Artus Cimber and Dragonbait make their farewells the next morning and head on to Port Nyanzaru. You head further up the river towards Firefinger. However as the day winds onwards you find a damaged canoe that has been pulled up onto the shore with three old women huddled behind it. They plead for you to save them, but you are not fooled by them. In rage they transform to their true forms - they are hags. Realising that these enemies are beyond you, you desperately try to row your canoe out of rage as they throw lightning bolts and other spells your way, while also swimming towards you and attempting to board the canoe. You manage to kill one of them, but ditch your canoe and flee into the jungle on the other side of the river. Azaka is badly hurt, having taken the full force of three lightning bolts, but somehow is still alive. After some time you decide that you must have lost them and after avoiding some blue mist decide to camp for the night. The next morning you start to make your way back to the river, but stumble into some old chultan ruins. An priest wearing the symbol of Ubtao steps and and angrily demands that you leave this sacred ground. You try to convince him that you mean no harm and that you merely want to pass through, but the more you talk the more angry he becomes until eventually he loses his temper and transforms to his true appearance - that of a wereboar. Azaka is terrified and tells you to run, yelling that there is no way to defeat this foe, but you do defeat him, earning the grudging respect of Azaka. However Denny has been bitten by the wereboar. Does this mean he has picked up the dread disease of Lycanthropy? You won't know until the next full moon in 15 days. You loot the wereboar's treasure, but there is not much of interest. The next day is the first day of sun since you arrived in Chult. This allows you to navigate easier and you realise that you have become turned around in the jungle, you are still a day away from the river, and two days from Firefinger. You navigate your way back to the river and encounter no danger for the next two days. 13 days till the full moon. The next day you head towards Firefinger. You see the dread shapes of Pterafolk flying above and make sure you stay well hidden by the jungle canopy. The drizzle also helps with staying hidden. You find your way to Firefinger, a massive spike of stone with a tower on top with an everburning flame. There are crumbling ladders attached to the outside leading into caves in the spire. The tower itself is over 300 feet tall, defying the winds that blow around it and physics to stay standing. There are many Pterafolk circling in the sky above the tower. B'urp tells everyone to stand back and to create a distraction and stealthily scurries to the tower which he swifly starts climbing. He does not enter the caves, he just keeps climbing. He is pressed close to the stone and it is hard to see him from the ground. You arrange for the illusions of lights and noises a small distance from the spire which captures the attention of the Pterafolk. They come to investigate which allow B'urp to ascend all the way to the top of the spire, to sneak into the tower on top and to find the mask they had been task with retrieving. There is a lot of other treasure up there, but B'urp quickly descends before he can be discovered.  Azaka is extremely grateful and it is obvious that she is looking at the party with new respect.  12 days till the full moon.