Justice belongs to those with the largest purse...

The defeat of chaos requires great sacrifice

The Past
Loss…regret…a strange mixture of feelings has engulfed me. I remember when I first bought him. He was but a young runt in the slave market of Nightstorm. He was sickly, starved, on the edge of death’s realm. It was a fleeting whim which caused me to purchase him from the slave monger.
I myself was cut and bruised that day, my sisters had once again banded together to “teach me a lesson” in respect. Although I strived to respect the laws of my city and house, it seemed that others simply sought to find ever inventive methods to circumvent the laws and every time I would point this out or call others to task I was ridiculed or the subject of harsh vengeance.
It was after a particularly nasty session with my sisters, this time even my twin sister Qilmourn joined in, although I could not admit it to myself then, now I know that her actions cut me far deeper than any other when she delivered the final kick that sent me to unconsciousness. That was the day I bought Orgoth, a toddler hobgoblin runt, for a single silver piece. My sisters laughed at me, but I nursed him back to health, I taught him, I procured the best fighting trainers for him. He served me at the Magus Maestrum while I finished my arcane studies. For the last thirty years he has been by my side, and now stony silence…

The Present
The Spire continued to pose enigmas unending. Strangely shaped rooms, devices with no known purpose, machines that dispense curiosities and bona fide magic items. Also, strangely devices that seem magical by observation detect as non-magical in nature. All surrounded by the ever present lightning of death that prevents full observation of the Spire and hinders exploration.

Many rooms are empty after we defeat the last of the altered primitive humans that have blades for hands and a paralyzing touch. Looking for rest we find little when a phase spider offers a final challenge at the end of the second of the four eggs, but is seen off with the combined magical and martial might of the Dark Hands.

Hobbs fails to live up to his epithet
Within the second egg of the Spire in a room of strange providence at the rim of the egg shell lies a strange and deadly story. After suffering the power of the lightning air the Dark Hands arrive in a long chamber with a tranquil pool at one end. Within the chamber are three orange skinned blue haired peaceful souls that seem to be worshiping the pool. Through gesture and magical comprehension Kaelmourn is able to communicate with the beings.

Amazingly they seem to be able to treat the shell of the Spire as a mist and portal to some other realm of existence. Before I could fully inquire as to the origin of the pool worshiping beings, Hobbs ran and leaped into the pool. As best as I can discern a guardian or great power dwelled there and its four tentacles reached out ripping Hobbs into pieces as the pool turned red with his blood. The orange humanoids ran into their mists yelling about the guardian’s anger while the rest of the Dark Hands took a moment to be surprised by shock and then beat a hasty retreat back over the wall into the lightning storm.
I felt especially pained by this loss, so much potential, so stalwart a servant of Horus that had courageously defended Orgoth as he fell to the spasms of paralysis higher in the Spire, such a waste of ability, such a waste of life. So ended the Tale of Hobbs the Living.
The third and fourth eggs offer a combination of teleportation circles, empty rooms, confused Tengu and an aberrant tentacle horse headed humanoid of frightening power.

Battle with unspeakable power
We breathed heavily. We had explored all we could. We knew the final chambers were accessible only by going over the wall, into the lightning storm. With a cry of unity we charged over the top, some few of us under the protection of Obsidian’s lighting protection. Suddenly a room was below us, a large chamber, we had arrived at the back, in an area curtained off from the rest of the room.

Magpie and Orgoth almost ran into the beast. It stood double the height of a drow, humanoid in form, but with a horse’s head and tentacles extending from its side. Kodrin and I moved away, I launching a magical assault on the beast, Kodrin maneuvering for better position. Orgoth, Magpie attacking furiously in melee. The beast soon grapples and batters the heroes, I cast a sepll to magically accelerate my allies, doubling the attacks of The Dark Hands. Shockingly Magpie is turned to stone by a sudden unleashing of powerful magic, Ifurua resists being turned into a bunny. Magpie gets grappled…

Orgoth loses Kaboom when the beast grapples him within its tentacles. Grabbing his short sword he stabs the best repeatdedly. Then in an instant Orgoth is turned to stone, with lightning quickness I cast feather fall on him ensuring a soft fall for his now stony form.
Teetering on the edge with two of our members down we renew our attacks and the beast falls upon our renewed onslaught.Magpie and Orgoth meet a stony end…

Dawn
I breath slowly, I walk to the stony form of my Hobgoblin slave, Orgoth. I remember the slave market of Nightstorm, I remember as he cleaned my rooms and fetched me food as the young hob I called “Ori”. I remember securing swordmaster Karn to train him, I remember as he took his beatings on the practice field and always gritting through the pain to rise again, never being cowed by the drow who would use him as a practice dummy. I remember the other slaves calling him “relentless.” A teenage Orgoth the Relentless…

I remember as we journeyed from Nightstorm to the Over Realm, day after day of danger for months on end as we followed the maps of the explorer Drast Holan, navigating past caverns and tunnels altered by time and the dangers and denizens of the Under Realm. Always guarding each other, each other’s only companions on the most dangerous journey of our lives. No ordinary hobgoblin, his mind had picked up pieces of knowledge regarding my arcane studies and we would often discuss esoteric matters of the mind as we traveled.

Alien surroundings...

Traveling out of Bard's Gate

Leaving Bard’s Gate we head north. The multitude of lesser races that infest the Over Realm continue to huddle around flame fires as we pass their encampments in the night.
Hobbs engages with a human of low intellect at a bridge crossing, the fool seems to be a member of the Free Defenders out of Bard’s Gate. He has little to offer and even has not heard of our band.

Further north along the road we find where Gnolls have captured a human town, its inhabitants long fled. The thought of the Codex driving me on, as my research telling me the Spire could indeed be the final resting place of the Codex.

