Baldur's Gate has proven to be all that you have heard and more. Commerce, activity, wealth, opportunity, intrigue...the Gate has it all. You have even begun to wonder if this place of splendor might become your home for a very long time.
Recently, however, the talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised — and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
You have listened to the tales of the curse and those it effects with interest and compassion, but no one in your immediate circle has been touched by it. So, as is the way with most, you have gone about your business the past few days, thinking this too shall pass. That thinking, however, quickly changes when you find yourself drawn into the the affairs of Syndra Silvane. Each of you, for slightly different reasons, has accepted an invite to the archmage's home...
Melanthios Serpentcrusher
Syndra Silvane needs trained warriors to join an expedition to Chult. You’ve always wanted to visit Port Nyanzaru and see the dinosaur races. They say the jungles are full of riches and danger—two things you crave.
Anzir Hardscale
You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of lost cities you’re anxious to explore. Your request to join the expedition was approved.
Irma Covenstride
You’ve garnered quite the reputation and caught the attention of a merchant and retired adventurer named Syndra Silvane. She wants you to explore Chult and discover the source of a curse.
Koris
Your sponsor is the retired adventurer and merchant Syndra Silvane herself. A terrible curse has befallen her, and she needs your help to end it. The quest will take you to Chult, a distant land where you can win fame and renown.
Poole
Some of your shady acquaintances have successfully pinned some criminal activities to your name. Local authorities grant you a full pardon, however. In exchange, you are to join an expedition to Chult and help put an end to the “death curse” affecting several wealthy citizens of the city.
Lorahana Suithrasas
A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to find a cure. Syndra believes that your expertise will prove invaluable, and you’ve wanted to study the cultures there.
A uniformed attendant leads you up a grand staircase to the third floor, then ushers you into a wood-paneled room with a fireplace, comfortable chairs, and a heavy table bearing goblets and bottles of wine. The darkly paneled walls are hung with maps and sea charts. Racks, shelves, and cabinets hold hundreds more rolled-up maps and charts.
A person is seated in an overstuffed chair near the fire. You can’t discern a gender, because only the person’s head emerges from under a heavy blanket draped over the chair, and an embroidered hood and silver mask conceal the wearer’s face. Even the person’s dry, raspy voice provides no clue. “Help yourselves to wine, and seat yourselves, friends — I hope I may call you that.”
She begins her story....
"I was an adventurer years ago. I died once and was raised from the dead. I have since closed the door on that stage of my life. The death curse you’ve heard about has struck me. I don’t know how much longer I’ll last before I perish. Clerics have no help to offer. They’re stymied by what is happening. My contacts in the Harpers have learned that the cause of the death curse is a necromantic artifact called the Soulmonger. According to their sources, the Soulmonger is somewhere in Chult. And so, that is why you sit before me this evening. For each of you, a journey to Chult has its enticements. For me, your journey to Chult might save me."
Anzir(you made me doubt my own spelling for a moment there) looks over the selection of goblets before choosing a plain, wooden one that surely must have been included for sentimental reasons. He fills the goblet nearly to the brim and begins drinking before he even finds a seat. The brass-colored dragonborn sits quietly as introductions are made, giving his own name as it comes around to him. While he listens and acknowledges each of the others in the room, Anzircradles a large, stamped amulet in his hand. His fingers run over the impression on it pensively as his examines everything about the room, giving the people inhabiting it only a cursory notice.
"That explains why you only approved me and not my assistant," he says after all explanations are given. "I assume you read my application to join the expedition, so you know why I am going. It wasn't to find any necromantic artifact. We know almost nothing about the Mezro people..."
“Syndra, that’s horrible. Of course, I’ll do whatever is in my power to help. Anything at all. Who was your contact with the Harpers? Maybe they can set us on the right path to this Soulmonger.”
The half elf before you all has a long, ordinary looking coat wrapped tight against him. Pointy ears and a five o clock shadow, along with short, bristly dark hair, and the mischievous green eyes common to elves. He has a pack on his back ready to go, and a case for a trumpet strapped across the top.
