Yeah, this isn't exactly sit-down D&D where I can tell you as I go along. Unless you're psychic. (What number am I thinking of right now?) As I cannot count on you having amazing mental superpowers, here's the plan for the remainder of the evening for Keystone: Leave the enclave, treat himself to a drink or three and a good meal. Speak to the locals, get an idea what's going on with the rumormill and possible areas of lucrative employment, above board (what kind of work could a man in his position get on the quick?) or his old standby of underground brawling. Sleep on it, check the paper Meriv gave him, and see what opportunities the day may bring. The next day will likely involve Dwarf hunting. I'll make an IC post to that effect shortly.