All Eyes on Chult
Inhoudsopgave
- Meeting Zindar
- Ship's Names
- Boarding the Ships
- Waterdhavian Ships
- The Flying Adder
- A1. Main Deck
- Grating
- A2. Helm and Gunnery
- Ballistae
- Bolt
- A Ship too Far
- A3. Prow
- Anchor
- A4. Ship's Hold
- Treasure
- A5. Captain's Quarters
- A6. Sailors' Quarters
- Treasure
- The Wicked Gaze
- B1. Main Deck
- B2. Helm and Gunnery
- Prow
- Anchor
- B4. Ship's Hold
- Crates
- Smuggling Compartment
- B5. Captain's Quarters
- B6. Sailors' Quarters
- Returning to Zindar
- Zindar's Reward
- Meeting Zindar
- Zindar's Suggestions
- The Grand Souk
- Getting Stuck
- Speaking with Passersby
- Searching for the Grey Trader
- Grey Trader
- The Grey Trader
- Attacking Orlando
- Back Room
- Interrogating Orlando
- Sundown: Florina's Arrival
- Attacking Florina
- Chasing Florina
- Leaving the Grand Souk
- Returning to Zindar
- Interrogation
- Reward
- The Next Move
- Rush to Jobal's Villa
- Red-Eye's Patience
- Jobal's Villa: Exterior
- Merchant Prince's Villa
- Jobal's Villa: Interior
- Ceilings
- Doors
- Light
- 1. Entryway
- Red Eye's Patience
- 2. Sitting Area
- Red-Eye's Patience
- Treasure
- 3. Grand Hall
- Red-Eye's Patience
- 4. Guest Rooms
- 5. Gardens
- Balcony
- Red-Eye's Patience
- Walls
- 6. Dining Room
- 7. Sauna
- 8. Bath
- Red-Eye's Patience
- Treasure
- 9. Kitchen
- Red-Eye's Patience
- Stairs
- Treasure
- 10. Library
- Red-Eye's Patience
- Treasure
- 11. Family Rooms
- 12. Master Suite
- Defeating the Intellect Devourer
- Defeating Red-Eye
- Treasure
- 13. Guard Rooms
- 14. Laundry Room
- 15. Servants' Quarters
- 16. Rain Traps
- Conclusion
- Speaking of Wealth
- Monster Stat Blocks
Introduction
All Eyes on Chult is a 2-3 session adventure for player characters of 1st level. These characters will rise to 3rd level by the end of the adventure. It takes place in Port Nyanzaru, Chult just after two ships flying black flags enter the port under cover of dark.
Though this takes place in locales familiar to players of the Tomb of Annihilation storyline and can be played as a side quest in Port Nyanzaru, it has no relation to the Death Curse nor any other major plot elements of Tomb of Annihilation. Instead, it focuses on two nefarious Faerûnian factions—the Zhentarim and the Xanathar Guild—working together to plunder Chult for their own gain.
All stat blocks used in this adventure that aren't from the Monster Manual are provided at the end of this adventure.
Adventure Background
For centuries, Port Nyanzaru languished under the colonial control of the wealthy Faerûnian nation of Amn. Just nine years ago, a consortium of merchants within the port forced Amn to relinquish control of the city. Since then, the merchants that wrested Nyanzaru from Amn become the nine merchant princes that rule the city, and they have vowed to never let their home or their people be dominated by the powers of Faerûn again.
Across the sea, in a subterranean haven of scoundrels known as Skullport, the infamous Xanathar Guild has learned of Nyanzaru's wealth and intends to bleed it dry. The beholder crime lord known as the Xanathar has dispatched one of his lieutenants, an ambitious hill dwarf called Red-Eye, to infiltrate the city, gain control of the merchant princes, and funnel its wealth into his coffers.
Red-Eye's ship, the Wicked Glare, has just entered Nyanzaru's harbor under cover of night. It bears foul cargo: intellect devourers that he plans to smuggle into the villas of Nyanzaru's merchant princes, starting with Jobal, the merchant prince he bribed for safe passage into Nyanzaru. One by one, the devourers will take over the minds of the princes, turning them into puppets of the Xanathar Guild.
Meanwhile, a second ship has entered the port under cover of night as well. This ship, the Flying Adder, carries smugglers from the Faerûnian city of Waterdeep. Its captain, Florina DuRaal, is an ambitious and self-serving member of the Zhentarim, and has been using her contacts within the Black Network to smuggle priceless artifacts out of Chult to line her own pockets with gold.
This rogue cell of the Zhentarim and the infamous Xanathar Guild have forged an uneasy truce in the hopes that this alliance of Waterdhavian criminals will help them outfox the Nyanzaru authorities.
NPC Summary
The following NPCs and locations feature prominently in this adventure.
Florina DuRaal
The captain of the Flying Adder. This half-elf is a lone wolf member of the Zhentarim in Waterdeep. The Zhentarim at large—the faction that characters may belong to—see her as a threat but don't know of her whereabouts. Currently, she's smuggling priceless cultural artifacts out of Chult and selling them in Waterdeep on the black market.
Jobal
One of the merchant princes of Port Nyanzaru, Jobal is a male Chultan human and a retired explorer of the jungles. He lives out is days in wealth and luxury, and was interested enough in the foreign Xanathar Guild to allow them an audience. The Xanathar Guild wants his support so that they can rob Port Nyanzaru blind, and is willing to destroy his mind to get it.
Red-Eye
The captain of the Wicked Glare. This dwarf was originally smuggler from Skullport before he was bought out by the Xanathar Guild. He is now arranging for intellect devourers to be smuggled into the houses of the merchant princes. His right eye is surrounded by an unnerving tattoo of the Xanathar Guild's emblem: a circle with ten spokes radiating out from it. His agents have the merchant prince Jobal held hostage and forced him to issue an order preventing the Wicked Glare from being searched.
