9. Gerling's information about the pirates
Obtained from: Gerling. During the quest 8. A night mission.
Go to the "At the Leaping Deer" inn (M3, 5) and tell Ardo, Cuano and Forgrimm about your last encounters. From that moment you won't meet them in the inn anymore. They can be found on a ship in the port.
10. A trip to the customs stronghold
Obtained: After the quest 9. Gerling's information about the pirates.
1) Meet Ardo in the port
Go outside the inn and you will be automatically moved to the port. Once you get there, a cut-scene launches presenting the ship.
You'll meet Ardo and captain Delbrack (M3, 22) near the ship. To continue with this mission, you have to complete 11. Ship's crew first.
2) Talk to the captain
After completing 11. Ship's crew talk to the captain (M3, 22). If you are done with all things in Nadoret and you're equipped enough, you can tell him that you are ready to go to the customs stronghold. You will be able to return to Nadoret after completing 13. A toll is not enough.
11. Ship's crew
Obtained from: Captain Delbrack (M3, 22). During the quest 10. A trip to the customs stronghold.
Before you go for your first ship journey, you have to help captain Delbrack (M3, 22). You have to convince the renegade crew members to get back to the ship. You'll receive 10 $ for this mission.
1) Convince Silvertooth Jalik
You'll find Jalik near the arena (M6, 2). You can convince him in few ways:
a) Use Fast Talk to persuade him that he should not have bet on fights, and then pay him $ 2 in advance.
b) Advise him on whom to bet money. You can also ask the spectators (M6, 5) who are the favorite to win. If you advice him to bet on this type, he will be pleased with the win and you'll have to pay him 2 $ to go back to the ship. If he bet on other fighter, he'll lose and it is enough to give him only 1 $ to make him go back to the ship.
Silvertooth Jalik bets on fights.
Fourfinger Salm discusses with a blacksmith.
2) Convince Fourfinger Salm
You will find him talking to the blacksmith Tarno (M3, 23).
a) If you Intimidate him, you won't have to pay him anything to get him back on the ship.
b) Fast Talk and Haggle result in paying him 1 $.
3) Convince Dumb Hummel
Dumb Hummel fuss in the "At the Leaping Deer" inn (M3, 5). Talk to him and use Human Nature or Fast Talk to find out what is going on. It turns out that Hummel didn't get his payment from the captain and he has no money.
a) Convince him with Fast Talk that you have money from the captain and you can pay him. Then use Haggle to lower the price to 1 $.
b) Use Intimidate and tell him that it is not worth to fuss and he has to go to the ship when he surely will get his payment soon.
c) If you can't convince him in any way, you'll have to fight with him. After few hits he'll agree to go to the ship.
Dumb Hummel fuss at the inn.
After leaving the inn you will meet Griese, the beggar, who turns out to be a secret agent.
After leaving the inn, Griese the beggar will speak with you. It turns out that he is Gerling's agent and has a message for you.
4) Return to captain
After convincing 3 sailors talk to the captain (M3, 22), to complete this quest.