Melanthios Serpentcrusher is a slight, scruffy looking human with an indolent air. His hair is black and bushy, and appears to have been hacked into submission with a knife. His eyebrows give the impression of dirty caterpillars crawling across his face, and his beard is as scruffy as the rest of him. He's sprawled back in his chair rather than merely sitting, and cleaning his fingernails absentmindedly with a small knife.
"Enticements sound good enough to me. If the pay's reasonable, count me in."
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
A slight half-elf with large, unblinking eyes quietly paces around the room as the group gets settled, staring curiously at the maps and sea charts. She begins to get closer to Syndra, and begins muttering. At first you think she's just very soft-spoken, but it becomes clear she's mainly talking to herself, or at least not to you.
She has a nice house, but she looks terrible, poor thing. Probably not contagious. Best not get close.
Returning to the table with goblets and watches Anzir select his goblet. More muttering.
He likes cups made by carpenters, not smithies. Interesting. And he wants to go. Hmm.
She picks up an ornate goblet, doesn't fill it with wine, and finds a chair to perch in. She listens to the story with wide eyes and an unreadable expression.
Afterwards all that is said at full volume is:
"Are we the first group you're sending? How long do you have? I'm Poole by the way."
Lorahana already on her second glass, stands at the back of the room. “You all look like a worthy bunch. I was hired for my familiarity with nature. We will find the artifact.”
Rollback Post to RevisionRollBack
Gash- Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Irma is standing in the back and not saying much during this, but once everyone quiets down she is heard well and clear. Her deep raspy voice just carries.
"So what you mean is that everyone is equal in face of death now? Is that not a good thing? Death is the one great equalizer. There is no longer a divide between the people who can afford resurrection and those who cannot."
And she just leaves this hanging in the room with a single tear slowly making its way down her cheek.
“Death is the enemy of all people. Any victory should be celebrated, and any defeat mourned. It is not a friend to anyone, although it is sometimes a mercy.” Koris says this almost by rote, as though he’s quoting something.
Anzirsets down his empty cup as he snorts. "How old is the druid there?" he says. Then holds up his hands to quell any protests. "My point is that we don't all get equal time here, even without magical methods of longevity. So finding some ol' necromancer's magical trap means more to some than to others. Some of us need extra motivation, whether its money..."
Anzirnods to Melanthios.
"...or assurances..."
The dragonborn gestures to Poole.
"...or a reason to believe it will be worth it."
He opens his hands to Irma.
"Me, I don't like to feel used. Convince me you're on the level."
Poole's eyes ping back and forth to the different speakers, taking it all in, reading the room. She takes a sip from the goblet (she still hasn't filled it), and speaks almost to herself again.
Syndra's head turns ever so slightly as she follows the conversation that is unfolding in the room. With the withering strength in her voice, she answers the questions that have been put forth and makes a few remarks of her own.
"Anzir, I've no doubt you'll be able to fill a few books when you return. Things lost in time will be revealed, and your knowledge of things ancient may serve the others well during this expedition."
Then, glancing at Melanthios, she says, "You shall return with a king's treasure, ranger, and if you are successful I myself will give a powerful item to each of you. For now, fifty pieces of gold should aid each of you in defraying the costs of preparing for this expedition."
"Greetings, Poole. No, you are not the first group to be sent unfortunately. The dangers of Chult seem to have overwhelmed the others. The six of you, however, are...different, correct? Better prepared. Clever. Cautious, I think. How long do I have? The question I ask myself dozens of times each day. I am unsure, but I cannot see myself living another three months if things continue as they do."
Clearing her throat, she continues, "Forgive me, Koris, but the Harpers are quite particular about remaining anonymous. I am confident that Chult is indeed the location of the Soulmonger. The island, however, is poorly mapped; little is known of its interior. Its terrain and its denizens make matters quite difficult for any group of explorers."