Reef Ambrose Whilder
A small and inquisitive archeologist from Mirabar, Reef Ambrose is the sister to famed novelist Johan Whilder and the titlular character in his pulp romance series chronicling a girl with a wry grin, a wide-brim hat, and a bullwhip. A self-proclaimed thrill-enthusiast, Reef came to the peninsula to recover the legendary Pulse of Chult, and Zindar barters his information for access to her skill-set and contacts.
Saj'r Darigues
(pronounced Sa-JEER Da-REE-gez). Once one of the most storied Amnian shipping captains, Dariguez is an older contact of Zindar's who fell from the graces of the mercantile nation and spends his days in exile scrounging for semi-honest work or soul searching at the bottom of a flagon.
Zindar
This gold-scaled half-dragon is Port Nyanzaru's harbormaster and the characters' contact in this adventure. He won't risk a diplomatic incident by forcing the mysterious ships out of the harbor, as one of the merchant princes personally arranged for their entrance, but Zindar suspects foul play and wants them gone nonetheless.
Adventure Hooks
The characters can become involved in the story in several ways. This adventure is set immediately after Tomb of Annihilation, but it can easily be set before or during the events of the story.
Harper Assignment
Harper agents in Waterdeep have learned of two sinister ships sailing south from their city and towards Chult. They contact one of the Harpers in Port Nyanzaru—one of the characters—and request they get in contact with Zindar, Nyanzaru's harbormaster. They promise that Zindar will provide a reward.
Zindar's Request
While in the Harbor Ward of Port Nyanzaru, harbormaster Zindar requests a private meeting with the characters and asks if they, "as foreigners," recognize the ships known as the Wicked Glare and the Flying Adder.
Zhentarim Suspicion
Zhanthi, a merchant prince with ties to the Zhentarim, requests that the characters investigate the mysterious ships in the harbor, using her friend Zindar as a contact. She worries they may be smugglers, which pose a threat to local trade in Nyanzaru. She promises that Zindar will provide a reward.
Ships in the Dark
In this part, the characters are asked by Harbormaster Zindar to learn why two mysterious have arrived in Nyanzaru Harbor. By investigating the ships, they learn that one ship is smuggling rare goods out of Chult, but that the other is smuggling deadly intellect devourers into it.
Meeting Zindar
You turn a corner in Port Nyanzaru's Harbor Ward and find yourself staring into the eyes of a tall half-dragon covered in gold scales that gleam in the afternoon sun. He peers at you for a moment before asking, "Are you the agents I was expecting?"
The half-gold dragon introduces himself as Zindar and invites the characters to his office to discuss a business proposition.
Zindar sits in a cushioned chair and gazes out a wide window overlooking the harbor. In full view of the window is a grand statue of an ancient Chultan king in full regalia, clad in the skins of mighty beasts and bearing a tall shield. He says, "That statue is Na N'buso, the great king. He tells all who visit our port that Chult is a land that will never again be conquered. However..." Zindar gestures to two ships flying no flags in the harbor. "There are those who would swindle us or attempt to undermine our independence.
"Those ships entered the harbor under the cover of night, and fly no flags. Usually, I would think petty smugglers, but my allies believe otherwise and my thoughts are plagued by suspicion. An anonymous merchant prince has barred me from issuing a search warrant on their ships. I humbly request your aid. Board one of those ships in secret and bring me their ship's manifests or other proof of their cargo. If they are mere traders, then I pay you and we part ways. If they are what I suspect...well, one could always use more gold, yes?" he concludes with a wink.
Zindar fears that these ships carry threats to the balance of power in Port Nyanzaru. His allies, Reef Ambrose and Saj'r Dariguez, have uncovered crates emblazoned with an altered Zhentarim and the Xanathar Guild emblems. He offers 25 gold per person in exchange for proof of the ship's cargo and its legality or illegality. He requests discretion and stresses that killings within the city are illegal, even in self-defense.
Ship's Names
If the characters accept the quest, Zindar reveals that one ship is called the Wicked Gaze, and the others' name has been concealed by tar, but has a masthead of a serpent. If any of the characters attempt an Intelligence check to identify the Wicked Gaze, only a successful DC 20 check reveals that it was a minor smuggling ship that operated around Waterdeep and Skullport several years ago.

Boarding the Ships
Reaching the Flying Adder and the Wicked Gaze is a simple task. Boarding them without a search warrant is more complicated. Both ships have a gangplank lowered onto the wharf, but they are watched by crewmembers, requiring the entire party to make a DC 10 Dexterity (Stealth) check. The entire party boards undetected if at least half the characters succeed. If more than half the characters fail this check, the creatures in A1 or B1 depending on the ship (see below) notice them.
Waterdhavian Ships
Both the Flying Adder and the Wicked Gaze were crafted by the Order of Master Shipwrights in Waterdeep. They both have the same general layout and use the same map. Refer to Map 1 for locations. An area marked "1" on the map represents A1 on the Flying Adder or B1 on the Wicked Gaze.
The Flying Adder
Florina DuRaal once used this ship to smuggle illicit goods all across southern Faerûn in the service of the Zhentarim. Unknown to the rest of the Black Network, she now operates with a rogue cell of the Zhentarim based in Waterdeep. The ship currently holds four pirates; Florina is presently arranging a shady deal in the Merchant Ward of Port Nyanzaru.