A brief stop at the long defiled temples of Thyr and Muir occupies my curiosity for a brief examination and journal entry. Here in the Stoneheart Valley it seems that some recent passerby had attempted to cleanse the temples, but I suspect a consecrate spell is needed to start the process. We soon press on, the call of the Codex whirling in my mind.
Beset by a duo of Ettins we find ourselves under attack. With swift action Orgoth and Hobbs take the forefront while Ifuria and I take cover and launch a magical and alchemical barrage. Curiously Orgoth strikes up a conversation mid battle with the ettins and barters his horse to the giants for them to leave us in peace. It seems Orgoth’s intellectual skills are making improvement with my own guidance. Soon we find ourselves approaching the Spire.

Behold! The Spire of Iron and Crystal. We have arrived. A strange place of four giant crystal eggs held at awkward angles by an iron framework. No entry is immediately available, but there is something oddly strange about this place, something that perhaps cannot be explained by sorcery.
We take the winding path leading up the back of the cliff face, anticipating the appearance of the magical bridge that will lead to the Spire. For three days only will the magical bridge appear. Soon… the day has come. A bridge of magical invisible force is a nerve wracking experience for the other Dark Hands, my Drow mind taking such fearful heights in stride. The bride narrows, becomes tube like, and begins a steeper entry into the topmost giant crystal egg. Sensing danger I quickly summon the power of my noble blood and levitate all of my companions. Suddenly the steep tube becomes untenable and all would have fallen but with the aid of my magic and we are thus able to slowly descend at a reasonable pace.

Below us we see a maze like structure at the bottom of the egg. Lighting swirling in the space between the egg top and the height of the maze walls. Lightning zooming along the top of the maze walls. We arrive at the end of the invisible tube, finding ourselves deposited in a open roofed room of the maze…

- Excerpt from the Journal of Kaelmourn of House Imrak on one of his many expeditions to find the Codex of Order

Someone forgot to bring the silver!

In the depths of the earth below the Temple of Bast the heroes battle dire rats….
and Ratfolk….

The heroes deduce that a dark conspiracy has been afoot for a long time. A cunning plan by the rat followers of the god S’surimus. The priests of this rat god have seemingly schemed for years to burrow up from the depths of the earth below Bard’s Gate and into the holy Temple of Bast.

Early on in exploring the rat caves the heroes rescue Kha Sai, a holy priestess of Bast. Her coffee complexion and accent marking her as a native of Khe’ Met. Unable to see in the darkness below she was forced to grip Kaelmourn’s shoulder and follow his lead deeper into the unholy ground of S’surimiss to rescue more of the priests.

Orgoth the Relentless At one point found three small Ratfolk who were captured. Promptly setting them free, they returned in a treacherous fashion when the heroes were battling other Ratfolk, and only Kaelmourn’s rear guarad watch stopped them from slaughtering the party from behind.

The band of heroes was forced to cut through multiple groups of ratfolk and wererats as they decended deeper.

Blood in guts spilled in abundance. The rats protected by their innate defenses against all but silver weapons. Coulie and Hobbs face the rat hoard.

The Dark Hands finally make it to where the prisoners are being kept, and the remaining rats have barricaded themselves in the altar room of this under realm nest of S’Sarimiss. Kaelmourn is suspicious that some of the “prisoners” may in fact be other wererats so is reluctant to free them. While debating this question in his mind Hobbs the Living decides to upend the giant cauldron in the center of the room inleashing a swarm of Mind Rats that almost kill him, fortunately Hobbs’ mental defenses hold, much to Kaelmourn’s surprise. The aggressive mentalist rats are only defeated by Kaelmourn and Ifuria’s magical fire.

Then the door to S’surimiss’ inner sanctum is opened…

Magical webs fly, Orgoth the Relentless and Coulie hold the doorway and slowly forge ahead. Hobbs the Living falls attempting to rescue the priestess who is on the precipice of sacrifice. After much battling the priestess and Hobbs the Living are saved while the heroes withdraw back in the prisoner’s abode drawing heavy breaths and licking their wounds.

Still the high priest of S’surimiss remains with a half dozen wererats and the stolen Eyes of Bast…

Edmundo, Sergent of the Lyregurad, and his troop arrive having followed the trail of The Dark Hands deep below the Temple of Baast. With renewed support the doors to the inner sanctum of the temple are thrown open and the rats are slaughtered to a tail.

The Eyes of Baast were rescued and the rats looted. Among the treasure a Lesser Mace of Smiting was found.

Purann retuned a few days later and in a solemn ceremony the Eyes of Baast were placed back in the temple and the heroes were granted the Boon of Baast and granted the right of Healing for Life at the Temple of Baast.

Including the Juliello Broad-Coe catastrophe

Fame and fortune from the liberation of the abducted slaves make The Dark Hands well known in the taverns and halls of Bard’s Gate.

This fame brings two immediate offers, 1) The capture of a map from Juliello Broad-Coe, 2) protecting the Temple of Bast in the absence of its high priest. One offer was clearly an honorable one that would bind us in a favorable future alliance, the other was a questionable undertaking that may lead to infamy.

The stirge menace has abated as they and the mad wizard have fled their cave domain when the heroes retuned to confront them.

Upon spending some time in Bard’s Gate the heroes learn that their are a number of abductions of women and children near the city’s canals. Abductions in the night. Kaelmourn suspects the hand of Orcas and a plan is developed to dress Obsidian Shard as a normal lady and Ifuria as a child.

They catch a glimpse of a gondala clown and his strnge looking companions but can’t outrun their watery departure. The next night Ifuria and Obsidian Shard are found by patrolling paladins of Muir and taken into custody.

Ifuria and Obsidian Shard are taken to see Janet the prudish Paladin of Muir, also known as the Lady Protector. The paladins turn out to be the Sisters of the Maiden’s Cross. Paladin’s of Muir. The paladin’s are from Lowport region. They have traveled to rout out slaver’s who are bringing persons from Bard’s Gate to Lowpoet.

Janet wants the The Dark Hands to infiltrate Slaver’s Way in the Black Market. A part of town in Bard’s Gate with a bad reputation, not a welcoming area for paladins of Muir.

A bit of flash and fast action. The heroes buy the slaves, but at the hand over a third party brings a squad of soldiers to take the slaves. After the heroes victory their deeds spread through Bard’s Gate and there is much rejoicing!