Syndra then produces a rolled up piece of parchment from within the folds of her clothing. "Working from dozens of sea charts, log books, and explorers’ journals, I assembled everything known about the current state of Chult into one map. I’ll provide it to you if you undertake my mission. It is a peninsula ringed with mountains and choked with rainforests. Enormous reptiles, savage goblins, and an army of undead prowl its jungles and ruins. Mapping the place has always been nigh impossible, and nothing is known about the region’s current geography beyond a few miles from the coast."
Turning to Lorahana, she remarks as she nods her head, "Worthy, yes. I am glad that you see what I see."
"Death,Irma Covenstride, is no respecter of persons or power. That is true. But not all who have been raised from the dead owe their good fortune to the power of gold. Some live again simply because they are loved."
After a few deep breaths, Syndra adds, "We seem to agree this is no small matter that we discuss. You are being asked to take part in an endeavor that may determine the fate...the life...the death...of countless thousands across Faerun."
She then places the map and leather pouch on the table beside her. "Fifty coins to each of you who wishes to be part of this great tale. Tomorrow at this time, after you've purchased your equipment and provisions, gather here once again, and I will teleport all of us to Port Nyanzaru, the only major settlement in Chult. I’ve been there several times before, so there’s little chance of mishap. Once there, I’ll stay with a friend named Wakanga O’tamu. He’s one of seven merchant princes who rule the city.”
- - - - - - - - - - - - - - - - -
If anyone has further questions for Syndra Silvane, then we can fill those in as needed. Each character has an additional 50 pieces of gold to spend on any common equipment/weapons/armor, using the listed price in PHB. The map of Chult has been added to the campaign notes.)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Melanthios is on good terms with a particular merchant in Baldur's Gate. The merchant offers the ranger nine gold pieces for his used leather armor, thereby reducing the total cost for the studded leather to 36 gold pieces.
Irma makes her way to the harbor and then to the masons. She picks up Navigator's Tools and Mason's Tools and after that considers what else she may need.
"Yes, I'm sure this group will get things done. I will meet you tomorrow then." Hana grabs the gold, "Are y ou sure you're well enough for that?"
Lorahana will hit the town and purchase an Herbalism Kit and will look for something akin to a Chain Shirt, made out of something other than metal. And lastly, a quarterstaff
Anzirsits back and tucks his amulet into his shirt. At last, he nods, as if coming to an internal decision. He strides out of the room with the rest, giving Syndra a slight bow as he passes.
Anzirtakes his 50 gold and the 25 gold he already has on him and acquires the following gear in anticipation of his journey:
Poole nods, walks a bit closer to her new benefactor, and says, "I hope you have a lot of time, but we'll try to be quick." She almost leaves with the goblet but remembers and returns it to the table.
She actually does a similar thing with a studded leather upgrade, relying on an old contact to swap for a lightly used suit she's been eyeing for a while, handing over her leather armor and 36 gold.
Mentioning to a coworker that she's headed to Chult, and getting an earful about how hot and wet and scary the jungle is, Pool makes a trip to an outfitter's store and buys a mess kit and a thin, but dense piece of canvas that can be used as a blanket or something to keep the rain off.
She also picks up some chalk and another bundle of arrows, and meets back at the appointed time.
Koris appears to be working on a book full of martial diagrams of some sort while making a shopping list.
When he returns, his pack looks like it’s full of rations, and he’s got leather armor, and a scimitar strapped to the pack, and he’s pocketing flat triangular throwing blades under his long coat.
The six adventurers, eager and freshly provisioned, gather with Syndra the next day. The archmage greets everyone with a nod and a short but sincere bit of encouragement. "You shall do well, friends. In this I am confident. Prepare yourselves."
She begins to utter a few words, softy at first, but her voice grows stronger and less raspy, as she verbally weaves the teleportation spell. The sights, sounds, and smells of the archmage's home begin to fade and are slowly replaced by the sights, sounds, and smells of a place wholly and distinctly different.
