Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the dead but also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.
"Welcome to the Order of the Gauntlet, Cheval's!" a cherry voice booms, as the four men are anointed as initiates into the Order of the Gauntlet. Aer, Gar, Hrothgar, and Irzhalin each reach a silver pendant that has the holy symbol of the Order emblazoned on it.
"Now that you're initiates, it's now time to assign you four your first task. I'm afraid it's quite a daunting task, given the circumstances; but each of you are prodigies that may very well be the leaders of this organization one day. We have high hopes that you four are best-suited for this task." the man says, continuing on. "I am Captain Lanniver Strayl, and I will be briefing you on your official first mission." he guides them over to a table, where he has stacks of papers sprawled across.
"The reason we're stretched thin these days, is because of the newly discovered Death Curse that's plaguing the world. It's been the talk of the town the past few weeks, and we've seen our best knights on an expedition to Chult to investigate, and inevitably, eradicate this threat. Unfortunately, this is proving to be too challenging. You four have shown great promise, and will have been speculated to be the ones to resolve this threat." Lanniver says, as he reaches for a letter on the table, and hands it to one of them, whomever would be the one to grab it.
"When you get to Port Nyanzaru, you will find our contact. Undril Silvertusk. She's a half-orc priest of Torm, and we've sent word of your arrival so she'll be expecting you. She's been investigating the Death Curse so she'll have more information for you." Lanniver concludes.
"In town, we have a woman who's offered to assist you, as this Death Curse has afflicted her heavily. Our priests have failed to heal her, so she's willing to expend her resources to aid us. She's requested you to visit her place in town, as she has a means to transport you to Chult instantly. Time is of the essence, so I'm afraid we don't have much time to linger." Lanniver finishes, after handing them another paper that has the address of a street in Neverwinter, where they will find this woman.
For the past several days, 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 been invited to the home of Syndra Silvane, a retired adventurer and merchant. 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.”
Having already met the group Hrothgar will move forward and take the letter that Lanniver holds out.
As they arrive at Syndra Silvane's house, the woman in town that could offer assistance, Hrothgar nods. You may.Hrothgar moves to the table to pour wine for everyone before he sits down. While he stands he asks I believe your interest in this matter is personal, but regardless the Order thanks you for your aid.
He sits down and takes a moments pauze.
Forgive my bluntness but I have been told you have the means to transport us to Chult, how soon could this be done. Time is of the essence as you well know.
(Note: Minor retconning of my character - Irzhalin is now a Shifter. Pretty much a Werewolf.)
Irzhalin takes some food, but waves off Hrothgar's attempt to pour him wine. His monastery practices strict prohibition, and keeping his senses keen was valuable. "We come to help. I understand that you have been afflicted by the curse that we seek to end. I am not one for idle talk, so please - tell us what you know, and how we may help you."
Syndra speaks with a dry, cracking voice. “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.” she pauses for a moment to cough, and then continues. “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.” she stops for another moment, and takes a drink of water.
“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.” she then darts her eyes to Aer as he expressed interest in Chult itself.
“Chult 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.” she coughs again, this one a bit more severe than the last.
“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.” she feebly stands up from her chair, and gradually approaches the four.
“When you’re ready to depart, I will teleport us all 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.”
"I don't have any Cartographer's Tools on me. I can give each of you 50 gold pieces so that you may buy the necessities in Port Nyanzaru." Syndra adds, as she prepares to cast the teleport spell.
OOC: Go ahead and add the 50 GP to your character sheets.
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.
Beyond all that, Port Nyanzaru is an explosion of color. 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. 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 had teleported the Cheval's to the Harbor Ward, near the office of the Harbormaster. "I'll remain in Port Nyanzaru for a while. I understand you're expected to meet someone here from the Order, correct? They're most likely either hulled up at the Thundering Lizard or Kaya's House of Repose. They're both inns, but Thundering Lizard tends to be quite raucous while Kaya's is more mellow; perhaps that would be more suitable for you. Both inn's are in the Red Bazaar. I'm going to go meet merchant prince Wakanga O’tamu. Did you have any other questions before we depart?"
Irzhalin surveys the vicinity, taking in the abrupt increase in temperature and the colorful surroundings. "Thank you. May I ask - where can we find Cartography supplies? Otherwise, I believe we are set to leave."
"The Merchant's Ward is just west from here. That's where you'll be able to purchase all of your supplies." Syndra answers Irzhalin. She then looks to Aer. "I could certainly introduce you all to Wakanga if you so desire."She replies, curious to see if the others also want to meet one of the merchant prince's of Port Nyanzaru.
Irzhalin considers Syndra's suggestion. "Sure. They might possibly have useful information for our adventures. I would appreciate it if you were to take us to meet Wakanga."
Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the dead but also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.
"Welcome to the Order of the Gauntlet, Cheval's!" a cherry voice booms, as the four men are anointed as initiates into the Order of the Gauntlet. Aer, Gar, Hrothgar, and Irzhalin each reach a silver pendant that has the holy symbol of the Order emblazoned on it.
"Now that you're initiates, it's now time to assign you four your first task. I'm afraid it's quite a daunting task, given the circumstances; but each of you are prodigies that may very well be the leaders of this organization one day. We have high hopes that you four are best-suited for this task." the man says, continuing on. "I am Captain Lanniver Strayl, and I will be briefing you on your official first mission." he guides them over to a table, where he has stacks of papers sprawled across.
"The reason we're stretched thin these days, is because of the newly discovered Death Curse that's plaguing the world. It's been the talk of the town the past few weeks, and we've seen our best knights on an expedition to Chult to investigate, and inevitably, eradicate this threat. Unfortunately, this is proving to be too challenging. You four have shown great promise, and will have been speculated to be the ones to resolve this threat." Lanniver says, as he reaches for a letter on the table, and hands it to one of them, whomever would be the one to grab it.