The heroes arrive at Eastgate. Here they rest and recouperate for about a week. Kaelmourn and Obsidian visit the Temple of Freya where Rainbow and Kaelmourn are healed of their lepracy. Kaelmourn seeks guidance from a local sage on the Codex of Order and finds out that there are three Orcas strongholds in the area: Rappan Athuk, Tsaar, and the burial grounds of Thyr and Muir.

Slith arranges passage on the Summertime, a keelboat that is traveling up the Amrin river to Bard’s Gate. Whiile the heroes see off a number of minor threats, one night there are best by an ogre magi who’s greatsword fells many of the heroes and who uses cone of cold to kill Hassan, Rainbow, and Slith. We great effort the Dark Hands are able to finally defeat the ogre magi through the use of alchemy, violence, and faire fire.

Some cloud giants are evil

Traveling along at a slow but steady pace, the Dark Hands are slowed greatly by the wagon and its holy load. Upon the road the heroes encounter many farmers, traders, and patrols. However, a young red dragon feasted upon one of the group’s horses, a pair of rocs ate two more, and a cloud giant ambushed the party and almost killed Kaelmourn and Slith, but luckily the giant grew tired of his sport and stalked away laughing.

The Dark Hands did defeat a Gnoll warband and a flock of deadly giant vultures. Also, they beat back and killed three hungry bears. Ifuria’s firebombs were especially useful against the troll that burned at the hands of the Dark Hands.

The heroes meet many merchants and patrols along the road to Fair Haven. Even meeting patrols from as far away as Bard’s Gate.

In a frightful encounter a wyvern decended upon the heroes. Only through Kaelmourn’s magical blinding of the beast, Orgoth’s arrows, Hasan’s chop, and deadly assaults of the other heroes was this mighty beast felled before he mauled Hasan to death.

We could not stand. A drow arcanist of incredible might set among us. He came with a matriarch of his race and some of their drow slave races. We would have crushed their ‘eads but we could not stand against the magic. It swept into our ranks causing so many of us to fall heavy with sleep or sending crashing waves of rainbow light into our ranks and stealing the wits of all orcs it touched. Inter-spearsed with the quick attacks of the rat folk and grey dwarves we just could not stand. The matriarch drow healing any damage we could inflict on this band of cut throats who called themselves the Twilight Lords.

We the Bloody Fangs, had gutted the village of Westmere, slain the Wyvern of Ladden’s Reach, and defeated the Worgs of the Undermire, but we fell to these drow and their slaves!

A submission of Peace

The days rolled by and Gorsk was getting better, the cleric we have with us is very skilled. If it had not been for effective care he would have died.
We moved on and descended back into the deep we searched the catacombs and came upon some equipment the Ghast had acquired, a potion some armor and a very well made sword the potion was given to Mr grey, the sword to Kael and the armor went to Gorsk, I hope this helps his ability in defending himself.
As we continued on we found a strange hall lined with mirrors, the end of the hall had a door the double doors were opened by mister grey, inside were 4 heads facing the door we came in, after a thorough search Mr Grey determined they should be turned in to face a diamond in the floor. Gorsk and I moved them, as the last face was turned to the diamond it began to glow. Mr. Grey decided to enter the glow and as he did the glow disappeared and Mr Grey seemed to feel more invigorated. We left and found a hall way with door on the left and right spaced about every 20 feet down the hall. The rooms seemed to be a work space in the past; we found in the room some odd tools we could not figure the use for. As Mr. Grey entered the third room, a scorpion attacked him grabbing securing him with his claws Gorsk stepped up and crushed the creature in a single blow. The cleric healed Mr. Grey and we continued on later I learned he had nearly died then, I didn’t realize how powerful our cleric was. The hall ended in a door Mr Grey found no traps, and opened the door. Inside the door we found a room with several Goblins.
Mr. Greys’ incredible speed with a dagger ended any chance of negotiating with them as Freddy (that’s what the Goblins called him) fell to the ground dead. They froze with fear and Mr grey threw another dagger, his sister Ifera ran into the room with a vile of some flammable material throwing flames about the room. I joined the fight and never landed a blow, Gorsk and Mr. grey killed all of them. We found armor, weapons and arrows, fit only for the sfirnoblen. As Mr Grey searched the area we found a bag with copper, holy water and a few silver. I am not sure why they didn’t give the cleric the holy water but that went to the alchemists.
Mr Grey found a secret door, we moved down the hall and found a stairwell that led up the hall ended in a blank wall. Opening we found a small stream that pooled into a pool 10 to 20 feet around the area was filled with mist Mr. grey was struck by a creature from the mist. He shut the door quickly and left , I guess the ghost in the mist had scared him, luckily it had not greyed him.
We moved on thru another hall and found two secret doors. We took the one to the left and began to hear rantings from down the hall perhaps we have found Fenton. His rant was about Freya the Drow put him to sleep, we removed his gear, after he awoke the drow tried to convince him for atonement to be a servant for 10 years. A human named Vladoff he was a paladin of Freya. His please fell on Def ears for the drow. The Cleric did convince the fellow to follow her for ten years and he would be atoned. I will have to watch these fellows.
We decided to rest for the evening. In the room we found Vladoff in. But later we decided just to go on the secret door that Mr Grey found a secret door that had an animate dead spell, were we found several zombies the Drows slave Orgoth and Gorsk killed the creatures. We found that the statues (totems) were magicked and destroyed them this would keep the dead from being re-animated. We decided to go back to the room and rest for the evening.
Continuing in the morning we moved back thrue the rooms and found a secret door we had marked once inside we found a room filled wth statues of kings and queens. There were several generations represented. We decided to break through one of the doors. Inside we found a chair had been jammed under the door blocking it. Once inside we found the room litered with broken items, it looks as if some goblins and Hobgoblins had fought in the room.
An Ominous site, Mr Grey moved forward and was struck down in a single blow Orgoth ran to the rear and Gorsk ran to help. I could not reach the battle in a single move, it saved my life. Gorsk was struck by a creature which brought him down in a single move, we ran I later found out that it was a undead creature called a wight? As I turned to run I saw Mr Grey stand for a split second I was about to help until the red of his eyes beat down on me with a hatred that pierced the soul, there was nothing I could do. Perhaps another day I would come back to put him to rest, him and Orgoth.
We returned to rest for the evening, the Rat king allowed 2 of his warrior with us. The next morning we moved back to the statue room spiked the door leading to the wight, and chose another door to go thru the two rat folk that joined us searched the room, some sort of crypt the drow guessed. Suddenly the walls broke away and skeletons attacked. The Cleric stepped forward and filled the room with the power of a cleric we found the room to be a dead end. We went back to the statue room and went thru the last door, we came to an intersection to the left the hall caved in to the right it split in a y, forward the choice we took was partially caved in. Moving around it we found a room with several goblins digging. Orgoth moved to speak to them which resulted in a fight , I am not sure what he said but they seemed pretty pissed off at him. One ,a female, seemed to be the leader she had magic ability and took the streangth from orgoth. The fight was short because the drow put them to sleep. We did finish them off in short order. We went to the iron bound doors and one of our new companions Trapper was nearly kill from the lightning that came from it when he tried to open it. We went back to the intersection and turned left and followed the hallway, as it closed in to a 5 foot hall we traveled down until we came to an open room. As we all entered the room, Flim and flam began searching and we were attacked with arrows.