The ship's name is displayed on its hull, but has been concealed with tar. A character that succeeds on a DC 15 Dexterity (Stealth) check can spend 5 minutes scraping the tar off to reveal that its name is the Flying Adder.
A1. Main Deck
A single sailor is swabbing the main deck of the Flying Adder. He is wearing a wide-brimmed hat and is loudly singing a bawdy sea shanty as he works. Stairs lead up to raised decks and down to the lower decks on the fore and aft of the ship.
This sailor is a half-elf bandit named Slim Deirick. He is a lowly swabbie and is fed up with doing Florina's dirty work. A successful DC 13 Charisma (Persuasion) check is enough to convince him to betray Florina and show the characters to the cargo hold. A bribe of at least 10 gp grants a character advantage or a reroll on this check.
Grating
A character may make a DC 15 Wisdom (Perception) check to peer through the grating into the ship's hold (A4).
A2. Helm and Gunnery
The ship's helm is abandoned, as are the two ballistae mounted on port and starboard ends of the stern.
The helm can be operated by any character that succeeds on a DC 15 Intelligence check (characters proficient in water vehicles can add their proficiency bonus to this check). However, the ship won't move if the anchor isn't raised (see A3), and the entire crew will notice if the ship begins to move and will confront the boat thieves.
Ballistae
Any character proficient with heavy crossbows can add their proficiency bonus to attacks made with the small ballistae mounted on the deck. They are designed to fire on other ships, and any attacks against creatures on the deck of this ship are made with disadvantage.
It takes one action to load and aim a ballista, and one action to fire it.
Bolt
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage.
A Ship too Far
If you don't want the characters acquiring a sailing ship in your campaign, consider having Zindar impound it at the end of Part 1 and paying the characters a small commission of 25 gp each for capturing it.
A3. Prow
At the prow of the ship is a large wheel used to raise and lower the anchor. A muscle-bound, green-skinned humanoid leans on this wheel, fast asleep.
The pirate sleeping on the anchor's windlass is a half-orc thug named Rugrino. He is head-over-heels in love with Florina, and will do anything for her scoffing at any bribe to betray her.
Anchor
The large wheel can be turned in either direction with a successful DC 15 Strength check. It raises and lowers the ship's anchor on an iron chain.
A4. Ship's Hold
Two human pirates are engaged in an intense game of cards in this dark, dingy hold, with empty tankards discarded on the floor beside them. A fearsome, twoheaded dog sits at attention nearby.
The sleeping sailors are bandits, and their pet death dog keeps watch beside them. If the dog detects any intruders with its passive Perception score of 15, it barks and wakes the bandits, then attacks.
Treasure
The four shipping containers in this room contain salted rations and other minor goods worth 10 gp. Each container weighs 100 pounds.
A large smuggling compartment is built into the floor of the lower deck. It can be detected by making a successful DC 14 Wisdom (Perception) check, and is easily opened. Within the compartment are four crates full of exotic animal pelts, poisons, and other contraband worth 2,000 gp on the black market in Waterdeep. They only sell for 100 gp in Port Nyanzaru.
A5. Captain's Quarters
This chamber is nicely decorated with a table and chairs, a wooden writing desk, and a fine silk curtain separating this room from a small bedchamber. The smell of fine perfume almost masks the scent of the sea.
On the desk is a crumpled, half-finished letter addressed to "Dour Orlando" in the Grand Souk marketplace. It reads:
Captain DuRaal, The next shipment is prepared for you at my shop at sundown tomorrow. No funny business, I swear! Please leave my family out of it this time.
The desk also contains a written manifest listing all cargo and personnel on the ship, describing "Captain F. DuRaal," a crew of 20 sailors, and the contents of the ship's hold (A4).
A6. Sailors' Quarters
Four hammocks hang around this edges of this room, and three pirates are slumped in the hammocks. A pile of silver coins and papers sit on the table.
The three pirates have had their throats torn out. A successful DC 10 Wisdom (Medicine) check reveals that they must have been killed by a creature with large fangs.
Curled around the legs of the table is a jaculi camouflaged to appear like the wood of the ship. It springs at a living creature as soon as one turns its back to it, catching it by surprise. The jaculi was recently purchased by the pirates off the black market, but the wild beast got loose, attacked, and killed its new owners.
Treasure
The table contains 127 sp and a cheap pamphlet on how to train a jaculi serpent.
The Wicked Gaze
Red-Eye isn't currently on his ship, as he is presently smuggling dangerous goods off ship and into Port Nyanzaru. He and most of his crew are at the Broken Candle, a shady tavern on the other side of town, planning to raid the merchant prince Jobal's villa.
All humanoids on the Wicked Gaze have the emblem of the Xanathar Guild, a perfect circle with ten equidistant spokes radiating out from its circumference, tattooed somewhere on their bodies.
B1. Main Deck
Two bandana-wearing dwarves are playing a game of catch-and-throw with a coconut on the deck of the ship. A colorful parrot flutters around of their shoulders.
These two dwarves are bandits. They have no idea what the cargo of their ship is, only that it is contained in a smuggling compartment beneath the ship's hold.
B2. Helm and Gunnery
The ship's helm is abandoned, as are the two ballistae mounted on port and starboard ends of the stern.
This area is identical to A2.
Prow
At the prow of the ship is a large wheel used to raise and lower the anchor. A winged monkey sits on the wheel and looks at you quizzically.
A character can make a DC 15 Wisdom (Animal Handling) check to try and win over the winged monkey as a friend. On a success, the monkey becomes friendly, but doesn't help in combat. On a failure, the monkey flies away.
Anchor
The large wheel can be turned in either direction with a successful DC 15 Strength check. It raises and lowers the ship's anchor on an iron chain.
