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Chapter Two β€” Avatar of the Shark God

Section

4AD DW Β· p.16

Open source p.16

Your characters are in Tezany’s Cove, recuperating from their adventure into the corsair hideout. All wounds are healed and spells prepared. If you managed to bring the corsair captain back to the Atlis Coast Guard in Chapter One, you will learn that the gold statue of Tezany, which you have been sent to recover by Lord Erid Orfeld, is in actuality a magical artifact used to summon an avatar of the Shark God. The summoning ceremony is to take place in a sunken temple at the bottom of the sea. The Atlis Coast Guard employs several powerful wizards; they cast an enchantment on your party for them to be able to breathe and fight underwater as if they were on land. All their attacks and spells and even their lantern will work as normal, for at least this one trip. Your party is loaded onto a boat and taken out to sea where they dive down to meet their destiny. If you were working for Murazzo, he still wants that gold statue of Tezany. The offer is still available, 200 gold for your party to bring him the relic. His spies from the thieves’ guild know the location of where the deep demons have taken the gold idol, deep below the waves of the Sea of Storms. Murazzo leads you to his own cabal of sorcerers; they will enchant your entire party for this adventure, enabling them to breathe and perform as normal underwater. The cost for this enchantment is 100 gold. If your party is unable or unwilling to pay, Murazzo will take the cost out of the reward he has offered for the gold statue of Tezany. Then he loads your party on a ship and takes them off the coastline to plunge into the sea depths.