And so the adventure continues. Having found the vault of dragons and getting the hand on the second piece of the rod of law they have been hooked in by Volo to travel to Chult in order to find another treasure in the jungles. They spend three days preparing the departure, getting passage with one of the traveling circus ships and loading it with Volo's books he plans to sell in Port Nyanzaru (which my middle sister realized means something like cat ape which probably is a reference to the Tibaxi catpeople who lives there). Parker has no intention of following them so he sends word to Candlekeep to his college Destinova Blackstar, forest gnome wizard that arrives to Waterdeep on the day of departure. They travel for 21 days across the ocean until the ocean where they face of the giant dragon turtle Aremag who guards the bay, who they are able to convince that they don't have any money, but he warns them that he will have an eye on them when they leave, IF they leave. They then began looking at what they had an they realized they have something like 7 000 gold each... oops!
They enter port and finds the quiet inn and see the bill board with the guides and have to decide where to go. They spend the next day gathering information on what is going on in Chult. They find the tale of the missing airship the most interesting since they see a way to get out of Chult while avoiding the dangers of Aremag. They get provisions to survive 60 days in the jungle, 2 canoes, insect repellent and four rain catchers to make the travels bearable. They also learn that they need a charter from the flaming fist in the fort up north. They decide to head there by themselves without guides since they want to save in on the fees for the guides... I told you they had 7 000 gold each right? Unbelievable cheapskates! The trip to the fort goes rather smoothly really. The only incident is when Destinova looses his rain catcher when a group of flying monkeys fly by them. They get to the fort, pay for the charter and learn that the flaming fist takes a cut of half the treasures they find which spurs them to get the airship even more as well as push away some guides since they fear they will snitch on them.
So they head back to port, this time experiencing extreme heats causing them exhaustion several times, they find a trio of sea hags near a canoe trying to lure people near the water to drown them. Our heroes hit them with a mage hand in order to see if they really where dead, which they weren't so after that they have been haunted by the canoe over the rest of the days, so from now on the sea hags is after them. They find a tibaxi hunter that tell them to get a guide, a chwinga spirit steals Hope's crowbar and leaves a couple of nuts in exchange. They pass by a group of lizard folk and some red wizard group and a couple of dinosaurs. They only got lost twice while traveling. After a tour of 22 days they have returned to Port and decides to go with the guide Eku after Shalida gave them strange vibes. Which might speed along the game. She will probably hint them towards Nangalore and the spirit Naga and from there straight to Omu, unless they first wants the wreck of the Star Goddess. And here ended the first session.
Overall, I will probably use the excuse of the guide to heighten the encounter DC to 18-19 instead of 16 since it happens to often otherwise for such small things (especially when they don't need to level up since they already are level 9). Another thing is that I got the dungeon master screen for the game and it speeds the game along really well. A miss in accessories on the other hand seems to be the game mat maps you could buy. I thought that would help and avoid using the map in the book, but hex grid is really hard to see making it hard to count the hexes and they are a bit smaller so the little screw that represents the party is just a bit to big, but not with the map that came with the book. The city maps on the other hand in the set works really well. But it's the hex map that I would wish worked better. So if they find the airship and fix it I might let them turn it upside down so that they can see everything. But I also assume they will go the airway towards Omu and fight the gargoyles guarding the city.