B4. Ship's Hold
This area is pitch black. Don't read the following text unless the characters can see.
Four dwarves are lying on makeshift cots, moaning in pain and occasionally giggling madly. Two small green orbs float near each of their heads, seemingly watching over them.
The four dwarves are bandits and the orbs around their heads are two gazers protecting them from harm. The dwarves are feverish and unable to fight, as they are all infected with Cackle Fever (see "Diseases" in chapter 8, "Running the Game," of the Dungeon Master's Guide). If any creature gets within 10 feet of an infected dwarf, the dwarf begins cackling feverishly. The nearby creature must succeed on a DC 13 Constitution saving throw or contract Cackle Fever.
Crates
The shipping containers in this room contain salted rations and other minor goods worth 10 gp.
Smuggling Compartment
A large smuggling compartment is built into the floor of the lower deck. It can be detected by making a successful DC 14 Wisdom (Perception) check, and is easily opened. Within the compartment are five glass jars the size of a human head.
One is smashed completely open, three are intact but empty save for a thin film of green mucus, and the final is completely whole. It contains a pink human brain with dog-like legs suspended in pale green fluid.
A successful DC 16 Intelligence (Arcana) check reveals that this is a dead intellect devourer. A successful DC 15 Wisdom (Medicine) check reveals that it died of blunt trauma and internal bleeding.
B5. Captain's Quarters
This area is pitch black. Don't read the following text unless the characters can see.
The chamber is better furnished than the rest of the ship, but its furniture is in total disarray. In the south of the room is a desk with all its drawers pulled out and thrown on the floor, and all the tables and chairs in the room have been hurled aside.
The desk is completely empty, and has no clues to Red- Eye's whereabouts.
A character that makes a successful DC 15 Wisdom (Perception) check to search the room finds a human brain with four dog-like legs pincushioned with crossbow bolts below the table.
B6. Sailors' Quarters
Four empty hammocks hang around this edges of this room. Glasses and plates containing half-consumed rations have been left on the table and floor.
The Xanathar Guild goons left the ship in a hurry. They are long gone, and have left no clues to their destination.

Returning to Zindar
After the characters have obtained proof of the cargo from both ships, they are ambushed on their return to Zindar's office. A group of three Chultan dock guards (use tribal warrior statistics) halt the characters on the wharf and attempt to arrest them for trespassing and burglary. If they resist, the three attack.
The leader of the group is being controlled by an intellect devourer. He instantly dies when reduced to 0 hit points, as the intellect devourer exits his body and tries to flee. It has 10 hit points remaining.
Zindar's Reward
When the characters return to Zindar and deliver the proof he requested, he scowls and asks if they are brave enough to help him track down these smugglers. He pays them each the gold he promised and asks them to meet at his office at dawn, while his own agents hunt for leads overnight.
During the characters' next long rest, they advance to 2nd level, if they weren't 2nd level already, but not to 3rd.
The Adder's Nest
In this part, the player characters meet once more with Harbormaster Zindar, who reveals that a smuggler named Florina DuRaal is planning to meet with a supplier in the Grand Souk marketplace. They have the full day to get to the Grand Souk, stake out the supplier, and prepare to capture Florina. If not, they must chase her through Port Nyanzaru and catch her before she returns to her ship.
Meeting Zindar
Zindar calls the characters to his office in the Harbor Ward the next morning at 10 bells.
Zindar welcomes you into his office with a friendly smile on his face. The smile morphs into a grimace as soon as the door is shut. "Before we begin today, I should let you know that the ships you explored were moved without my knowledge overnight. My allies Reef and Saj'r have begun searching for where they were relocated, but they are already taxed by their search for the captain of the Wicked Gaze and his disturbing brain creatures.
In the meantime, I have a lead on the captain of the second ship, the Flying Adder, and its so-called "Captain DuRaal." Our investigations suggest that she intends to purchase illicit goods from a man named Dour Orlando at a shop called the Grey Trader in the Grand Souk marketplace at dusk tonight. I would like you to catch them in the act, apprehend them both, and bring them to me. Don't arrest Orlando early, or DuRaal will likely catch word of his capture, and elude us.
Zindar's mission is as follows:
Apprehend Florina and Orlando as they are exchanging goods at dusk (6 evening bells).
Apprehend them without being caught by the city guard. Zindar has requested an arrest warrant, but the guard hasn't responded to his request.
Meet with him at his office at 7 evening bells, with or without the thieves. The characters receive a 100 gp reward each if they bring the criminals and provide the location of the contraband or return with it. If the thieves elude them, the characters simply return empty-handed.
The characters have seven hours (from 11 morning bells to 6 evening bells) before Florina meets Orlando at his shop in the Grand Souk, giving them time to investigate, stake out the shop, and plan how they will capture Florina.
Zindar's Suggestions
If you feel that your players need more structure than "come up with a plan," Zindar lays out a suggestion for how to apprehend the criminals:
Ask shoppers if they know the location of the Grey Trader, and identify who Dour Orlando is.
Find a place to stake out the Grey Trader and watch for Florina's arrival without drawing attention to yourselves.
Don't blow your cover by staying in one place too long. People will get suspicious.
The Grand Souk
After meeting with Zindar, characters who travel directly to the Grand Souk from the Harbor Ward would arrive near 11 bells. More information on the Grand Souk marketplace can be found in chapter 1, "Port Nyanzaru," of Tomb of Annihilation.
People pass through the magnificent stone arches of the Grand Souk like blood pumping through the beating heart of Port Nyanzaru. Near you, there are dozens of chatting shoppers, a tabaxi minstrel singing from a street corner, and several triceratops-drawn carts making their way through the densely packed thoroughfares of shops. There are more sights and sounds than you can take in at first glance—what do you focus on?