We were attacked by orcs who came out of secret doors out and attacked the “drow” nearly killing him the two rat folk killed one of the orcs and the paladin that has pledged assistance to Obsian killed the other. The pounding on the door has continued through most of the evening in the morning we deciding to go thru we were greated by 4 orcs they really didn’t stand a chance. They were cut down by sleep from the drow. And dispatched by Flim and Flam. They spent the day searching the room, I am quit surprised it takes so long to search the room, but it must be that way since Mr Grey also took this amount of time, while waiting we were attacked by 3 ghouls. Flim was paralyzed by the beast Orgoth killed one as it moved in to attack him and I and Flam finished the two we had.

As we moved further on we ran into a group of Drow, Kael sat and talked with them it seemed to not be going well. We decided not to confront them, I guess at a later date we may need pass here again. I will be sure to be ready.

do I trust the drow

As we the Dwellers Of The Dark (DOTD) began traveling on the road heading north we heard a small child crying in the woods. The group after a long debate decided to take the child back to the tavern and let the trap maker try and talk the inn keeper into keeping it. Obsidian the cleric and the new “drow” were adamant on not paying. To our amazement they took the child in.

We found that if we would have comforted it (the child) it probably would have kept quiet. The cleric has decided she will keep them quiet; there must be many of them since everyone in the outer realms, seem to know what to do with them. The Innkeeper offered us a place to stay whenever we passed this way and gave us room and board for the day. He gave us the best room in the place, the child must have been very important. I did not tell the rest of the group, I feared the “drow” may cause trouble with the inn if he knew.
Late that evening, we left the inn and made the trek back to where we had found the boy. About half way there we found an orc that had been attacked and dumped alongside the road we buried Gorsk’s kin and the cleric Obsidian said a prayer over him with an added emphasis that if had been the one to leave the child homeless she prayed he rot in hell, continuing on we found the point where the child had left the woods.

Traveling thru the woods the Trap Maker started checking for traps but was extremely slow so the “drow” and Gorsk pushed on. The trap maker told the group we would regret that at a future date, it would be me that found that true. We found a trail and followed it until we found a pond and were attacked. Several small creatures threw darts at us, they seemed to rain from the sky as we rolled and dodged catching us by surprise. They turned out to be a flying humanoid. Perhaps they come from the walled town the boy had mentioned? After the attack we followed the trail along the creek and found our way back to the road.
There we saw the remains of what we believed to be the creature’s mother and a wagon. Searching we found the spoiled body of a woman, the cleric had us bury her and said a prayer over her. I am not sure why.

We moved into the dungeon and found the Trap maker is rather paranoid. The steps from the gate leading up to the first room took more then ½ a day to check for traps. I moved ahead and waited at the top until the group finally met me at the top I had spotted a ghoul hiding in the room the barbarian Gorsk rushed to the attack. the ghoul hit him and he could not move. I had warned them, I am not sure why the others in the party have such problems with the creatures. The slave of Orgoth thru an odd sort of spear and killed the ghoul, not giving me the chance to even get into the room. The trap master had wasted most of the day with the steps, and secret door searching, we decided to go out and rest for the evening.

The next day we moved further into the cave, the smell of the stone was familiar to me and I felt at home it has been months since I felt the peace of the stone above me. We found a shrine of sorts, a statue of Orcus stood in a room, the ½ orc and Orgoth the slave of “the Drow” began beating the thing cracking it into pieces. We also found in the room a bedroll, the cleric and the trap maker found a lock box in the furs. As they began studying it an orc with two dogs came in and attacked the cleric, the mage and the trap maker. A single blow from the orc brought the mage down blood splattering everywhere. If not for the cleric I am sure it would have been her demise. In the future I will be sure to be between her and the enemy. The “Drow” moved behind me, I do not know if it was to finish me off or to protect himself. He cast a spell that downed the orc. I will have to keep a better eye on him. We prevailed over the group with one of the dogs running away. There was no reason to chase the creature, it just did its job.

Past the room we found a garbage pit, in the pit we found a small passage leading out it led to the northeast a passage, about 60 feet led on to an empty cave about 30 to 40 feet in diameter. Two paths led out one to the N and one to the SE we opted to take the northern route, and wouldn’t you know it I tripped a club trap of some sort that slammed into me. Perhaps we should have the trap master checking intersection and doorways in the futurehad him checking ahead. Just above the intersection was a chute that led up as far as we could see. We turned left and followed the hall until we came to a room with a sand pile in it? There was no exit from the room just the pile of sand the slave Ogoth of the “drow” began digging thru the sand. As he and Gorsk approached the pile several spiders erupted from it attacking the slave and Gorsk. Ogoth the slave ran as Gorsk attacked the spiders I engaged the ones beside him the mage and the cleric dispatched two of the creatures with range weapons the alchemist is very good with her aim. After the initial attacked we regained our composure and finished the creatures off we found nothing in the pile, but the trap maker hopes to check it as we next rest.

