessen-style noodle place that opened up, and whether or not they should tell Grenville. And then Kurgath moves over and bars the shop door.
Jaelim Tall finally decides that he'd rather not take on five freaks all at once and relents. "I did modify the buckle to add the secret compartment, but I don't remember who I sold it to." He shows the characters how to work the secret compartment. It contains lockpicks and a piece of paper reading, "JC Highman's Quarters."
Secheck is the only one to know that Highman's Quarters is a bar.
The Highman's Quarters is a bar in Downside that caters to the lower part of the income distribution. The clientele looks fairly rough-and-tumble, and doesn't seem too happy to see the characters. Grenville asks the bartender about his old friend JC, whom he tries to pass off as an old orc-ball buddy, in spite of the fact that he doesn't look like he has the build for it. Grenville concludes that he's going to need bigger bribes than the 5 silver pieces he still has, so Secheck comes to the rescue with a bribe of 2 platinum pieces, "One for me and my friends, and one more for our friend JC."
The bartender leads the characters into the back room where he makes them disarm before allowing them to see JC. It turns out that JC is actually an orc off in another room. Grenville leads with, "We're looking for Jaressa Glenill."
JC seems confused, "Don't you want to do business?"
"Why? What kind of business do you do?" Grenville looks around nervously, trying to figure out what JC might actually do.
JC becomes suspicious, "Do you work with the Constabulary?"
The characters all shout, "NO!" in unison. Nobody wants to risk that Grenville might answer that one wrong.
It turns out that JC is actually a fence. And he doesn't deal in information. And he doesn't even want to know what the characters know. The characters conclude that they have nothing to gain from talking to him.
Buh-bye.
Grenville tries using Gather Information on the neighborhood. He learns that Jaressa's back-door neighbors (particularly the cooper) heard some strange noises from the back of her building when she disappeared. Maybe five minutes of sound after the doors opened. The cooper knows she talked to sorcerers and foreigners, so it was probably a demon from Khyber come to carry her off.
Grenville finally notices that the only building with a good line-of-sight to the back of the Jovial Jackal is the Faded Rose brothel. Grenville pays 10 gold (from the 10 platinum Secheck handed him) to have an appointment with their changeling lady, whose window happens to have good line of sight to the Jovial Jackal. Grenville gets his money's worth, then spends another 5 gold to have a detailed conversation about what happened on that evening.
The changeling explains that after midnight that night she saw four figures carrying a large body-sized sack emerge from the Jovial Jackal and head to the north. Grenville asks her, "Okay, I need a really good description of the sack."
She spits back, "I've had just about enough of you freaky Finders' Guild people." She thinks that two were orcs and two were half-orcs.
Secheck looks up his Hidden Door contacts. He finds a sleazy orcish contact who points him out to a side in Downside that he says is the headquarters. Secheck takes Silharath along and follows the guy's directions. He knows that the orc is lying, because that sort of customer wouldn't know where the Hidden Door's headquarters would be anyway.
The characters notice that they are traveling through deserted territory. The buildings look in pretty poor shape. The characters notice a half-orc, a human and an orc step out ahead of them. This is apparently the signal for two more groups to appear, flanking the characters. The ruffians have studded leather armor and clubs.
The leader growls, "We hear you've been asking a lot of questions. Why don't you just lay down that flashy equipment and walk away?"
Secheck replies, "You can have our gear the instant this guy goes down!" and points to Silharath. He fires two arrows and inflicts some pretty grievous wounds upon the leader. Grenville spins around and sends an arrow right past Secheck's ear, missing another ruffian by a comfortable margin.
The injured orc charges Secheck, howling, "Fucking kobold! Smash!" Secheck finds himself engaged by an orc and a half-orc. Silharath also finds himself engaged by an orc and a human. Both of them take really horrific injuries.
Silharath manages to take out one orc. He spits, "Bitch!"
Secheck backpedals, firing arrows as he goes. He takes one guy in the eye and the other in the guts. Grenville cooperates by shooting another one down. Sadly, this leaves Silharath standing more or less alone against four attackers. Silharath shows off a surprising new side of his personality and challenges them, "Bring it on, bitch!" They oblige by charging, leaving him surrounded (and flanked). He mourns, "Crap-tacular." He dodges the human's strike, but walks straight into a second human's attack and falls.
Xim squeals, "Silharath!" Instead of healing the wounded ranger, he lunges to the attack. Sadly, his attack bounces off the ruffian's armor. Even that looks impressive compared to Grenville's next attempt at archery, which spirals off into the darkness. Somewhere in the night, a water fowl dies.
Now it is Xim's turn to be surrounded. He goes on the defensive, avoiding any serious injury. Then Secheck kills the ruffian in front of Grenville, allowing Grenville to back up and shoot an orc who isn't engaged with anyone. Xim groans about how nobody is attacking the orcs who are killing him, which turns out to be their cue to run.
Xim heals Silharath while Secheck and Grenville shoot down the two fleeing brigands.
Xim searches the mouthy orc with "leader" tattooed on his forehead. The fellow is still alive, but in no mood to mambo. Xim stabilizes his injury. Silharath, Secheck and Grenville try stabilizing several others' wounds. Xim succeeds. The others are less successful. Two more end up dead, making the ruffians' total casualty count five. The characters park the survivors in an abandoned hut and warn them to steer clear next time.
The ruffians' pocket change amounts to some twenty gold pieces. W00t! Five gold for each character.
The characters conclude that the brigands were sent by the contact the characters first talked to. They debate hunting him down, except that there is a fine chance that he was watching from a nearby building and has since skipped town.
Xim, Silharath, Secheck and Grenville each get 300 experience points. Thaiphong and Kurgash will have to wait for next time...