You appear in a tropical city under the blazing sun. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks, inhalations, and singsongy words that make it sound almost musical. The aroma of unfamiliar spices and tropical fruit mixes with the wharfside smells of fish, tar, and canvas. You are standing upon a short causeway (A), at the end of which is a lighthouse (B). A massive chain stretches from the lighthouse, across the harbor mouth, to Fort Nyanzaru (C). The harbor is before you, in the midst of which stands a statue of an ancient Chultan king in full regalia, resplendent in a loincloth of leopard skin and a headdress of feathers, shells, and tyrannosaurus teeth; draped in a cape of girallon fur and monkey tails; and wielding the traditional oval shield and yklwa of Chult.
"Allow me to welcome you to Port Nyanzaru," says Syndra.
She then leads the six adventurers on a short walk, through the explosion of color that is this tropical city. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners. Multicolored pennants and sun awnings flutter atop the city walls. At one point, a crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big-toothed lizard stomps and roars behind them. The whole city seems to be bustling, sweating, laughing, swearing, and singing.
Syndra points out a few places of significance as she goes: the harbormaster's office (D) in front of which stands a bulletin board that provides the names and whereabouts of several wilderness guides; the royal docks (E), which are reserved for the exclusive use of the merchant princes; the Temple of Gond (F); the Temple of Sune (G), perched atop a rocky formation to the north; and the Temple of Savras (H), near which she stops and says, "Here is where my journey ends to today, friends. This is the home of Wakanga O'tamu (I), and this is where I shall stay and rest during your expedition. There is much to see in this place. Much to learn. Many people here will be helpful. Many will not. To the south, in the Market Ward, are lodgings. I must rest now."
And so it is, after the briefest of introductions to this strange new place, the six adventurers are on their own...
Map of Port Nyanzaru (with journey from causeway to Wakanga's villa marked in red)
Baldur's Gate has proven to be all that you have heard and more. Commerce, activity, wealth, opportunity, intrigue...the Gate has it all. You have even begun to wonder if this place of splendor might become your home for a very long time.
Recently, however, the talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised — and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
You have listened to the tales of the curse and those it effects with interest and compassion, but no one in your immediate circle has been touched by it. So, as is the way with most, you have gone about your business the past few days, thinking this too shall pass. That thinking, however, quickly changes when you find yourself drawn into the the affairs of Syndra Silvane. Each of you, for slightly different reasons, has accepted an invite to the archmage's home...
Melanthios Serpentcrusher
Syndra Silvane needs trained warriors to join an expedition to Chult. You’ve always wanted to visit Port Nyanzaru and see the dinosaur races. They say the jungles are full of riches and danger—two things you crave.
Anzir Hardscale
You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of lost cities you’re anxious to explore. Your request to join the expedition was approved.
Irma Covenstride
You’ve garnered quite the reputation and caught the attention of a merchant and retired adventurer named Syndra Silvane. She wants you to explore Chult and discover the source of a curse.
Koris
Your sponsor is the retired adventurer and merchant Syndra Silvane herself. A terrible curse has befallen her, and she needs your help to end it. The quest will take you to Chult, a distant land where you can win fame and renown.
Poole
Some of your shady acquaintances have successfully pinned some criminal activities to your name. Local authorities grant you a full pardon, however. In exchange, you are to join an expedition to Chult and help put an end to the “death curse” affecting several wealthy citizens of the city.
Lorahana Suithrasas
A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to find a cure. Syndra believes that your expertise will prove invaluable, and you’ve wanted to study the cultures there.
A uniformed attendant leads you up a grand staircase to the third floor, then ushers you into a wood-paneled room with a fireplace, comfortable chairs, and a heavy table bearing goblets and bottles of wine. The darkly paneled walls are hung with maps and sea charts. Racks, shelves, and cabinets hold hundreds more rolled-up maps and charts.
