It will take 15 days of sea travel (660 miles) for the merchant ship to reach the freeport of Corynn. It is up to the DM if he wishes to play out the sea travel or just have the Player Characters arrive after an uneventful voyage.
The following information will be useful should the DM wish to play out the sea travel. It is important to remember that the Azure Sea can be a dangerous place with pirates, sea monsters and even violent weather.
The following table provides day and nightime encounters while traveling on the Azure Sea. The chance for an encounter is 1-2 on d12 once per day and 1-4 on d12 once per night. If an encounter occurs, roll 2d6 and consult the table below.
Die Roll | Day | Night |
2 | Men, Buccaneers | Men, Pirates |
3 | Men, Patrol (Sea Princes) | Men, Pirates |
4 | Men, Patrol (Sea Princes) | Men, Patrol (Sea Princes) |
5 | Men, Merchants | Men, Merchants |
6 | Sharks | Sharks |
7 | Whales | Whales |
8 | Seaweed, Floating | Seaweed, Floating |
9 | Dolphins | Trolls, Marine |
10 | Violent Storm | Violent Storm |
11 | Ghost Ship | Ghost Ship |
12 | Whirlpool | Whirlpool |
Men, Buccaners: Buccaneers ply their trade on the waters of the Azure Sea.
Men, Pirates: Pirates ply their trade on the waters of the Azure Sea.
Men, Patrol (Sea Princes): Ships allied to the Sea Princes patrol these waters.
Men, Merchants: Merchants travel the seas.
Sharks: .
Whales: .
Seaweed, Floating: .
Dolphins: .
Trolls, Marine: .
Violent Storm: .
Ghost Ship: This encounter can only occur once during the trip to the Freeport of Corynn. Should this encounter be rolled more than once, roll again ignoring this result.
Whirlpool: .
The Freeport of Corynn was established by Freebooters, Pirates, and Slavers about 40 years ago. It is rumoured that the Hold of the Sea Princes have several agents planted in Corynn, but trade in illicit goods flourishes. This is a rough and tumble port of call.
Once in Corynn, Captain Ulyeech will take the Party to the local tavern, 'The Cauldron and the Lash'. While there, Bru Lunn will introduce himself (he will recognize Captaion Ulyeech) and tell the Player Characters that everything has been prepared for their trek into the jungle. Once everyone is outfitted and rested, Bru Lunn will guide the Party through the jungle.