You spend the rest of the day working with the Captain before bedding down for the night. Thanks to the Mending Cantrip and the paints that were given to the Captain, together you were able to make both ships fairly serviceable. At the very least, they are able to sail.
The cove is fairly protected, and only has one entrance through the high cliffs around. The Captain has men standing watch, so you get a full night’s rest.
Long Rest Granted. Make any preps to spells or whatnot now.
New Game Statistic: The City’s Status
The City of Waterdeep is in deep trouble, as you know. What you don’t know is how much. The city now has 4 Stats: Hunger, Health, Defense, and Crime.
Each stat will start at +20. For every day that passes, each stat lowers by 1. Every five levels (15, 10, 5 and 0), the city enters a worse state and there is an “event”. If any stat gets to 0, very, very bad things happen. People start starving, a plague hits, a crime boss takes over, or even the Undead break in. It isn’t the end of the campaign, but it very well could be the end of Waterdeep.
Completing one of the four main missions will stabilize one stat and potentially provides a bonus to the others. The Sea Mission provides a bonus but does not stabilize any stat. Instead, it allows for faster travel.
I will be recapping how the City is doing at every Long Rest. Currently, you have spent one day away from the City, and the stats are as follows:
The next morning, you all rise and pack up, packing enough food for nine more days. Any more than that, and you’ll have to forage, if there is anything to forage.
The weather is pleasantly cool this Autumn morning, with little wind and clear skies as you set off. The landscape is, surprisingly, still green and fertile, though is mostly rolling hills and rocky terrain. You travel all morning with little incident. Visibility is fairly good, though trees and hills spot the area, keeping you from seeing too far ahead.
Tycho’s familiar is able to see more than most, being able to fly above. Here and there along the path are individual zombies or skeletons walking to the south, presumably towards Waterdeep. You are able to avoid these easily with Tycho’s familiar guiding you. All in all, it is a pleasant morning.
After you break for lunch and head out once more, you top a relatively large hill, and Galahad sees something in the distance with his new Eyes. It appears to be a fort of some kind, a tower and a low wall. It is not very large, but he can just make out creatures moving to and fro, the glint of metal on some of them. This is a few miles distant, but the hill it is on is taller than most around, giving easy sightlines to a large area around. It is also directly between you and your destination.
What do you do?