|Aladdin of the Azlanti|
Sorry, that was my bad, Rolg.
Rolg weathers a lot of rude and hateful remarks for his kin, and doesn’t make any progress on finding a ship. In fact, some shopkeepers who were open for business refuse his service, forcing him to shop elsewhere.
Logan also has trouble, but for the opposite reason: too many friends and acquaintances recognize him and stop him to chat. There are so many of them that he doesn’t make any progress on contracting a vessel. However, he did catch up with a few good friends and learn that most of them are well, and eager to join battle with the goblins.
Aladdin, knowing nothing of the town, blunders across a low born, saucy vixen. His priorities change to a more carnal nature for the next hour or two, and ends up finding more than he expected to; the woman in question in actually a daughter to a ship captain who was just getting his ship out of drydock.
Bolgrith’s kind nature and knowledgeable approach prevail and expedites his search. He finds an elderly human priest, an expert in wandlore, who has a variety of helpful wands for sale. The old wandmaster asks after Bolgrith’s companion, a human woodsman who stopped by just over a week ago. Later, the dwarf ambles down to the docks, where he is able to track down a ship captain preparing to leave. After some conversation, in which Bolgrith sees through a few falsehoods, he learns that the captain simply means to leave the town before he and his men are conscripted or his ship seized by any of the noble houses. He had no destination set, other than "away". When the dwarf mentions passage to the Hammertides, the captain brightens, and tells him that the two day sail will cost him four hundred gold pieces.
Wand of CLW is 750gp. Wand of CMW is 4500gp. Wand of Bless is 750gp. I would go with CLW over Bless, but either are good purchases imo.
Learning that departure takes place in a mere half-hour, the dwarf quickly finds Logan and Rolg in the city. No one seems to know where the mad sorcerer wandered off to. The three are about to give up and return to the docks, only to find Aladdin humming to himself while climbing the gangplank to the ship in question, in the tow of a beautiful young woman. Ignoring the Azlanti, the ship captain, who introduces himself as Quinn Merlow, stops the three and demands payment before boarding his vessel.
Bolgrith would buy one CLW and one Bless. HIGHROLLER.
The Priest relays the sad news of Balions passing as he makes his purchases. Keeping to himself his concerns about the witch of the woods and the Stewards strange adviser...
Minus 1500gp for the wands?
Back at the docks Bolgrith regards the captain dubiously. A two day journey doesn't seem like it should cost a full 400 units of gold. He tries to talk the man down, offering 200 a head for the journey...
Diplomacy 1d20 + 5 ⇒ (10) + 5 = 15
|Aladdin of the Azlanti|
The captain relents in the negotiations, when Rolg points out that if the captain intends to duck out of the draft, he wouldn’t want someone to call the attention of the guards. After each of the three pay two hundred gold bits, (that’s 100gp to subtract from your coffers) he shows them where they can stow their things and rest. He lists an expected order of rules -no filching, no fires, no disobeying a captain’s order, stay out of the way of the crew, and so on. In twenty minutes, lines are cast and the oarsmen labor the ship into deeper parts of the river.
In a few hours time, the longship glides over the Snowrun, and all aboard notice patrols of heavy horse along the bank, and on the other side, a large number of tents cast over open fields, and a great host of men, hobgoblins, goblins, kobolds, and even a few dwarves mill about them. The encampment is too far for a bow, but the intent is unmistakable: these varied creatures gather for war. Captain Merlow orders full speed and a full sail, and neither accosts the ship as it sails down the natural barrier between the knights and the mercenaries.
It is evening by the time the Grand Facade passes Wheaton and is rowed into open waters, the sun scarcely peeks over the watery horizon when they clear the bay. At this time, the crew shifts switch, and the day crew devours a meal of salted beef, hard bread, and water before going to bed. The night crew breaks their fast before manning the oars and taking up watch positions on the aft and prow.
That covered about 8 hours of travel. Is there anything you do during that time? Fishing requires a Survival roll. Crafting needs, well, Craft. Regale and woo the captain’s daughter needs Diplomacy or Perform (storytelling/comedy). This is a longship, so there isn’t much room to wander.
I didn't want fish anyway...
Logan then turns his attention to the rest of the vessel and finds Rolg. He sits next to him with a grunt that verbalizes the notion of "It's better than boredom alone".
The night passes quietly, and the longship gently rocks with the waves of open waters.
At daybreak, the wide waters lay flat horizons around the ship, save for a small black dots both northeast and southwest of their location. The land southwest, says the captain, are the Hammertides. He hopes to sail into port before nightfall, otherwise, they will have to wait until sunrise. Navigating through the rough waters and treacherous rocks of the Hammertides is too dangerous to be done at night, he explains.
Bolgrith, let me know what spells you prepare for the day.
Everyone has a whole day to do what they will in close quarters.