"When you get to Port Nyanzaru, you will find our contact. Undril Silvertusk. She's a half-orc priest of Torm, and we've sent word of your arrival so she'll be expecting you. She's been investigating the Death Curse so she'll have more information for you." Lanniver concludes.
"In town, we have a woman who's offered to assist you, as this Death Curse has afflicted her heavily. Our priests have failed to heal her, so she's willing to expend her resources to aid us. She's requested you to visit her place in town, as she has a means to transport you to Chult instantly. Time is of the essence, so I'm afraid we don't have much time to linger." Lanniver finishes, after handing them another paper that has the address of a street in Neverwinter, where they will find this woman.
For the past several days, 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 been invited to the home of Syndra Silvane, a retired adventurer and merchant. 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.”
DM: Waterdeep: Dragon Heist
Having already met the group Hrothgar will move forward and take the letter that Lanniver holds out.
As they arrive at Syndra Silvane's house, the woman in town that could offer assistance, Hrothgar nods. You may. Hrothgar moves to the table to pour wine for everyone before he sits down. While he stands he asks I believe your interest in this matter is personal, but regardless the Order thanks you for your aid.
He sits down and takes a moments pauze.
Forgive my bluntness but I have been told you have the means to transport us to Chult, how soon could this be done. Time is of the essence as you well know.
Aer,
Aer will sip a glass of wine and sit down next to Hrothgar.
"Can you tell us something about Chult, and perhaps what we should prepare for? Perhaps there is a scroll or other information we can take?"
(Note: Minor retconning of my character - Irzhalin is now a Shifter. Pretty much a Werewolf.)
Irzhalin takes some food, but waves off Hrothgar's attempt to pour him wine. His monastery practices strict prohibition, and keeping his senses keen was valuable. "We come to help. I understand that you have been afflicted by the curse that we seek to end. I am not one for idle talk, so please - tell us what you know, and how we may help you."
Gar nods as he drinks the wine and glances at his companions, feeling they've asked the right questions.
I have an intelligence of six, I know what I'm doing.
Syndra speaks with a dry, cracking voice. “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.” she pauses for a moment to cough, and then continues. “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.” she stops for another moment, and takes a drink of water.
“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.” she then darts her eyes to Aer as he expressed interest in Chult itself.
“Chult 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.” she coughs again, this one a bit more severe than the last.
“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.” she feebly stands up from her chair, and gradually approaches the four.
“When you’re ready to depart, I will teleport us all 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.”
DM: Waterdeep: Dragon Heist
Irzhalin sits back in his seat. "That's fine by me. Shall we, then?"
Aer
He will take the map and look it up and down...
I assume we have a map of CHult and the port?
Aer finds the following map:
This is what Syndra was able to chart during her adventuring days whole exploring the jungles of Chult.
DM: Waterdeep: Dragon Heist
"Let's go to Chult!" Gar says.
I have an intelligence of six, I know what I'm doing.
Hrothgar glances over at the map. Those will help us indeed.
Would you happen to have some paper and ink available? Perhaps we can document more of the map while we are there.
Hrothgar will not have any other questions and will be eager to see what Chult has to offer them.
"I don't have any Cartographer's Tools on me. I can give each of you 50 gold pieces so that you may buy the necessities in Port Nyanzaru." Syndra adds, as she prepares to cast the teleport spell.
OOC: Go ahead and add the 50 GP to your character sheets.
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.
Beyond all that, Port Nyanzaru is an explosion of color. 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. 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 had teleported the Cheval's to the Harbor Ward, near the office of the Harbormaster. "I'll remain in Port Nyanzaru for a while. I understand you're expected to meet someone here from the Order, correct? They're most likely either hulled up at the Thundering Lizard or Kaya's House of Repose. They're both inns, but Thundering Lizard tends to be quite raucous while Kaya's is more mellow; perhaps that would be more suitable for you. Both inn's are in the Red Bazaar. I'm going to go meet merchant prince Wakanga O’tamu. Did you have any other questions before we depart?"
DM: Waterdeep: Dragon Heist
Irzhalin surveys the vicinity, taking in the abrupt increase in temperature and the colorful surroundings. "Thank you. May I ask - where can we find Cartography supplies? Otherwise, I believe we are set to leave."
Hrothgar nods, Thank you indeed. We shall go to Kaya's first then. Perhaps we shall find this Undril Silvertusk there.
He will check his belongings before moving off. Waiting for the others to see if they are ready to go. Shall we?
Aer
Aer nods. "Kaya's sounds fine to me..."
To Syndra "Will we have a chance to meet Wakanga?"
"The Merchant's Ward is just west from here. That's where you'll be able to purchase all of your supplies." Syndra answers Irzhalin. She then looks to Aer. "I could certainly introduce you all to Wakanga if you so desire." She replies, curious to see if the others also want to meet one of the merchant prince's of Port Nyanzaru.
DM: Waterdeep: Dragon Heist
Aer
glances at the others..."I do not think it hurts to meet potential allies, I would go to meet him. We can all go or we can split..."
Gar nods. "Especially since we are strangers in this land, it would be good to meet others."
I have an intelligence of six, I know what I'm doing.
Irzhalin considers Syndra's suggestion. "Sure. They might possibly have useful information for our adventures. I would appreciate it if you were to take us to meet Wakanga."
Hrothgar nods. Very well, we shall pick up some supplies first and see if Wakanga can help our cause.
Thinking about it a moment
Perhaps Wakanga has spoken to more adventurers and can tell us about what to expect in these jungles.