Walt will certainly buy you a drink--actually a couple of drinks. There are barmaids, indeed, but Walt's pub of choice doesn't have a musician--just a bunch of sailors making passes at barmaids who are flattered but too experienced to take any of them seriously.
There are no weapons restrictions in Durnmist, although since you asked you'll be told that in Tempest there are some very strict laws concerning weapons, including that the ship will be inspected to make certain that any weapons beyond security needs and the reasonable personal gear of the crew are secured, and only security will be allowed to carry weapons off the ship, and only in the immediate vicinity of the ship. Here you could take one of the flintlock rifles, if you wish, although it's more cumbersome than it's worth. Walt is wearing his sword and dagger, as are quite a few of those in the bar, although most are not armed.
Generally port stops are twenty-four hours, unless there's a problem--and there isn't, so you've got until shortly before sunset to be aboard tomorrow, so you can help negotiate the journey out of the harbor into the open waters before you lose the day. I don't know whether that's enough time for you to do your market visit or not.
Gambling is illegal in Durnmist. That doesn't mean it doesn't happen, or that you can't participate. It does mean that there are some associated risks, that it's not so easy to find, and that the people who run the gambling aren't the sort who easily accept losses as part of their business. I'm sure you and Walt could find a place, if you want.
I should also ask about how exactly you would use your telekinesis here--not because you can't, but because it's not the strongest power in the world. You've got what amounts to the ability to give something a nudge. You can do this once in a minute, and it works roughly one time in three. If you had more control, of course, you could move the dice the way you want them and set them down (with practice you might make it look natural); with more speed (which comes with improved ability) you could probably keep the dice moving by bumping them until you get the number you want. Here, though, it would seem to me that you've got to let the dice hit the table, see where they're going to stop, and then bump them if you don't like that number, and hope that wherever they stop next will be better. Have you got a better way to do it? (Think of the TK Pulse as something of a gaff here--it's easy to knock the ball out of the pocket of the roulette wheel, but difficult to make it go where you want it instead. So if you see seven or eleven appear and you're quick, you can make them go away and hope for a less friendly roll; and if you see snake eyes or boxcars you can get rid of them and hope for a friendlier roll, but you can't easily turn a five into a six to get the match you need.)
So, are you going to look for a place to gamble, or put that off for another time?
--M. J. Young