Could someone please sketch out the route you propose. Just so I can cross check and see if you pass any other specific encounter sites. And also a survival check with advantage from Etriel. And then 1d8 and 2 separate d20 from anyone (I believe at some point I shared a map with the location of the ship)
Well... I personally haven't been able to find a map with the ship's location marked... but to find the ship, we had to pass Bremen, so I think we'll be somewhere west of Maer Dualdon? If so, I interpret Neldak's suggestion as bypassing Maer Dualdon from the north, then arriving in Lonelywood.
So the plan is to go to the pirate ship. You are able to enquire with enough people who have heard of it via merchants or family in Bremen to get a reasonable idea of where to find it (marked with the brown dot on the map below). The main question is, what route do you want to take to get there? (And do you want a montage of travel or do you want to properly check out each town on the way and see if they have anything for you?
Danon looks at the map and it clearly shows the shortest route, picked out by Etriel. "Looks good to me. Let's make our way, I don't want to wait around here any longer.."
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A wizard is never late, nor is he early, he arrives precisely when he means to.
It's a 6 day journey back, as its a slightly longer route than you took from Bremen.
With both people who rolled a D8 getting an 8, there is no random encounter on the route.
Lonely Wood background:
Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings and docks bear carvings of dragons, lions, and goats that pay deference to the family’s crest, which featured a chimera.
Roughly half of Lonelywood’s able-bodied residents trawl the lake for knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other settlements, Termalaine and Targos in particular.
For as long as Ten-Towns has existed, Lonelywood has attracted the region’s shadiest element, from unrepentant thieves to cold-hearted killers. The thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Lonelywood in a Nutshell
Friendliness ❄❄❄ Services ❄❄ Comfort ❄❄
Available Quest. “The White Moose”.
Population. 100.
Leader. Speaker Nimsy Huddle (strongheart halfling) speaks for the townsfolk. Ever since the local inn closed its doors, Nimsy has opened her heated attic to visitors looking for a place to crash for the night. She bakes halfling-shaped cookies and brings them to meetings of the Council of Speakers.
Militia. Lonelywood can muster up to 50 soldiers and 4 veterans.
Heraldry. Two narrow white triangles, one descending from the center top, the other rising from center bottom, almost meet on a forest-green field. The top triangle represents an icicle, denoting Lonelywood’s northerly location; the bottom triangle is an ivory horn, representing the town’s scrimshaw trade.
“That sounds good, perhaps there will be more adventures there, my dear. Very exciting! Onward….” Danon has a lift in his step as he starts walking.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Could someone please sketch out the route you propose. Just so I can cross check and see if you pass any other specific encounter sites. And also a survival check with advantage from Etriel. And then 1d8 and 2 separate d20 from anyone (I believe at some point I shared a map with the location of the ship)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Survival check with advantage: 18
1d8: 8
2 separate d20: 12 4
Well... I personally haven't been able to find a map with the ship's location marked... but to find the ship, we had to pass Bremen, so I think we'll be somewhere west of Maer Dualdon? If so, I interpret Neldak's suggestion as bypassing Maer Dualdon from the north, then arriving in Lonelywood.
I found it. Coast just south of the compass
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
d8: 8
d20: 17 & 18
Great! My proposed path is then:

Danon looks at the map and it clearly shows the shortest route, picked out by Etriel. "Looks good to me. Let's make our way, I don't want to wait around here any longer.."
A wizard is never late, nor is he early, he arrives precisely when he means to.
It's a 6 day journey back, as its a slightly longer route than you took from Bremen.
With both people who rolled a D8 getting an 8, there is no random encounter on the route.
Lonely Wood background:
Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings and docks bear carvings of dragons, lions, and goats that pay deference to the family’s crest, which featured a chimera.
Roughly half of Lonelywood’s able-bodied residents trawl the lake for knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other settlements, Termalaine and Targos in particular.
For as long as Ten-Towns has existed, Lonelywood has attracted the region’s shadiest element, from unrepentant thieves to cold-hearted killers. The thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Lonelywood in a Nutshell
Friendliness ❄❄❄ Services ❄❄ Comfort ❄❄
Available Quest. “The White Moose”.
Population. 100.
Leader. Speaker Nimsy Huddle (strongheart halfling) speaks for the townsfolk. Ever since the local inn closed its doors, Nimsy has opened her heated attic to visitors looking for a place to crash for the night. She bakes halfling-shaped cookies and brings them to meetings of the Council of Speakers.
Militia. Lonelywood can muster up to 50 soldiers and 4 veterans.
Heraldry. Two narrow white triangles, one descending from the center top, the other rising from center bottom, almost meet on a forest-green field. The top triangle represents an icicle, denoting Lonelywood’s northerly location; the bottom triangle is an ivory horn, representing the town’s scrimshaw trade.
Sacrifice to Auril. Food.
Rivals. Bremen , Targos, Termalaine.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)