We left the room and found a trap, it was poorly set and fell to my left. The trap master disassembled and tried to move the trap but we were attacked by several kabolds, I found that even the svirnoble had a hatred of creatures even the trap maker could not resist the urge to attack them. The kabold would not stop their attack so the group moved in to attack with me in the lead. I rushed one knocking him to the ground, as I drew the kabolds attacks to myself the others moved forward to attack. As the battle dwindled down quickly I held the last kabold to the ground by the tail I turned to asked the Svirnoble what to do before I could get the words out of my mouth, the Trap maker viciously struck him in the head with his dagger over and over again, they should not have attacked us. We returned to the sand room to rest for the evening. At the chute I was attacked by a magical hand reaching out from the dark. The slave Ogoth saved me with his great axe.

Our rest was interrupted by 6 goblins who tried to sneak in and steal from us, they were captured by the trap Trap master had set, the “drow” and Ogoth interrogated them. For what seemed like hours. We did find out there was an ogre and a dragon in charge. We could not determine the kind of dragon it was. The goblins fear echoed thru the dungeon as we released them and they ran off. Sleep was not the best that evening. Tossing and turning we awoke the morning feeling a sense of dread from the knowledge of a dragon and an ogre that brought fear to all goblins.

We returned to the kabold room, as we left it we found another room that was lit, it had an exit from cave to the north, and a passage west that led to another chamber. The chamber had four kabolds kneeling before an alter before I could move, the Trap master rushed the room followed by thew slave Orgoth, and Gorsk dispatching with the creatures before they even had the chance to rise from their knees. I destroyed the statue they had been worshiping and as we were finishing we were attacked by a larger group I must have been cursed because I could not hit and strangely found myself curling up to sleep, even in the battle it must have been because of having no rest the evening before. I am not sure what happened afterwards, I awoke from my rest with all of the kabolds dead with their throats slit. I am sure trap master and his sister had something to do with it.

We trenched further thru the caves and came to a large lake with three islands. The slave Orgoth decided to swim out to an island, he climbed to the top and seemed to be searching around. Later would learn he had found a box with a key hole in it. He came back down and tried swimming to another island he was attacked by a creature in the water, I tried swimming out to him and nearly died myself. If it had not been for Gorsk pulling me back I would have been in the same boat as Orgoth. The cleric spent many of her spells getting me conscious. Once I was conscious I came up with an idea of shooting Orgoth with a barbed arrow and pulling him in we did manage to save him, we brought him back to the sand room. I am not sure I trust the “drow” he slept his comrade, I am not so sure if he felt him not worth the trouble and thought we would not try to save him if he looked dead.

We had visitors again this evening, Sturgis, and during my guard shift they attacked; four of them. I am wondering if perhaps Gorsk and myself have not been cursed from destroying the statuettes earlier. Perhaps I am correct; we came back to the statue of orc that we originally destroyed.

We continued on to the entrance and took the other route. We came to a room with a creature sitting on a throne. He sneered as we entered, an ogre perhaps the one the Goblins had mentioned earlier. The “drow” used his diabolical spell and the ogre fell unconscious, from nowhere, the gnome flashed by and ran to kill the ogre he did not have the strength to do the job, the battle was a blur from there he swung at the trap master and missed the trap master. The barbarian held the giant so the trap master could run as he finished his swing the giant caught him in the back of the head as Gorsk tried to run. I am sure the “drow” yelling at the ogre you can swing at him still encouraging him to hit Gorsk as he ran. The little trust he has gained so far was lost in a flash at that moment. If it were not for the luck of a Halfling crafted heavy crossbow that’s bolt found its way to the giant’s heart it would have ended badly. The giant had nothing a disappointment considering all of the ogres I have ever seen carried great sums of coins, perhaps he was young and that is why he was so easy to dispatch.

We moved to the east and crossed a great ravine on a narrow overpass and ran into a tribe of rat folk we tried using diplomacy to pass thru there area to find Fenton, they knew of him and we were surprised to find he was still alive and below these levels after a long wait he told us how to find him. He directed us back to the lake were we would meet him and he would lead us further down. Vespar was the leaders name, he wanted us to tell him the story of the ogres battle we took him back to the room and acted it out to their great glee we must have told them the story 10 to 20 times over. Finally we went back to the lake and waited for Vespar to return. We did make good friends with the tribe, I am sure it was because of the svirnoblin and their playful attitude.
Vespar led us to a crypt, the second sarcophagus from the left on the south side found our way down. He made sure to point out the direction of the dragon, who we found out was a black dragon, I decided to go down because Vespar would have kept us there for hours talking, and trying to convince us to take the dragon, down we went. The passage was a thin metal staircase that twisted making it difficult to see ahead I led as we descended deeper. As we reached the bottom there was a door that opened into a mausoleum. The smell of the dank area was rancid.

Opening the door we found ourselves in an underground graveyard with several mausoleums the quietness of the cemetery was deafening. As we started to move the trap master saw something move in the distance we moved down the hall, unfortunately we left the Obsidian cleric vulnerable as we moved forward, the ghast took great pleasure in his attack against her. Before we knew it she was on the ground quickly the group returned to her aide. The Slave Orgoth’s strange spears and a javelin from Gorsk saved her life. that won’t happen again I talked to Gorsk and told him I will stay with the cleric if we have to move like that again. She is our only healing, so she needs to be looked after.

We returned to the sand room, and rested a day. I believe we may have to go to the city because Gorsk is ill does not seem to be getting any better. i am not sure the cleric will make it either if we don’t go back for a cleric.

