Zoom 2021-07-08 21:00

Preparations for departure:
* Make offering (enhanced silver dagger) to temple of Shanah: Done
* Try to track down any of the three centaurs to get a first-hand report of the attack on Far Haven. No luck. They apparently left immediately in different directions, but generally going West,
* Leave letter (with enhanced silver dagger) to Phinon at Halls of Song. Done. Perhaps also enquire if they have any knowledge of the Elven bard Ausriela. No luck.
* Get maps and info on Willston. Done
* Sell 3 mules and 2 horses, saddles and tack. Done – at Northlake list prices.
* Buy provisions for journey Nothing really required.
* Leave a despatch for Gohde, copied to Cagrun. Done – message read: “Shipped to Willston on errand direct from Wyldwood. Will return to Alveran territory as practical thereafter. Route south through Far Haven area not advised by Bez Drock at present. Hope Vinmira feeling better.” 
* Prepare waterproof covering for spells books and documents (we got some for the lake crossing from Northlake that can be used). Done 
* Have 'grab bags' prepared of light essentials to take if we need to abandon ship quickly (ie iron rations and other essentials etc.) Keep most of the party gold, herbs/potions and small valuables (that aren't carried personally) in the box of holding to be carried by a party member at all times, but have each party member carry some gps in case the box is lost. Done
* Quercuis to prepare and pack any remaining herbs/plant cuttings etc. Done
==The Journey:==
The voyage was uneventful, though with some interesting stops along the way. Brokev suffered extremely badly from sea-sickness, and Umar wasn’t that much better. C, J, D and T didn’t particularly enjoy the experience, whereas Q did – and F was positively born for a life at sea. (Except, he was born for another destiny instead. Oh well.)
Day 1: Up the coast, overnight at sea: The ship hugged the North Island coastline staying as far from Sallahan as possible – about 20 miles away. Even so, an orangish glow was seen over it, and many crewman wore their holy symbols prominently to ward off any evil influence.
Day 2: Overnight berth at Milvale (125.005): Milvale was a small Dwarven mining community, and we were able to go ashore and chat with the locals.
Day 3: Overnight berth at Torren (134.004): A coastal fishing port – also quite welcoming.
Day 4: Overnight berth at Havenpoint (143.006)
This is the main stop-off/waypoint for people travelling between the coast and Far Haven – and indeed the Universal clerics departed here for Far Haven. Plenty of news and gossip to be had here – with news of Saratak’s death being well known. Apparently Saratak left loads of instructions, but no information on what to do in case of his death, or any hint at a successor. The clans were left wondering what to do, and Centaurs have been sent out in all directions (except the South East). New on the forces that attacked Far Haven include reports of Orcs, Giants and Trolls – the Giants weren’t recognised as belonging to any particular clan, and they seemed to be somewhat larger than ‘normal’ giants. (Oh Goody!!!).
The ship took on a cargo of fine leather goods here.
Day 6: Overnight berth at Torog (164.007)
This was a troll village! Only the captain went beyond the jetty – but we got a good look at the many trolls who were working/fishing around the village. They were nothing like AD&D trolls – they were smaller than Umar though a lot bulkier, neither green nor rubbery, totally unaffected by the sun and showed no indication of being able to regenerate (plenty of long-standing scars and the occasional missing limb were apparent.) Kirsten learned what these trolls smelled like.
Some cargo of wine was offloaded (not the best quality), and some very fine silverware was taken on.
Day 8: Overnight berth at Sandhill (183.006)
This was a pleasant Ariel fishing village (with some humans and halflings as well) on the Isle of the Dead. We were able to go about freely and chat with locals. [Darrell to provide an explanation for the island’s name.] 
No trade goods exchanged here – just standard provisions.
Day 10: Overnight berth at Fillentown (211.005)
This was quite a large town of (Grey) Orcs and Humans – population about 3000. We were allowed to go into town, but strongly advised from going into the depths of the town – or really anywhere away from the main streets around the port, as it wasn’t safe. There is apparently a temple of SARN here.
Day 12: Overnight berth at Eastpoint (237.005)
This is now a Dark Elven community – it was previously a ‘wreckers’ community (ie it had a misleading beacon to draw ships into peril) before the Dark Elves took over. However, the Elves treated the ship in the same way as the other coastal villages had – ie they obviously saw it as beneficial to continue trading, and so respected the independence of the Free Traders.
Day 15: Berth at Willston (257.028)
We arrived at Willston around day 130 (may a day or two before – Darrell to confirm.) Shanah’s +2 blessing remained effective. We had made sure that we were properly briefed on the rules and regulations that we needed to abide by whilst in the city. We secured lodgings, and immediately followed the ‘pull’ of the Amber Sapling to the new Wyldwood shrine.
Xp for the journey: 300. Party to provide Darrell with questions asked along the journey.
==At the Nature Shrine.==
The new Wyldwood shrine is an old manor house with grounds – surrounded by a simple picket fence. The house is still slightly damaged from the war, and the gardens are being allowed to return to a wild state. There is a small lake (well, a large pond) with a raised dais on which a pair of willow trees seem to be growing very well. There were no Wyldwood inscribed stones to be seen (though we were later told that there was one in the cellar – it had apparently ‘moved itself’ there.)
The head cleric (Kahu La’kear, a female Elf) was in residence, and we were able to speak with her. Quercuis started to explain why we had come – and with due caution (ie a few divinatory spells, and with the protection of a Dark Elven and a human bodyguard) she took us inside and accepted the Amber Sapling from Quercuis – which almost leapt out of Q's hand towards her.
Once in the cleric’s hands, it quickly grew into an ornate, engraved wooden ballista bolt. It was a ‘more aggressive’ form of Wyldwood than she was used to, and it appeared to be a bolt of Undead Dragon slaying – and now it wanted to be taken to Rasten. Before Kahu took the bolt to ‘Lord Rasten’, Q showed her the remains of Onwen’s mithril symbol, to which she commented ‘Oh – old Wildwood’.