Let the players ask questions about their environment and start making plans. The party can talk with passersby (or improvise other actions at your discretion) that will make it easier to find the Grey Trader in the sprawling marketplace.
Getting Stuck
If the characters are completely stuck, a Chultan woman with long dreadlocks and driving a pack-bearing triceratops steps out of the crowd and says to the characters, "Can you get out of the road? You're taking up the whole lane." The woman's name is Chidimma.
As the characters move, woman asks, "You must be new to town. You've got this sort of blank-eyed thing going on. You need a hand?" She asks for 10 gp to take the characters straight to the Grey Trader, but is willing to answer any question she can about the Grand Souk.

Speaking with Passersby
If the characters inquire people on the streets, they must make a successful DC 10 Charisma (Deception, Intimidation, or Persuasion) check to get information out of people. Each check represents 1 hour of searching for clues; the characters have 6 hours to find the Grey Trader before Florina arrives. The DC of this check increases by 4 after every success. A successful check reveals one of the following rumors:
The Souk has more shops than I can count. I know the Grey Trader. It's a boring shop that sells odds and ends but don't know how the place stays open. It's somewhere in the south Souk.
The Grey Trader closes early every day, about an hour before sundown. That'd be about 4 in the afternoon, this time of year.
Every day at 2 evening bells, a brontosaurus painted with a red checker pattern carries unmarked crates to the Grey Trader, somewhere in the south Souk.
Searching for the Grey Trader
If the characters try to search for the Grey Trader, they must make a DC 20 Intelligence (Investigation) check. This check represents 1 hour of searching through the Grand Souk. The DC is reduced by 5 for every rumor discovered in the "Inquiring Passersby" section, above.
On a success, the characters find the Grey Trader.
Grey Trader
When the characters find the Grey Trader, read or paraphrase the following:
The words "The Grey Trader" are displayed in tiny print above the door of this drab storefront. It is a cramped building, barely 10 feet wide, stuck between two larger shops on either side. Its windows are shuttered closed, and there is no way to see inside.
The street near it is filled with throngs of people visiting pubs and other, more vibrant shops nearby. These shops include an upscale pub with a sign depicting a sleeping triceratops called Dumisa's Dream, a bookseller called the Princess's Reverie, and a pet shop called the Flying Monkey. All three have windows facing the Grey Trader.
Two dark alleys also stretch out from the thoroughfare, with a clear look at the Grey Trader's storefront.
The characters can stake out the Grey Trader from any of these other shops or alleys. The bookseller and the pet shop kick them out after 1 hour, but they can remain in the pub as long as they like, so long as they each buy 1 sp worth of food or drink each hour.
If the characters hide in a back alley, they must make a DC 10 Dexterity (Stealth) check every hour as a member of the Grand Souk honor guard (use gladiator statistics) passes the alley. If more than half the party fails this check, the guard notices them and tells them to get a move on or he'll arrest them for loitering. If the party is caught in a back alley again, he makes good on this promise.
The Grey Trader
If the characters enter the Grey Trader, read or paraphrase the following; note that the Grey Trader closes abnormally early, at 4 evening bells:
The inside of the Grey Trader is just as cramped and dismal as the outside. Its walls are tiled with dull slate and its shelves are stocked with drab jewelry and other off-putting trinkets. An ashen-faced Illuskan man with a shaved head and wearing off-white robes stands at the back of the shop, behind a sales counter and in front of the curtained entrance to a back room. He eyes you coolly as you enter, but says nothing.
The cramped shop is 10 feet wide and 20 feet long.
The man behind the counter is Dour Orlando, a 40-year-old male Illuskan human spy. He speaks in grim, fatalistic phrases, and even his expressions of happiness are tempered by sourness. ("I'm glad you bought that, but maybe someone else would have paid more.") He has supplied Florina DuRaal with illicit goods on two occasions, and this evening marks their third business dealing.
The door of the shop can be locked from the inside as an action. The door can be unlocked from the inside as an action, or from the outside if a character makes a successful DC 15 Dexterity check with thieves' tools as an action.
Attacking Orlando
If the characters attack Orlando, he screams for help on his first turn in combat. If he does so, members of the Grand Souk honor guard (two gladiators dressed in robes adorned with gleaming gold) arrive within 10 minutes. They search the shop and apprehend any humanoids within the shop, including Orlando, and bring them back to a guard post for questioning.
Back Room
The back room of the Grey Trader contains a dozen unmarked crates containing ivory, stolen cultural artifacts, and other illegal exports. Several of the crates are empty, and are large enough to fit a human of average size, if necessary.
Interrogating Orlando
Orlando is a private fence and black market salesman, but he is aware of the Xanathar Guild's arrival, and even aided Red-Eye yesterday by directing him to the residence of the merchant prince Jobal.
Sundown: Florina's Arrival
Florina DuRaal appears in front of the Grey Trader with a triceratops-drawn cart. The cart is empty, but it can easily fit twelve crates of illegal goods. Florina dresses in expensive but practical clothing and wears a haughty, regal demeanor.
If the characters are staking out the shop, they must each make a DC 15 Wisdom (Perception) check at 6 evening bells, and only see Florina on a success. On a failure, they only see Florina once her cart is fully loaded and departing. At that point, their only choice is to chase her or let her escape.
Attacking Florina
If the characters attack Florina, Dour Orlando yelps and tries to flee the scene and disappear into the crowd. Florina has no desire to fight either, and tries to flee on her first turn. If Florina is attacked in the open, Orlando screams for the guards as described in "Attacking Orlando."