01-09-2016
Jeramy & Angela – siblings whose svirneblin sect revered an unpopular god & sect got wiped out
Carlene – revered a god (not lolth) had to leave drow society
brad – family got killed so he left
sam – left family who followed orcus, joined mercenary band, sent to find info about rappan attuk ran into him in underdark
Chris & Max – took wrong turn stumbled into overrealm
Find lost child who said him & mom got attacked & mom said to go and hide. We find his tracks, but didn’t follow. We decide to take him to Penprie’s Inn. We learn we are lacking in skills to deal with little humans and find out they need soothing when distressed, we are trying to learn the ways of the humans. We just didn’t know a little human needed such coddling this isn’t the general way from our homeland. Young ones need to learn quickly to take care of themselves. The innkeep says thank you for bringing him here we will make sure he makes it to Endhome. You can always stay here. We get a room and sleep.

We leave and continue on our journey. We fight some flying monkey things. We find a doors on a cave with orc writing saying tread not or be crushed. The doors open to a staircase leading up and are difficult terrain due to detritus. Mr. Grey checks for traps very carefully (taking 20) DD ends up waiting for 3 stairs then goes to top. On his way up some rats (dire) attack him.

stairs lead to ceiling higher than mosta mosaic on the floor resembles a rug of stone to N & E 4 natural On N 3 platforms & SE 1 platform 3’ wide w/ walls. There is a tunnel leading N, E, and one to the SE which has no mosaic provide anyone crouched behind it. DD says they are like the things which made us unable to move (ghouls). We take the N passage The mosaic pattern continues to a wide stone 6’ statue of orcus in the NW corner there is a bed chamber area w/ pile of furs & straw w/ tunnels going N & NE. Obsidian found a locked steel strongbox. We are attacked by an orc with 2 dogs. I end up going unconscious, Obs took a javelin to the back, and Grey took a bite from one of the dogs.

tunnel comes up to a ledge going down 20’ w/ loose rocks and animal bones at the bottom. Find secret door which we go through. We come to a place with 2 tunnels w/ a chute above central area. We take the left tunnel which leads to a rm with a 3’ high pile of sand on the S side which goes about 20-30’ of sand to the S. As soon as the sand is disturbed spiders come out and attack. WE narrowly miss a trap which Grey wants to relocate. 4 kobolds attack from a room which is a training room with 4 dummies. From there is a corridor to the S and another exit straight ahead. They don’t really have anything of value on them. We go back to the sand room to rest.

3 pieces of amber ea 100 gp in the sand

During 2 shift 6 goblins try to attack and were questioned. They said there was an Ogre and a dragon living in the complex. As they run away, they yell drow, hobgoblin, scary things which Orgoth tells us. In the Grey packs up the net with DD carrying it. We go to the Kobold room there were 2 ways in/out one way is on the side of the dummies, the other way has another area where a net falls on DD. There is a room where it is light and has a small cave entrance to the outside and exit into another room SE. To another rm where there is 3 kobolds kneeling before an altar. Grey charges in and attacks one Orgoth attacks one splattering it. Gorsk takes out the 3 one. A statue of a crazed looking kobold (jesspagel) goddess of trap making and thieves. there flat stones scattered through rm such as would be used for benches. While DD and Grey defile the statue we hear noise from the W corridor. We are rushed by a whole bunch of kobolds. This fight lasted less than 10 rounds, but we were nearly wiped out. Without the bomb damage, heals, and damage from Orgoth the party would have been down. Kaelmourn was down from color spray, DD got slept.

We take the W corridor. This kobold cave is cleaner w/ a straw mattress and clutter free. There is a lock box with no traps and rm to W with corridors SSE & N. To the N is the room with the dummies with one cut in 1/2 with stuffing on the floor. SSE leads to corridor to the left it opens up to water 90-100’ out to the right it goes 20’ there is another corridor.

from where it opens up 60’ corridor on the N side there is 3 islands in the lake. The first island is 40-50’ out. it its difficult terrain due to uneven surfaces and being slippery. Orgoth yells back loudly what he should do now. He finds a 3" square iron box. He tries to open it, it is empty w/ a keyhole in the base apparently only Orgoth knows about the box. then climbs down and goes in the water to go to island 2. He has some problems in the water, then floats face down in the water. DD (w/o armor) & Gorsk go after him. DD gets nailed by acid and end up fighting something in the armor. He ends up floating face down too. Gorsk gets out DD. We end up hatching a plan to use a barbed bolt and save Orgoth. He learned not to go in the water. We go to the sand room and rest, we heal up, go back to the water room levitate Grey up in a harness from rope, he clambers across the ceiling, levitates down. Neither fits. There is a ledge in the water room with another ledge to the N just N of the island, ledge to the S. The E end there is 3 exits SE, N of that 40’, N of that 20’ 30-40’ a way around the lake, an area for the water to go out. We go up the ledge where we enter. The corridor goes down 90’ to the room where we entered with the mosaic stone rug and ruined statue of orcus. We go E go 70’ and the mosaic goes into a circle to a throne where a creature sits. Kaelmourn puts the ogre to sleep. Grey tried to coup de grace him, and failed but did 12 dmg. Gorsk tried to help and got hit hard trying to leave. He gets blinded then Obsidian came forward and did a burst, Drumer then got a critical shot off with a heavy xbow shot. This dropped the ogre, then Gorsk chopped his head off.
Throne badly chipped, the room has a lot of offal, a pile of straw. We came in from the W and there are 3 other ways out at the compass pts. We go N 100’ the E & W drop off to a crevasse (kinda like a bridge) after the 100’ it turns N/E ish then goes 30’ and turns then to an empty room with a corridor leading out.
The corridor goes to another room with 2 guards looking like ratfolk. Drumer tells them we dispatched the ogre and we want to talk to thier leader, we are looking for a human and he describes Fenton. One comes forward and asks what we want. The leader says we know of him and call him insane Fenton. DD says we cleared the way, can we go through your area to get to him. The only reason we are talking to you is we have checked your story and indeed the ogre is dead. For the great boon of killing the ogre and if you don’t harass us I will show you the way. WE may need to come back this way. We will give you passage. By harass I mean you will know our guards and please don’t harm them. Vespar is the leader’s name. The dragon isn’t very old and he is black, and hurls acid from his mouth.

