A Dream of Salt and Sea
Overview
Following the fall of Aeolides and the lifting of the Stormbringer curse, the Moonlight Vigil turns its attention southward. Whispers, rumors, and dreams point toward the distant shores of Chult, where Fjord believes his long-lost family may have shipwrecked years ago. Driven by hope, purpose, and mystery, the party prepares for a harrowing sea voyage aboard a merchant vessel bound for one of Faerûn’s most dangerous frontiers.
Waterdeep: Final Preparations
In the relative calm of Waterdeep, the party spends its final days preparing for what lies ahead. Olaf, ever the steady hand and guardian soul, crafts protective gear and shares the comfort of bedtime stories—Goodnight Selúne—with Zeromus’s young daughter. He finalizes the first of what would become many healing brews.
Jember, meanwhile, reconnects with the Gladbracken circle and is summoned by Lawrence Lightfoot. There, he is honored for his past deeds and quietly burdened with a secret mission from the Emerald Enclave. Though he speaks little of its contents, he accepts the charge with his usual calm and receives a poisoner’s kit as both a gift and a mark of his new rank.
At the monastery, Jorm and Alencia receive word that they are to journey to Chult for a period of fasting and meditation. Jorm seeks clarity in nature, meditating by waterfalls and collecting keepsakes in preparation for what may be a long absence. Alencia, ever orderly, cleans her space and dutifully informs her superiors of their path.
Elsewhere in the city, Fjord welcomes young Cletus and his mother Rosemary to dinner. Over stew and stories, he offers them a new beginning—employment, safety, and belonging. That night, his prayers to Selúne are clumsy but sincere, and he dreams vividly of commanding a ship whose crew hints that his kin may await in Chult. He awakes to a bitter blow: his store has been robbed by the trusted Tarmouk, who fled with the gold savings. With admirable calm, Fjord leaves the store in Rosemary’s care and entrusts Horace with the pursuit of the thief, dispatching Handsome Dan to bring him to justice.
Olaf bids farewell to his temple family and spends his final night in Waterdeep beneath the moon. Fjord stocks up at Patty’s Potent Potions, trading promises of rare herbs for discounts, and the group regathers at Stormbringer Manor. It is there that Zeromus introduces them to Captain Wolgar Windrune of the Soul of Winter—and the sea journey begins.
The Voyage to Chult
The Soul of Winter, a sturdy dwarven galleon, cuts away from the Dock Ward with its decks full of crew, cargo, and the quiet hopes of the Moonlight Vigil. The captain collects payment with a calm, seasoned demeanor. The vessel is staffed by a motley but competent crew, including Black Bill the bosun, the gruff Markus, the halfling sailor Duncan, and several unnamed hands.
On the first day, Olaf succumbs to seasickness, while Jorm scampers up into the crow’s nest like a lizard returning to its perch. Jember strikes up a fast friendship with Duncan and introduces him to Butty, offering him a ride. Jorm catches a marlin and shares the meat with the crew.
By the second day, Fjord finds himself behind the helm. Under Olaf’s guidance and a bit of divine encouragement, he picks up the basics of sailing. Duncan, excited but clumsy, once again attempts to ride Butty and earns a stern warning from Markus.
The third day brings low clouds and cooler winds. Below deck, laughter erupts as the crew begins a liar’s dice game. Markus proves nearly unbeatable, though Jember gives him a run for his coin—only to lose a jewel-encrusted dagger in a final bet.
On the fourth day, the skies darken. A storm brews on the horizon. The captain orders the party below deck. Olaf lays a blessing of guidance upon him before descending to quietly study by candlelight.
The fifth and sixth days are swallowed by roaring waves and seasick groans. Fjord makes a valiant effort to remain above deck, but the captain insists he seek shelter. Even Jorm finds himself tossed about like driftwood, sliding across the deck alongside the shifting cargo.
By the seventh day, the voyage becomes a true trial. Rain gives way to hail. Thunder roars. Lightning cracks across the sea. Fjord slips across the slick wood as the rest of the party grips anything they can to keep from falling.
The eighth day brings the worst yet—waves towering thirty feet smash against the hull. The group, overwhelmed, retreats into the Hidey Hole. All but Olaf, who perches at the edge of the pocket dimension, legs dangling inside, reading aloud to keep spirits high.
Relief begins on the ninth day. The lightning and thunder cease, leaving behind only wind and rain. Stomachs settle. Hope returns.
On the tenth day, the captain delivers grim news—Duncan was swept overboard. The party mourns in silence as Olaf offers a prayer. Jember disappears, reappearing high above in the crow’s nest, invisible. Alencia follows and offers gentle reprimands along with her concern.
By the eleventh day, the rains dwindle to a sprinkle. The ship steadies. Spirits lift. The captain assures them the worst has passed.
The twelfth day brings sunshine and still waters. The crew and party alike gather above deck to celebrate. Olaf watches the stars and moon from the ship’s deck that evening, a quiet vigil in Selúne’s glow.
And on the thirteenth day, land comes into view. Jorm smells it before he sees it—Chult. Jember fishes with his bow. Jorm leaps into the sea, frying a giant electric eel with his own body. The two cook a communal fish stew. Fjord bonds with the captain, scanning the horizon through a spyglass. Jember gifts his Goggles of Minute Seeing to Alencia. There is one final liar’s dice game—Markus wins again.
But the joy is short-lived.
As they approach the bay, a powerful stench rolls across the deck—the reek of rot and death. The captain’s face darkens. He orders all hands ashore. Jorm’s hackles rise. Olaf casts Twilight Sanctuary, light spilling around the party.
From below deck, something screams.
Notable Items & Rewards
- Pauldron Set (crafted by Olaf)
- Healing Potion (crafted by Olaf)
- Poisoner’s Kit & Proficiency (gifted to Jember by Lawrence Lightfoot)
- Goggles of Minute Seeing (given to Alencia)
- Potion of Speed & Potion of Waterbreathing (purchased by Fjord)
- Jeweled Dagger (lost to Markus in a dice game)
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