Chasing Florina
If Florina exits the shop, you enter a chase scene as described under "Chases" in chapter 8. "Running the Game," of the Dungeon Master's Guide. The Grand Souk remains full of evening shoppers, and growing up an urchin, Florina is adept at navigating a crowd. She has advantage on all Dexterity (Stealth) made to escape the party. Characters with the Urchin background have advantage on Wisdom (Perception) checks made to track her.
This chase uses complications from the Urban Chase Complications table, also under "Chases" in chapter 8 of the Dungeon Master's Guide.
If Florina and Dour escape, they are lost and the characters must return to Zindar empty-handed. If only one criminal is apprehended, he still honors his deal and pays them accordingly.
Leaving the Grand Souk
Leaving the Grand Souk with two captives in tow is easier said than done. The honor guard will stop and question any characters caught trying to carry two unconscious humanoids out of the market. Characters that succeed on a DC 14 Charisma (Deception) check can trick the guards into thinking that the unconscious criminals are drunk friends, or otherwise incapacitated friends. If the criminals are tied up or restrained in any way, this check is made with disadvantage.
If the characters put the criminals in the empty crates in the back room of the Grey Trader and carry them out on Florina's cart, they aren't harried by the guards at all.
Returning to Zindar
Zindar is still in his office late into the night, and has prepared a temporary holding cell for Florina and Orlando until the city guard responds to his requests for an arrest warrant.
Interrogation
If the characters return Florina and/or Orlando to Zindar, the harbormaster tells them that he needs to get to bottom of this smuggling operation. He has a hunch that the crew of the Wicked Gaze has some link to Florina's operation, and that the criminals need to be interrogated in order to spill the beans.
The characters must make three successful DC 15 Charisma (Intimidation) checks against Florina or Orlando.
After 3 successes, Florina reveals that she is a Zhentarim agent from Waterdeep. Her cell of the Zhentarim has forged an alliance with the Xanathar Guild, and she is working with a dwarf named Red-Eye. One benefit of this alliance is that the two organizations can more easily plunder the wealth of Chult together and sell it on the Faerûnian black market for incredible profit.
She also reveals that, while some of Nyanzaru's merchant princes were sympathetic to the Black Network, Red-Eye said the Xanathar Guild planned to get any stubborn merchant princes under "total and complete control". With all of the princes on their side, both organizations could smuggle with impunity. The merchant prince Jobal was the Xanathar Guild's first target, and they have already infiltrated his villa.
Reward
Zindar gives each of the characters the full 100 gp reward they were promised if they bring both Florina and Orlando. If they only bring one of the criminals, he gives each character 50 gp each. If they bring neither of them but still brought the contraband or provide its location, he gives them each 15 gp. If they return completely empty-handed, he gives no reward but says, "There's still the Wicked Gaze. My agents will keep searching, and I'll stay in touch."
The Next Move
If the players don't connect the intellect devourers to the Xanathar Guild's plan to control the merchant princes, then Zindar suggests that they get some rest and prepare for one final mission tomorrow morning.
During the characters' next long rest, they advance to 3rd level, if they weren't 3rd level already, but not to 4th.
Mind Over Merchants
In this part, the characters awake to a frantic knocking at the door of their residence in Port Nyanzaru. Zindar, wounded, is on the other side of the door, and he breathlessly urges them to hurry to merchant prince Jobal's villa. The Xanathar Guild has captured the prince in his own home. The party must then enter Jobal's villa and save him before his mind is destroyed by an intellect devourer, transforming him into a servile pawn of the Xanathar Guild.
Rush to Jobal's Villa
There is a frantic knocking at the door of your room. Zindar, breathlessly shouts, "It's happening! It's happening!"
When the characters answer the door, read:
Zindar leans on the door frame and looks you dead in the eye. He is bleeding from a cut on his forehead and panting. "The Xanathar Guild has made their move. My men and I impounded both the Flying Adder and the Wicked Gaze last night, and they've responded by taking merchant prince Jobal hostage in his own home. They're threatening to kill him if we don't release the ships."
He steadies his breath, "But we know their real plan. They're going to put one of those brain-monsters in his head no matter what. You need to sneak into his villa and stop them from mind-controlling the prince. There's no time to lose!"
Merchant prince Jobal's villa is in the Merchant's Ward, not far from the Grand Souk marketplace. Jobal is currently "playing nice" with Red-Eye and his Xanathar Guild thugs in order to buy time for a rescue party to sneak in. If Red-Eye's patience runs out, Jobal's brain will become food for the intellect devourer.
Red-Eye's Patience
Jobal is currently "playing nice" with Red-Eye and his Xanathar Guild thugs in order to buy time for a rescue party to sneak in. If his charming personality fails him, his brain will quickly become food for Red-Eye's intellect devourer.
The arrival of the Nyanzaru honor guard and the crowd of people that has formed around Jobal's villa has Red-Eye on edge. Red-Eye has a "Patience" score of 10 when the player characters approach the villa. Red-Eye's Patience score is reduced by 1 whenever the characters take a short rest, or whenever they fail certain checks while in Jobal's villa, as listed in the areas below. When this score drops to 0, he knocks Jobal unconscious and releases his intellect devourer.
When released, the intellect devourer uses its Body Thief action on Jobal on each of its turns until it takes over his body. At this point, the characters' only recourse is to kill Jobal or cast protection from good and evil to drive it out.
Jobal's Villa: Exterior
A throng of shouting people has formed around the gates of Jobal's villa. Five Chultan honor guards are now split between shouting at the villa for the invaders to release Jobal and between holding back the roiling crowd.