A person is seated in an overstuffed chair near the fire. You can’t discern a gender, because only the person’s head emerges from under a heavy blanket draped over the chair, and an embroidered hood and silver mask conceal the wearer’s face. Even the person’s dry, raspy voice provides no clue. “Help yourselves to wine, and seat yourselves, friends — I hope I may call you that.”
She begins her story....
"I was an adventurer years ago. I died once and was raised from the dead. I have since closed the door on that stage of my life. The death curse you’ve heard about has struck me. I don’t know how much longer I’ll last before I perish. Clerics have no help to offer. They’re stymied by what is happening. My contacts in the Harpers have learned that the cause of the death curse is a necromantic artifact called the Soulmonger. According to their sources, the Soulmonger is somewhere in Chult. And so, that is why you sit before me this evening. For each of you, a journey to Chult has its enticements. For me, your journey to Chult might save me."
Anzir (you made me doubt my own spelling for a moment there) looks over the selection of goblets before choosing a plain, wooden one that surely must have been included for sentimental reasons. He fills the goblet nearly to the brim and begins drinking before he even finds a seat. The brass-colored dragonborn sits quietly as introductions are made, giving his own name as it comes around to him. While he listens and acknowledges each of the others in the room, Anzir cradles a large, stamped amulet in his hand. His fingers run over the impression on it pensively as his examines everything about the room, giving the people inhabiting it only a cursory notice.
"That explains why you only approved me and not my assistant," he says after all explanations are given. "I assume you read my application to join the expedition, so you know why I am going. It wasn't to find any necromantic artifact. We know almost nothing about the Mezro people..."
“Syndra, that’s horrible. Of course, I’ll do whatever is in my power to help. Anything at all. Who was your contact with the Harpers? Maybe they can set us on the right path to this Soulmonger.”
The half elf before you all has a long, ordinary looking coat wrapped tight against him. Pointy ears and a five o clock shadow, along with short, bristly dark hair, and the mischievous green eyes common to elves. He has a pack on his back ready to go, and a case for a trumpet strapped across the top.
Paladin - warforged - orange
Melanthios Serpentcrusher is a slight, scruffy looking human with an indolent air. His hair is black and bushy, and appears to have been hacked into submission with a knife. His eyebrows give the impression of dirty caterpillars crawling across his face, and his beard is as scruffy as the rest of him. He's sprawled back in his chair rather than merely sitting, and cleaning his fingernails absentmindedly with a small knife.
"Enticements sound good enough to me. If the pay's reasonable, count me in."
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
A slight half-elf with large, unblinking eyes quietly paces around the room as the group gets settled, staring curiously at the maps and sea charts. She begins to get closer to Syndra, and begins muttering. At first you think she's just very soft-spoken, but it becomes clear she's mainly talking to herself, or at least not to you.
She has a nice house, but she looks terrible, poor thing. Probably not contagious. Best not get close.
Returning to the table with goblets and watches Anzir select his goblet. More muttering.
He likes cups made by carpenters, not smithies. Interesting. And he wants to go. Hmm.
She picks up an ornate goblet, doesn't fill it with wine, and finds a chair to perch in. She listens to the story with wide eyes and an unreadable expression.
Afterwards all that is said at full volume is:
"Are we the first group you're sending? How long do you have? I'm Poole by the way."
Lorahana already on her second glass, stands at the back of the room. “You all look like a worthy bunch. I was hired for my familiarity with nature. We will find the artifact.”
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Irma is standing in the back and not saying much during this, but once everyone quiets down she is heard well and clear. Her deep raspy voice just carries.
"So what you mean is that everyone is equal in face of death now? Is that not a good thing? Death is the one great equalizer. There is no longer a divide between the people who can afford resurrection and those who cannot."
And she just leaves this hanging in the room with a single tear slowly making its way down her cheek.
“Death is the enemy of all people. Any victory should be celebrated, and any defeat mourned. It is not a friend to anyone, although it is sometimes a mercy.” Koris says this almost by rote, as though he’s quoting something.