S corridor 10-20’ there is 2 guards, but it will expand. We do have a dispensation with a way through. He takes us to the left and a low cave with sarcophagi whose lids have been pushed aside and are open. These used to be orcan, but they have been emptied. There is 1 on the S one 2nd from the left. Turns to the left toward another corridor SE is the way to the dragon. Thank you for all of your assistance.

739 XP

Lower Level
Come down a narrow metal spiral staircase from the ceiling. To a huge room w/ 5 mausoleum’s one way and 5 the other way. The SW side has a little entry way. A great room like 120’ or more with a ton of 10’ mausoleums. We hear something, but are unable to locate it. A ghoulish creature surprises and jumps on Obsidian with a critical bite and a claw.

It Begins again...

A new group of hero rise to face the evils of the world.

They all seem to come from the dark places in the earth. On their way to Endhome they come across a farmer taking his pears to Endhome to sell, who is under attack by bandits. They drive the bandits off and assist the farmer in getting to Endhome.

11-07-2015 Barakus – Sundered Kingdoms
Met Farmer Smith who had a load of pears from his farm a couple of days outside of Endhome. He vouches for us at the gate and we go to the trade district area 2. The person who bought Farmer Smith’s pears pointed us toward Heaven’s Gate
Barnkey asks us what kind of adventure we are looking for. Mr. Grey says the kind to disable traps, I can make them as well. Barnkey hasn’t really heard of that kind of adventure but does tell us that lady over there needs assistance finding her husband. We go talk to her, find out her name is Penelope. Her husband is Fenton and has been missing for over a year, although a recent dream leads her to believe he is still alive. He went exploring caves N of Endhome. They are old caves where Orcs used to live a long time ago.

We also find out there is a bounty for the Head of Green Tree Bandits. The leader is wanted. We go see the head of the watch, Bragger, at the barracks. Grey asked which he took as an insult Bragger how he got his position. He then wanted to fight Grey. It didn’t go well and he ended up saying it would be better if he didn’t come back to the city.

On the way out Grey says something to the guard about bragger being grumpy and the guard says you need not come back especially if you haven’t learned any manners.

We leave Endhome. We find some ghouls, they pose abit of a problem, but we do dispatch them. During DD’s watch he talks to someone, who hurried off after the speech. We saw Farmer’s REst West of Endhome and run into Penprie’s Forrest Inn North of Endhome who we figure out has the same owner. Gorsk asks about the Dusk Moon Hills. The barkeep just tells Gorsk I’ve heard nothing since the green folk have been driven out. When we show him the wanted poster he says he has seen that guy before he eats here once in a while. He seems to ask us if we are hear as an advance scouting party or part of a raiding party. WE try to assure him not.

We face 3 dire rats and dispatch them pretty easily. We get 11-12ish miles away from the inn a half mile to the E we see a tower. The road splits off to the right is toward the tower to the left is toward the Dusk Moon Hills. We find a good place to camp. Grey makes some rat kabobs. Our sleep session is uneventful. We are tending to our start of day ministrations when we hear the howl of wolves. When asked what that is Gorsk says it’s delicious and it’s coming to us. Which they did and came quickly to their death.

You were warned...

After freeing the slaves that the Priests of Orcus used as their daily sacrifices, the party left Dryth and Isnot to guard and comfort the people they had freed. Most taken by Orc or Gnoll bandits and turned over to the Temple Priests.

The pushed into the main chamber of the Temple and were faced by a zombie horde. They fled to the tunnel into the underdark and waited a day for the zombies to either come to them, fall in the pit or leave the area. When they came back the zombies were gone. They checked on Dryth and Isnot and they had barricaded themselves in the cell that held the sacrifices. The prisoners had panicked and would not enter the cell and were torn to shreds by the horde.

Dryth and Isnot retreated into the Underdark, while the rest of the party continued into the main chamber of the temple. There they found several zombies, skeletons, a couple of ogres, and and several priests. After a huge battle the raiders moved into a corridor that took them to the living quarters of several priests. They had a small battle with a few priests who escaped their fate with obscuring mist.

The raiders fond a stairway up. It was a long stairwell that ended at a wall. After some examination the group decided that this is the other side of the door that the demon guards on the entrance level of the burial halls. They decided not to open the door and decided to move down to the inner Temple of Orcus.

The group made a plan and opened the door to the inner temple. Before opening the door they placed a silent image of the door closed on the inside of the temple. The group then had the ability to act before they enemies knew they were there.

Benjamin acted first and rushed past many priests to confront the High Priest near the alter. Xoshak was right behind him always at the forefront of the battle. Nyktan and Zenara defended the bridge from the bypassed priests while Sargoth crossed the bridge to support Benjamin and Xoshak.

There were three Priests on the dais around the alter. Benjamin attacked one and Xoshak flanked him. As the group began their assault upon the inner temple six shadows flew out of the crevasse the bridge spanned. They attacked the group relentlessly. Sargoth fell to the shadows in just a few rounds, Zenara fell to the weight of her armor and equipment, and two priests forced something down her throat and she lost consciousness. Benjamin was also captured.

Xoshak seeing the writing on the wall decided to flee the inner temple and with his ring of blink we passed through the wall and fled back to the underdark to connect with Dryth and Isnot.

Nyktan refusing to become a shadow or be captured by the priests of Orcus lept into the crevasse and dropped 150 to a cavern below. He healed himself the best he could and began to explore the cavern where he landed. He discovered several ropers and he was stuck by a tentacle which caused him to lose even more strength. He passed out and never felt the teeth that consumed him.

That night as Zenara regained consciousness, she found that she and Benjamin were in the cell they had freed the prisoners from before. The priests came for them and they were too weak to resist as they were carried to the alter, where two priests of good gods were sacrificed to the Lord of Undeath.

Gluttons for Punishment

After resting near the lair of the Lich for a few days, the party decided to track down the Behir they had seen tracks for.