The arrival of the honor guard at the exterior of Jobal's villa has drawn a massive crowd—large enough for the characters to blend in and sneak about unobserved. The characters can either sneak in the front door (towards 1) or over the garden wall (to 5). If they attempt to climb through a second story window, they must also make a DC 15 Strength (Athletics) check.
To sneak in, the characters must each make a DC 15 Dexterity (Stealth) check. If more than half the party fails this check, they are caught leaving the crowd and hear a shout of "Everyone out there stay back, or the prince gets it!" Red-Eye's Patience score lowers by 1.
Merchant Prince's Villa
Some areas of Jobal's villa are based off of the generic villa presented in chapter 1, "Port Nyanzaru," of Tomb of Annihilation.

Jobal's Villa: Interior
The walls of Jobal's villa are draped with countless silk draperies, tapestries with depictions of his own feats of hunting prowess, and the mounted heads of Chultan jungle beasts. Each room also has the following general features, unless otherwise stated:
Ceilings
Ceilings in this spacious villa are 10 feet high and decorated with rich mahogany beams.
Doors
Doors are made of carved mahogany and can be locked from the inside. A locked door can be picked by making a successful DC 20 Dexterity check with thieves' tools, and broken down by making a successful DC 20 Strength (Athletics) check.
Light
The villa is lit by torches with a continual flame. These torches are depicted on the map. Other rooms are lit by sunlight.
1. Entryway
The entry hall of this villa is an open-air, tiled courtyard with a pleasant fountain recessed into the floor and several beautiful jungle shrubs. There is a balcony looking in on this room from the second floor, and above that, the open sky. Two grubby dwarves in wolf hide armor are soaking their feet in the fountain, unaware of your presence.
These dwarves are Xanathar Guild berserkers, and are enjoying a pleasant foot bath despite the tense situation. Characters can sneak by them if at least half the group succeeds on a DC 10 Dexterity (Stealth) check.
The dwarves have the following racial traits: Their walking speed is 25 feet. They have advantage on saving throws against poison and resistance against poison damage. They have darkvision out to a range of 60 feet. They speak Common and Dwarvish.
Red Eye's Patience
If combat breaks out here, Red- Eye's Patience score lowers by 1.
2. Sitting Area
A row of stone columns decorated with images of coiling pythons support the arched doorway between this room and the entrance hall. Rugs and fluffy pillows adorn the floor, and two goblins with crossbows peer out of arrow slits toward the south.
These two goblin bosses have their crossbows trained on the garden (5) in case of intruders. If combat breaks out here, it attracts the attention of the dwarves in 1.
Red-Eye's Patience
If combat breaks out here, Red- Eye's Patience score lowers by 1.
Treasure
Behind one of the goblins is a backpack overflowing with plundered jewelry from this room, but a character must make a successful DC 9 Dexterity (Stealth) check to take it without the goblins noticing. It contains pearl and sea shell jewelry worth 100 gold.
3. Grand Hall
The tiles on this twenty-foot-high chamber form a gorgeous mosaic of a Chultan hunter doing battle with a kamadan, a creature resembling a leopard with a half dozen serpents emerging from its back. Two sweeping staircases curl around the room towards the second floor.
This chamber and the hallways around it are unguarded. If combat does break out in this room, it draws the attention of the dwarves in 1.
Red-Eye's Patience
If combat breaks out here, Red- Eye's Patience score lowers by 1.
4. Guest Rooms
The guest rooms are filled with 2d6 goblins from Skullport trying on batiri goblin masks hung on the walls as hunting trophies. The first time a character enters one of these rooms, the goblins try to form a batiri battle stack (a column of goblins perched on one others' shoulders), but they all fall over and fall prone in the first round of combat.

5. Gardens
This open-air garden is filled with flowering plants of all colors and sizes.
If the characters enter the garden in the southeast of the villa (not the garden in the north), they must each make a DC 9 Dexterity (Stealth) check. If more than half the party fails, the two goblin bosses in 2 shoot at the two characters who rolled lowest on their check.
Balcony
The garden in the southeast of the villa (not the garden in the north) has a balcony from 12 overlooking it. A single human bandit looks out from it. If the characters are spotted by the goblins (see above), she looks down and notices the fight as well. On her first turn in combat, she opens the door into 12 and shouts, "Boss, intruders! Use the brain-beast!"
Red-Eye's Patience
If the thug on the balcony spots the characters and alerts him to their presence, his Patience immediately drops to 0.
Walls
The walls of this garden are 8 to 12 feet tall, up to 2 feet thick. They are topped with carnivore teeth, slivered seashells, and broken glass that glitters colorfully in the sun but also deters intruders. Any character who climbs over the wall must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) slashing damage from the sharp objects.
6. Dining Room
Luxurious cushions surround a low dining table that stands a mere six inches above the ground. A dozen goblins dance and whoop on the table, throwing food everywhere.
A group of 12 goblins have taken over the dining room and are making a mess of everything. They attack any creature that isn't clearly a member of the Xanathar Guild.
7. Sauna
This steamy, wood-paneled sauna is somehow even hotter and more humid than the rest of the house.
A group of three goblins are relaxing in the sauna. Their armor, weapons, and shields are lying on the floor (reducing their AC to 12). However, if combat breaks out in this room, the bound fire elemental heating the sauna emerges from the floor and attacks until the fight is broken up or everyone flees.
8. Bath
This massive bath chamber seems designed for opulent comfort. The bath is hot and steaming, and seems to have been recently drawn. However, no creatures are currently in this room.
Jobal was relaxing in the bath when he was ambushed by Red-Eye and his cronies. They unleashed a cloud of 6 steam mephits into the room to harry the merchant prince while they disarmed his guards and captured him. The mephits are still in this room and attack all living creatures that enter.