Paladin - warforged - orange
Anzir sets down his empty cup as he snorts. "How old is the druid there?" he says. Then holds up his hands to quell any protests. "My point is that we don't all get equal time here, even without magical methods of longevity. So finding some ol' necromancer's magical trap means more to some than to others. Some of us need extra motivation, whether its money..."
Anzir nods to Melanthios.
"...or assurances..."
The dragonborn gestures to Poole.
"...or a reason to believe it will be worth it."
He opens his hands to Irma.
"Me, I don't like to feel used. Convince me you're on the level."
Poole's eyes ping back and forth to the different speakers, taking it all in, reading the room. She takes a sip from the goblet (she still hasn't filled it), and speaks almost to herself again.
We're all being used.
Lorahana filling her third glass, "Old. And you may call me Hana."
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Syndra's head turns ever so slightly as she follows the conversation that is unfolding in the room. With the withering strength in her voice, she answers the questions that have been put forth and makes a few remarks of her own.
"Anzir, I've no doubt you'll be able to fill a few books when you return. Things lost in time will be revealed, and your knowledge of things ancient may serve the others well during this expedition."
Then, glancing at Melanthios, she says, "You shall return with a king's treasure, ranger, and if you are successful I myself will give a powerful item to each of you. For now, fifty pieces of gold should aid each of you in defraying the costs of preparing for this expedition."
"Greetings, Poole. No, you are not the first group to be sent unfortunately. The dangers of Chult seem to have overwhelmed the others. The six of you, however, are...different, correct? Better prepared. Clever. Cautious, I think. How long do I have? The question I ask myself dozens of times each day. I am unsure, but I cannot see myself living another three months if things continue as they do."
Clearing her throat, she continues, "Forgive me, Koris, but the Harpers are quite particular about remaining anonymous. I am confident that Chult is indeed the location of the Soulmonger. The island, however, is poorly mapped; little is known of its interior. Its terrain and its denizens make matters quite difficult for any group of explorers."
Syndra then produces a rolled up piece of parchment from within the folds of her clothing. "Working from dozens of sea charts, log books, and explorers’ journals, I assembled everything known about the current state of Chult into one map. I’ll provide it to you if you undertake my mission. It is a peninsula ringed with mountains and choked with rainforests. Enormous reptiles, savage goblins, and an army of undead prowl its jungles and ruins. Mapping the place has always been nigh impossible, and nothing is known about the region’s current geography beyond a few miles from the coast."
Turning to Lorahana, she remarks as she nods her head, "Worthy, yes. I am glad that you see what I see."
"Death, Irma Covenstride, is no respecter of persons or power. That is true. But not all who have been raised from the dead owe their good fortune to the power of gold. Some live again simply because they are loved."
After a few deep breaths, Syndra adds, "We seem to agree this is no small matter that we discuss. You are being asked to take part in an endeavor that may determine the fate...the life...the death...of countless thousands across Faerun."
She then places the map and leather pouch on the table beside her. "Fifty coins to each of you who wishes to be part of this great tale. Tomorrow at this time, after you've purchased your equipment and provisions, gather here once again, and I will teleport all of us to Port Nyanzaru, the only major settlement in Chult. I’ve been there several times before, so there’s little chance of mishap. Once there, I’ll stay with a friend named Wakanga O’tamu. He’s one of seven merchant princes who rule the city.”
- - - - - - - - - - - - - - - - -
If anyone has further questions for Syndra Silvane, then we can fill those in as needed. Each character has an additional 50 pieces of gold to spend on any common equipment/weapons/armor, using the listed price in PHB. The map of Chult has been added to the campaign notes.)
Melanthios shrugs.
"Good enough for me."
He’ll buy studded leather armor and a drink, then meet up with the rest. He’ll sell his old leather if they’ll take it.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Melanthios is on good terms with a particular merchant in Baldur's Gate. The merchant offers the ranger nine gold pieces for his used leather armor, thereby reducing the total cost for the studded leather to 36 gold pieces.
