
DoubleGold |

Alright, so I'm going to assume you don't get involved with the man, but there is other stuff to do here. What happens to him, your characters don't get, but a long story short, the problem is eventually solved without anyone getting hurt.
They go to the priests house who is kidnapped.
Two archers, two thugs and an evil Druid are here.
init: 2 + 1d20 ⇒ 2 + (13) = 15 bad guys
init: 3 + 1d20 ⇒ 3 + (13) = 16 Frank
init: 1 + 1d20 ⇒ 1 + (15) = 16 Blight
init: -1 + 1d20 ⇒ -1 + (5) = 4 Svala
init: 2 + 1d20 ⇒ 2 + (6) = 8 Tonk
Frank and Blight are up

Frank "Boom Boom" Di'Noso |

Apologies.
"You guys should really surrender. Or else."
Readying to cast Thunderwave as a 2nd level spell if they don't surrender.
Thunderwave (DC 13 Con save for half): 3d8 ⇒ (8, 5, 5) = 18

DoubleGold |

Given the fact that this game has died down, and we've all gone inactive here, I'm going to close it. For those of you who really want get out of chult, I can jump to the final boss, since killing him breaks the death curse. You would be level 5 of course and you free to add DMs credits/magic items you have to level him up, but that would be hard to beat him, unless you all somehow get to level 10 with at least one good rare. All I did was an expansion Return of the Lizard king, so character is still free to play the main game.