Thorin’s Dreams
Whenever Thorin sleeps in the manor, he wakes up at night with an itch in his hand where
the bearded devil mark is. He looks around and sees a desiccated hand holding an eye,
floating a few centimeters over the floor. The hand then turns around to the direction of the
door and gesticulates for Thorin to follow it. It then proceeds to pass through the closed door.
Thorin is unable to resist, his body doesn’t obey him and he starts walking to the door and
when he opens it, he finds himself not in the corridors of the mansion, but in a landscape
filled with writhing bodies and a tall ziggurat in the distance. He starts walking over the
people, who moan as his feet land. He looks closer and sees that these are sick and dying
people. At the top of the ziggurat he sees a white light contrasting with the dark skies. His
feet start moving and he sees himself closer and closer to the ziggurat, at a much faster
speed than he could walk. He starts climbing the steps of the ziggurat, faster and faster,
when he finally reaches the top, he sees a small throne and a short figure all dressed in
white plate armor, decorated with mithril filigrees and a white cape over their shoulders. The
figure raises his right hand, holding a great white oak staff, with a clear crystal on top and a
white light shines from it. The light expands fast, encompassing all the people and creating a
flashing effect that blinds Thorin for a moment. After the light dissipates, Thorin looks at the
people and they are miraculously cured raising their hands towards the figure thankfully,
shouting a familiar name. He focuses on listening to what they are chanting and hears
“Thank you great Thorin. The greatest god that ever existed”. The figure then turns to
Thorin’s direction and he is finally able to see himself. Glorious, a god of healing and nurture,
but there’s something a bit off. He doesn’t have an opportunity to take a better look as his
hand explodes in pain. So, he wakes up on his bed, a sharp pain in his hand. He looks at it
and sees the mark of the bearded devil changing and taking the shape of the desiccated
hand holding the eye. The pain stops. He hears in his mind the ancient voice saying “That
reality is possible and I can show you how, just listen when I speak”. It’s quiet again, the
voice is not heard again.
Strangely, he now knows how to perform a spell that sucks HP from someone and heals the
caster.
The Next Step
After a couple of days, they are visited by Anti-Couselors Zavorall, Glukveg and Bryllesael.
They ask them about their future and where they are headed now. Bryllesael tells them
about the port nearby, called Storm Port (Porto Tempestade) and how to get there, she says
she has some friends over there who might be able to help them. If they agree, she says
they need to look for the crew of the captain Don Karnash, of the Black Saber (Sabre Negro)
and that she will send a messager ahead to notify them.
As they arrive at Storm Port, they may choose to stay at the inn or go immediately to the
ship. If they go to the inn, they meet a member of the crew, or Don Karnash himself at the
tavern. If they go to the ship, they say they need to prepare for one more day and will depart
the next morning. They, then, may choose to sleep in the ship (not much comfortable) or the
inn. No matter what they choose, they are called early in the morning to begin their trip to the
Hag’s rock.
As they arrive, they see a small shack, poorly built, atop a rock that protrudes like a tooth
from the sea. The hag is waiting for them at the door. She hops deftly to the ship and talks to
them with a ragged voice. She looks like a very ugly old lady, but there’s something
unsettling about her. She tells them she saw their arrival in her visions and that they should
go to the ancient sunken temple of Nangnang, where they will find the cube guarded by sea
creatures (Merrows). She then drops a greasy leather sac, which contains small, weird balls
that look like frogs. She tells them to eat the balls when they reach the shrine, so they can
function normally underwater. If they ask what it is, she says it’s a secret passed from
generation to generation. If they ask why she’s helping them, she laughs and says there are
things far too evil to let them exist. She then raises her hand and speaks a few words in a
strange language. After they talk, she hops to her house and closes the door after her. Don
Karnash tells them she gives him the chills and they depart to their destination. Before
leaving, she tells them to sail to the southwest of the Dawn Warrior, about 25 miles from the
coast, they will see a beacon marking their destination.
Nangnang’s Shrine
They sail to the place indicated by the Sea Hag. On the fourth day, at night, one of the
pirates calls the captain saying there’s a light on the horizon. It’s a column of light that
extends to the sky. Don Karnash laughs and screams to the crewman to head for the light.
As they get closer, the column gets larger and larger and it’s visible even in daylight. When
they finally reach it, at the end of the next day, the light ceases. The shrine is located 200
meters below the surface. To reach it they must dive after eating the slimy balls the Sea Hag
gave them.
 Slimy Amphibious Balls
 Description: Small slimy balls made of something similar to a frog skin with
 unknown contents inside.
