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Mannix, level 5 Human Inquisitive Rogue/Wizard
Khaless, level 5 Half-Drow Assassin Rogue
Gillian, level 5 Triton Bard of Whispers
George, level 5 Tortle Battle Master Fighter/Rogue
Therin, level 5 Hill Dwarf Druid of the Moon
The jungle hex-crawling is all but behind us. It’s time to set sail! Following the excursion at Firefinger we return to the city for one last chance at healing, then set off on the Brazen Pegasus to travel along the western coast of Chult, toward Jahaka Bay.
The party has several locations to visit, most of which are along the western coast line. They’ve learned the general location of the pirate hideout, hidden somewhere in Jahaka Bay, heard about the temple ship Gillian’s been searching for (also in the bay), and they’re finally following up with a plea from Therin’s friend Hew Hackinstone to travel to Wyrmheart Mine and clear out the red dragon, as well as a nearby underground forge for Chultan dwarf Musharib. Whew!
And on top of all that, they still need to get to the lost city of Omu to track down the soulmonger.
Thankfully they have gained the services of Captain Ortimay Swift and Dark’s ship, the Brazen Pegasus, and her rapport with the harbormaster Zindar allows the party to leave the now quarantined city. They said their goodbyes to Azaka, gained Hew and Musharib, and got some healing done at the Temple of Savras (which hilariously showed off how miserly Therin can be).
I had only a small handful of encounters planned. A sailing ship can travel 120 miles in a day, or 12 hexes. By my calculations they could reach Jahaka Bay within 6 days of leaving port. On the first day they had to deal with Aremag, the guardian dragon turtle who lacks like an expensive toll booth.
Given how miserly Therin and the rest of the party are (even laden with jewels and treasure) I expected this to be a trickier situation. But Mannix was quick to pay up, dumping over expensive gems and satiating the dragon turtle almost instantly. Between that and the healing payment, Mannix is nearly destitute while the rest of the party is doing just fine.
A few days of travel later and the party made it to the end of the Mistcliffs, a 200-mile mountainous coast line. On the evening of the fourth day a fog descended on the party, filled with ghostly figures. Therin destroyed a large portion of the fog using Create or Destroy Fog, and the specters attacked.
Specters aren’t particularly powerful but they can hit quite hard, doing 3d6 necrotic damage on a hit. I was missing attacks left and right, but this lengthy battle was still fun thanks to the uniquely packed battlefield of the ship, and the amount of friendly fire AOE attacks the party employed, namely Gillian with Gust of Wind and Shatter, and Mannix using his blinding Silverlight dagger and blinding both Therin and Hew.
Most of the party possess magic weapons so the specter’s damage resistance didn’t come up too often. A few of the redshirt crew members were killed (and turned into specters!) and the first mate nearly died after suffering a crit, but they pulled through in the end.
After the battle they were able to steer out of the fog, realizing they had crossed a super highway of spirits being pulled into the soulmonger from across the ocean, and the spirits weren’t too happy about it.
The next day they reached the western most point of Chult and began heading south when they spotted a pirate ship dead ahead. It seems they will have to deal with at least one pirate before reaching Jahaka Bay.
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