The group leaves the Temple of Savras towards the Harbourmaster building. B'urp leaves separately and sees that the group is being watched and then followed by a hooded figure. He follows behind. You find your way to the harbourmaster, a half dragon called Zindar who is arguing with a rough looking gnome. The gnome is demanding to leave, but Zindar tells him that the harbour chain will not be lowered until he has paid his fees. The gnome storms off. Tywrong approaches to harbourmaster to ask if any ships are leaving today, but when the harbourmaster asks your business, Tywrong is cagey. This angers the harbourmaster and Tywrong leaves without a result. Meanwhile B'urp is observing the hooded figure moving closer to the rest of the group. As the figure comes close to Denny unseen and with obviously hostile intent, B'urp intervenes. He is stabbed, but the poisoned blade is not effective against a grung. A battle on the docks ensues, followed by a chase as the figure realises he is outmatched. He is killed on the steps of the hill, but not before near-fatally stabbing and poisoning Denny. While the battle is occuring, Besh approaches the harbourmaster with an honest and frank explanation of what you are doing.  The harbourmaster tells you that there are no ships scheduled to leave that day, but if you are willing to pay the gnomes berthing fees he will allow the gnomes ship to leave straight away. He also asks you to watch for pirate ships on your journey. The pirate ships are called the Dragonfang, the Emerald Eye, and the Stirge. Zindar has permission from the merchant princes to offer a bounty of 2,000 gp for each pirate ship that is captured and brought into port, and a bonus 500 gp for the capture of each pirate captain.You pay the gnomes berthing fees, and make their way to his ship, The Brazen Pegasus. The name of the gnome is Captain Ortenay Swift and Dark, and he agrees to provide passage for the rate of 10gp per day. You agree, pay in advance for eight days, and the ship is rapidly prepared. It appears that the captain has good reason for wanting to leave town quickly and you leave Nyranzaru within minutes. You sail across the Bay of Chult, and the Brazen Pegasus is a very swift ship. By the end of the first day you have made your way to the docks of a rough road leading up to Fort Beluarian, an outpost of the Flaming Fist who are acting on behalf of the lords of Baldurs Gate. Baldurs Gate have claimed the lands of Chult as theirs, and the Flaming Fist are sending patrols into the jungle to find old ruins and loot them for treasure. As part of this the Flaming Fist are issuing charters of exploration for those wanting to enter the jungle. If you are caught in the jungle without one, then the punishment is swift. You sleep near the docks and the next day spend the day in the rain climbing up the hill to the Fort. You are warmly welcomed and give board and lodgings. This is a well functioning fort with it's own market. There are supplies and armaments to be bought and safety from the nearby wilderness. You meet with Commander Liara Portyr who sells you a charter. She explains that you must return to the Fort with any loot you find and you will be able to retain 50% of anything you find. She offers you some quests if you choose to take them: Ghoul Hunters . Portyr asks the characters to help rid the jungle of ghouls. For every severed ghoul head you bring her, she’ll pay you 20 gp. Shilku Reconnaissance . Portyr asks you to set sail for Shilku Bay, conduct a one-week reconnaissance of the destroyed village of  Shilku , and return to Fort Beluarian to report what you've seen. If youaccept the mission, Portyr offers to pay for your food and passage and promises good payment for good results. Strangers in a Strange Land . Flaming Fist scouts have spotted giant footprints south of Fort Beluarian. If you find out who or what is making the tracks, and discover where they’re coming from and what threat (if any) they pose to Fort Beluarian, Portyr will reward you with magic items.  She says if you commit to any of these tasks she will refund the payment you have made for your charter of exploration, but you explain you have other paths you wish to take. You spend a comfortable night at the fort, return to the ship the next day, and set sail again the following day. As the day heads towards noon, something terrible occurs. The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising from the heaving foam. Water streams off the rising crags like rivers crashing down a mountainside. At last the emerging island stops growing in size, although the sea around still tosses your ship like a drifting feather. Then a huge blast of steam erupts from the waves, and through the drifting, rainbow-crossed mist, you see an immense beak and a milky eye the size of a hogshead cask staring blindly in your direction. As the water calms, you also spot a dozen or more shark fins circling the ship. It is a gargantuan Dragon Turtle, and it begins circling the ship. It booms demands in a language no-one understands, but using his telepathic abilities Tywrong realises that it is demanding tribute. As the wake of the Turtle begins dragging the ship around you scramble to fill a sack with treasure you have found on your journeys, filling it with gold and gems. The Turtle sees the treasure and demands you throw it over. You do so, it takes it in it's mighty maw and descends into the deep with the sharks following. You continue on your journey. You travel for several more days around the coast, spotting a pirate ship at one point but easily outpacing it. There is one day of terrible weather with poor visability and you anchor early. When the dawn breaks you find that you are anchored only 1000 yards away from a massive longship. It is 250 feet long with sails made from White Dragon wings and you can see Frost Giants on the deck. You also see Frost Giants on the beach nearby. They are fully aware of you and start yelling at your ship in Giantish. You do not understand them. They start raising their anchor so you pile on full sail and depart as swiftly as you can. For a moment it looks as if they might start throwing rocks or chasing you, but then they lower the anchor again. By the end of the day you find your way to a place marked on your map as Port Castigliar, but it seems nothing more than a stretch of beach with an abandoned supply depot, seven battered huts made of bamboo and thatch, and a defiled graveyard.