Red-Eye's Patience
If combat breaks out here, Red- Eye's Patience score lowers by 1.
Treasure
While this room has been largely picked clean by the Xanathar Guild, one of Jobal's ruby rings has been misplaced on the floor. It is a ring of fire resistance.
9. Kitchen
In the center of this high-ceilinged kitchen is an oven that crackles with flames. Five stumpy, fiery creatures with skin like solid magma dance about the oven. A dwarf in red robes sits on the foot of a staircase, scribbling in a spellbook.
These five magmins were summoned by the dwarf apprentice wizard. If he is killed, the magmins run wild and set as much of the house on fire as they can.
Red-Eye's Patience
If combat breaks out here, Red- Eye's Patience score lowers by 1. If any other area in the villa is set on fire by the magmins, his Patience score also lowers by 1.
Stairs
The stairs lead to 14.
Treasure
The dwarf wizard's spellbook is worth 50 gp.
10. Library
The doors of Jobal's library are flanked by two sandstone statues of himself in perfect physique, wearing a kamadan pelt while shirtless and brandishing a shield and spear. A robed lizardfolk is standing with its back to you and reading a book from the shelf, flanked by two other lizardfolk.
A Xanathar Guild lizardfolk shaman (capable of reading and speaking Common) is reading a book on proper hunting technique, and is flanked by two lizardfolk. They attack any intruders.
Red-Eye's Patience
If combat breaks out here, Red- Eye's Patience score lowers by 1.
Treasure
The lizardfolk shaman had looted a spell scroll of protection from evil and good from the bookshelf.
11. Family Rooms
Jobal's family rooms are opulent affairs, filled with pillows and tiger-skin rugs. The first family room the characters enter also contains four goblins keeping an eye on Jobal's wife, Hanyata, and their children, a boy named Bujune and a girl named Ndidi.
12. Master Suite
Red-Eye's Patience score drops to 0 as soon as the characters enter this room.
A congregation of surly dwarves and sneering, pale humans surrounds a bruised and beaten Chultan man. His mane of black hair is filled with dirt and dried blood, and his right eye is practically swollen shut. One dwarf, clearly the leader of the bunch, stands ten feet distant from him, holding a glass jar filled with sickly green fluid. In the fluid writhes a human brain with dog-like legs. The dwarf's right eye is blood red and is encircled by the symbol of the Xanathar Guild.
The dwarf points to the door as it opens and snarls "They're here! Knock the prince out and kill these bleeders!"
The dwarf is Red-Eye. He is surrounded by two human bandits and two dwarf thugs. One human bandit is also on the balcony in the south of this area. Jobal is a human scout with 12 hit points remaining. The dwarves attack him until he falls unconscious, then Red-Eye releases the intellect devourer he is holding as an action. Then, the intellect devourer spends its turns using its Body Thief action until it takes control of Jobal, who then attacks the party.
If Jobal is taken over by the intellect devourer, the creature can be forced out of him by casting protection from evil and good on him, or by killing him. Forcing the intellect devourer out kills Jobal, but he is wealthy enough to be resurrected in short order.
Defeating the Intellect Devourer
Once the intellect devourer is killed, Red-Eye realizes his plan has failed and attempts to flee, ordering his minions to defeat the party as he escapes.
Defeating Red-Eye
Once Red-Eye is defeated, the human bandits flee, but the dwarf thugs fight until reduced to half hit points.
Treasure
Red-Eye wields a +1 shortsword.
13. Guard Rooms
A trio of muscle-bound humans in the garb of Chultan honor guards are gagged with cloth and tied to the furniture by lock and chain. As soon as they notice you, they begin struggling and making muffled noise, gesturing at their bonds.
These three gladiators are Jobal's sworn protectors. Freeing them requires a character to pick the lock on their binds by making a successful DC 15 Dexterity check with thieves' tools. When freed, they thank the characters in Chultan and recklessly rush downstairs and begin clearing out any surviving enemies. They don't speak Common.
14. Laundry Room
This room is filled with traditional, if expensive, Chultan garb. Other than that, it is empty.
15. Servants' Quarters
A dozen servants (commoners) are lying unconscious on their beds. They all display lumps on their heads from where they were struck by the Xanathar Guild invaders.
16. Rain Traps
A basin of rainwater sits atop the roof. It connects to nearly every room in the villa, providing clean water at the turn of a handle.
Conclusion
Once Red-Eye is dead or fled and the characters emerge from Jobal's villa, the honor guard from outside rushes in to deal with the remaining members of the Xanathar Guild in the villa. As the chaos starts to die down, Zindar emerges from the crowd to congratulate the characters.
If Jobal didn't survive the incident, Zindar nods sadly and shrugs his shoulders. "I would not shed too many tears for poor Jobal. He may emerge from this incident with some trauma, but he is a merchant prince. His wealth ensures that he will be alive again before long."
Speaking of Wealth
If Jobal survived, he thanks the characters profusely and offers them a reward of 100 gp apiece. If he didn't survive, Zindar shakes each of their hands and says that Port Nyanzaru owes them a debt of gratitude. He reward them with 50 gp apiece.
He muses that any good will the Zhentarim and the Xanathar Guild had won't last long after a failure of this magnitude, and that he hopes their alliance will crumble before the month is out. "No alliance of criminals from across the sea can shatter the noble strength of Nyanzaru. Especially not with allies such as you at our side."
Monster Stat Blocks
This section contains stat blocks for monsters appearing exclusively in this adventure, in Tomb of Annihilation, and in Volo's Guide to Monsters. All other monsters can be found in the Monster Manual.