Irma makes her way to the harbor and then to the masons. She picks up Navigator's Tools and Mason's Tools and after that considers what else she may need.
"Yes, I'm sure this group will get things done. I will meet you tomorrow then." Hana grabs the gold, "Are y ou sure you're well enough for that?"
Lorahana will hit the town and purchase an Herbalism Kit and will look for something akin to a Chain Shirt, made out of something other than metal. And lastly, a quarterstaff
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Anzir sits back and tucks his amulet into his shirt. At last, he nods, as if coming to an internal decision. He strides out of the room with the rest, giving Syndra a slight bow as he passes.
Anzir takes his 50 gold and the 25 gold he already has on him and acquires the following gear in anticipation of his journey:
(leaving him with 3 silver pieces...)
Poole nods, walks a bit closer to her new benefactor, and says, "I hope you have a lot of time, but we'll try to be quick." She almost leaves with the goblet but remembers and returns it to the table.
She actually does a similar thing with a studded leather upgrade, relying on an old contact to swap for a lightly used suit she's been eyeing for a while, handing over her leather armor and 36 gold.
Mentioning to a coworker that she's headed to Chult, and getting an earful about how hot and wet and scary the jungle is, Pool makes a trip to an outfitter's store and buys a mess kit and a thin, but dense piece of canvas that can be used as a blanket or something to keep the rain off.
She also picks up some chalk and another bundle of arrows, and meets back at the appointed time.
Koris appears to be working on a book full of martial diagrams of some sort while making a shopping list.
When he returns, his pack looks like it’s full of rations, and he’s got leather armor, and a scimitar strapped to the pack, and he’s pocketing flat triangular throwing blades under his long coat.
Paladin - warforged - orange
The six adventurers, eager and freshly provisioned, gather with Syndra the next day. The archmage greets everyone with a nod and a short but sincere bit of encouragement. "You shall do well, friends. In this I am confident. Prepare yourselves."
She begins to utter a few words, softy at first, but her voice grows stronger and less raspy, as she verbally weaves the teleportation spell. The sights, sounds, and smells of the archmage's home begin to fade and are slowly replaced by the sights, sounds, and smells of a place wholly and distinctly different.
You appear in a tropical city under the blazing sun. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks, inhalations, and singsongy words that make it sound almost musical. The aroma of unfamiliar spices and tropical fruit mixes with the wharfside smells of fish, tar, and canvas. You are standing upon a short causeway (A), at the end of which is a lighthouse (B). A massive chain stretches from the lighthouse, across the harbor mouth, to Fort Nyanzaru (C). The harbor is before you, in the midst of which stands a statue of an ancient Chultan king in full regalia, resplendent in a loincloth of leopard skin and a headdress of feathers, shells, and tyrannosaurus teeth; draped in a cape of girallon fur and monkey tails; and wielding the traditional oval shield and yklwa of Chult.
"Allow me to welcome you to Port Nyanzaru," says Syndra.
She then leads the six adventurers on a short walk, through the explosion of color that is this tropical city. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners. Multicolored pennants and sun awnings flutter atop the city walls. At one point, a crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big-toothed lizard stomps and roars behind them. The whole city seems to be bustling, sweating, laughing, swearing, and singing.
Syndra points out a few places of significance as she goes: the harbormaster's office (D) in front of which stands a bulletin board that provides the names and whereabouts of several wilderness guides; the royal docks (E), which are reserved for the exclusive use of the merchant princes; the Temple of Gond (F); the Temple of Sune (G), perched atop a rocky formation to the north; and the Temple of Savras (H), near which she stops and says, "Here is where my journey ends to today, friends. This is the home of Wakanga O'tamu (I), and this is where I shall stay and rest during your expedition. There is much to see in this place. Much to learn. Many people here will be helpful. Many will not. To the south, in the Market Ward, are lodgings. I must rest now."
And so it is, after the briefest of introductions to this strange new place, the six adventurers are on their own...
Map of Port Nyanzaru (with journey from causeway to Wakanga's villa marked in red)