On the other hand, the 100 paladins in the ritual didn't prove very effective in killing us earlier this night.We “suddenly” remember that Garn warned us about the strength of our sceptre. “If” he’s correct, then the corrupt “senior paladins” have “somehow” retained their clerical magic and “may” detect the sceptre “if” we encounter more of them.
We ask Garn to take the hollyphant-hide wrapped parcel to Archdruid Perth. We tell him that we didn’t know him well enough before to be honest, but now that we’ve spent a couple hours with him, we’ll trust him with the knowledge that inside the skin-sheathe of the intelligent lawful good creature we presumably brutally murdered is the bulbous-ended Sceptre of Bhukod. Said sceptre “may” be Tikandia’s only hope to defeat Arno and Pazuzu, and we don’t want to risk it falling into enemy hands if one of the corrupted paladins senses its dweomer.
In a normal WIS world, once the forces of Perth loot the drowned paladins in the marsh, they'll recover the sceptre and conclude that Dalris and Carr must be dead and the paladins took the sceptre from their dead bodies.
Dalris is too impatient for this male bonding ritual. She paces the floor and frets that we’ll be hard pressed to reach the island before daylight.
So, crossing from Saven to Freeton takes only a few hours by boat, including activating Garrrrrn's connection with the marine in the middle of the night and securing the ship. Sail crossing of the English Channel took around 4 hours if the condition (tide, wind...) were good. The Pirate's Alley must be significantly closer so Team Good can hope to be there before daylight despite starting from sitting in the Paladin's living room.