 Effects: When consumed, the balls give the following traits for 48 hours: Doesn't
 Breathe (Oxygen Absorption) [15]; Amphibious [10]; Lateral Line (Vibration Sense
 (Water; Biological (Passive), -5%) [10]; Night Vision 4 [4]; Nictitating Membrane 2
 [2]; Slippery 2 [4]; Sharp Teeth (thr-1 cut) [1]; Pressure Support 1 [5]; DR 2 [10];
 Swimming (HT/E) - HT+4 [12]; [73]. Weight: 0,5 lb. each.
 Origin: Magical
When they eat it, they turn into amphibious versions of themselves, with sharp teeth. They
jump into the sea and dive to the sea floor 150 m below. As they approach the bottom, they
see a building, it’s the Nangnang’s shrine.
 Nangnang’s Shrine
 Outside
 A few moments after they arrive, they are attacked by merrows with harpoons. The
 shrine’s door is ajar, so it’s possible to run inside. If they do so, the merrows prepare an
 ambush for when they leave the shrine.
 Chamber of Greed
 Torches shed light over rooms filled with treasure: chests heaped with coins, polished
 amphorae, strings of pearls, and ornate pieces of armor. Set into the floor in front of
 another double door is a mosaic depicting a frog-like humanoid beating a leopard that has
 snakes emerging from its shoulders. Cuneiform inscriptions are woven above and below
 the combatants.
 The inscriptions are written in Old Omuan. The one above the mosaic reads, "Nangnang
 teaches us to serve only ourselves." The inscriptions below tell how Nangnang (a grung)
 stole a spear belonging to Shagambi (a kamadan). For details, see "Legend of the Nine
 Gods."
 While the treasures remain in the shrine, they look and feel real. If a character removes a
 treasure from the shrine, the illusion drops and the treasure reverts to its true form: gold
 coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor
 becomes rusty scrap metal. A detect magic spell reveals that the treasures radiate auras
 of illusion magic while in the shrine. None of these "treasures" are valuable.
 Locked Doors: The stone doors to the Puzzle Cube room are locked, with neither
 keyhole nor handle. Above the double door, the following message is carved into the
 stonework in Old Omuan: "Whoever among you is the richest, bring me your gifts." To
 date, no one has learned what lies on the other side of the doors. A detect magic spell
 reveals an aura of divination magic around the doors. The doors swing open if a creature
 approaches them while carrying one or more of the treasures found in the shrine.
 However, if another creature in the shrine is also carrying such treasure, the doors remain
 closed.
 Puzzle Cube Room
 In the middle of this dusty room, a stone cube rests on a pedestal carved and painted to
 resemble a squat, humanoid frog.
 Nangnang's puzzle cube can be safely removed from its pedestal.
Once they retrieve the cube, they must swim up to the ship.
High Seas Battle
The day after they retrieve the cube, in the afternoon, the lookout reports a ship coming from
behind a group of large rocks and trailing the Black Saber. As others observe, they see a
large ship, with sails colored black outside and red on the inside. The ship is similar to theirs,
but with a few differences in style and construction. There are no visible flags, rests or
insignias, but Don Karnash recognizes it immediately as a Thayan ship. It moves fast
towards them, magic users are able to identify some kind of magic being used to make the
ship move faster by passing a Magic Skill-2 test, applying the Long-Distance modifiers
(B241), it’s a spell that moves the air behind the sails.
Don Karnash immediately orders the crew to take their positions and to take evasive
maneuvers.
   - The enemy ship starts three miles away from the Black Saber. It moves at max
      speed 3 (6 mph) as long as the wind spell is maintained and the Black Saber moves
      at max speed 2 (4 mph) at regular wind in the area and time.
-   What follows is a Regular Contest (B349) of Shiphandling, each turn takes 15
    minutes.
-   At the beginning of every minute, each ship must make a Seamanship roll and add
    the margin of victory or fail to each Shiphandling roll within the minute.
-   Every time one of them fails and the other succeeds, the successful ship gains an
    advantage of ¼ of the distance covered in an hour at the speed the ship is moving.
-   The Black Saber escapes if they maintain a distance of seven miles or more for four
    turns.
-   If the enemy ship is able to reach and get in position, they may Attack (B467) and
    Board the other and vice versa.
-   The enemy ship will try to board, as their objective is to retrieve the cube.
-   To Board the crew must make the other ship stop or reduce it’s speed to almost zero,
    throw grappling hooks to fasten one ship to the other and then throw planks between
    both ships or swing ropes in its direction, while the other crew tries to cut the ropes
    and throw the planks (and hopefully a few enemies) in the sea, while shooting at the
    enemies.
-   Boarding consists of three Quick Contests of Seamanship between the crews. If the
    ships are able to move, the helmsman may roll once against their Ship Handling skill
    and add the success (or failure) margin to the Seamanship rolls.