They tracked it down in it lair and killed the beast. Afterward they found a tunnel that took them out of the dungeon. They then decided to return to Bard’s Gate to rest, take the unstoned adventurers they saved back to civilization. They stayed in the city a couple of days, and did some selling and buying.

Afterward they returned to the tunnel they left the dungeon through. They explored the rest of that level and went back to the level above. They approached the glowing idol, and their were froglike humanoids around the idol.

They began a conversation with their follows of the Frog God and they found they had a common goal of destroying the Temple of Orcus above. They were taken to the head priest of the Frog God and he allowed them to live for their promise to destroy the Temple of Orcus.

Nyktan asked about Abysthor but the priest said he was none of their business. He obviously new of Abysthor but would not give any information. Although, he made them another offer. He would tell them of Abysthor if the party would convert to the Frog God. They choose not to take that offer.

The priest set up a guide for the group and clothing to disguise them as slime merchants and they were escorted to the Under Realms. The priest told them that there is another way into the Temple of Orcus, which is through the Under Realms. This was a long journey, at least a mile down through the tunnels from the Temple of the Frog God, then past a huge structure they told was called the Eye of the Titan, later they entered an Under Realms city. They stayed hidden within their disguises as slime merchants as their frog like guards led them through the city.

On the other side of the city the group was shown a tunnel. They were told this tunnel led up to the Temple of Orcus. A couple of the guards changed their garb to look like merchants and the Froggie escort went back into the city, taking the slime with them.

The group followed the tunnel until they felt the need to rest. They cast rope trick and they hid within that space for the night. During an early shift a small stealthy humanoid snuck by their resting place. This one was very difficult to see even with dark vision. In later shifts no other incursions were noticed.

After rest the group continued up the tunnel and they came to a pit that seemed endless below them. Their was a very narrow, slippery ledge that led upward and at the top of the ledge their were ogres. As the battle ensued between the group and the ogres, some of the group passed through the line of ogres and were confronted by Priests of Orcus. They had arrived at their goal. The group destroyed the ogres and the foul priests they had encountered, and began to explore the temple… They moved cautiously through the caves and caverns having twice before being repelled by the Priest of the foul god…

The Tales of Arryn Rumblefoot

Lo, and then did the Great Hero liberate those who were turned stone by use of the blood of the beasts that lay at his feet, for his compassion was as great in his heart as his heroism, and this story would never be told lest the Hero of the Hundreds free its teller from granite clutches.

Then, after the beasts were slain and the people saved, did adventurers Leopold and Ben come unto the Raiders, and once again were the Rangers made whole.

And spake the wizard McRath, having so recently been freed, and said “Yea, and do I believe that the way forward shall be guarded by the amphipious ones.”

And mighty Xoshak spake saying, “Long have I known this, yet have I bode my time waiting for the appropriate time, and speak you too soon. Instead, do I believe the way shall be in the direction of my pointing, for there is a way to the north left unvanquished by my perilous blade.”

And therefore McRath remained silent, having been so mildly chastised by the great Xoshak.

Then proceedethed the Raiders into the cave, ever so more deeply, and came upon a portion of tunnel where the earth had been churned as though it were butter. And wise Xoshak spake, saying “Lo, I perceive that the mages and the priests among us are weary, having battled with such vigor. And so do I advise that we should rest, and recover, before proceeding.” And the raiders agreed with Xoshak, and followed him to a place of safety, and rested, taking each their shift in turn.

And during the night, the place of the churned earth did resound with the scratching of those that tunnel. But, though beneath the earth the beasts did stir, not a one did attack the Raiders, for woe unto him that set himself against the fierce Xoshak and his band.

Come the morn did Xoshak lead his band through the churned earth, and the beasts did not rise to challenge him, for all know the might of Xoshak and his band.

Past the churned earth did the Raiders find a room, its ceiling checkered and cracked as though stricken by a great maul, and the hum of the sturges did fill the room. And lo, sturges being weak of mind, did they fall upon the Raiders.

One did fall upon Isnot, who dodged with alacrity despite her heavy armor. Benjamin, Greanne, and Leopold were set upon mightily. One also attacked this chronicler, who was fortunate in the Grace of Xoshak. After the moment of surprise, then did the Raiders end the foul beasts, as mighty Xoshak had commanded them.

The Raiders did continue, until coming unto a room with a statue of a creature unknown to the Raiders, save Nyktan Warclaw, who spoke and named the thing Choker, but no statue caused mighty Xoshak to fear, and the Raiders did continue onward toward their sacred mission.

Next came the Raiders unto a room where the stones hung from the ceiling like great, sharp spikes. And on the wall, on either side, lay an entrance to a tunnel crosswise, and Nyktan the Skald, whose stories ring second only to my own, did climb to the tunnel, and there did see a gross of Chokers in the flesh.

“Ware!” shouted Nyktan, “For the statue which greeted us was but a warning, and within this cave are the Chokers themselves.” The beasts did move with great speed towards Nyktan, but being fleet of both foot and mind, and having been found worthy by peerless Xoshak himself, did Nyktan let loose his battle cry and draw forth his two-handed blade before the monsters could , moving alone into the fray, and did he lay about him mightily, countless strokes with the speed of lightning and the force of thunder, and the Chokers did cry in pain but did not fall.

The Chokers then set upon valiant Nyktan, reaching their tentacled limbs for his throat but finding purchase only on his body.

Benjamin, seeking to aid his companion, did throw a hook with rope attached. But as the Raiders prepared to come to their companion’s defense, did more Chokers come forth from the other cavern, and did those Chokers descend onto the Raiders. And Isnot did kill the first of many, but the others did come.

Xoshak then did shout loudly, his charge in danger, and did command young Benjamin to harden his stance. When Benjamin had done so, swift Xoshak did run to Benjamin, and did leap from his shoulders toward one of the great stone spikes, a full twenty-five feet above the floor, and did survey the scene within the cavern from his new great height.

“Lo!” said stalwart Xoshak, “Nyktan, hold and be hardy, for I shall assist ye in but a moment!”
And Nyktan heard the words of his leader and friend, and did take heart, though he was set upon mightily by the Chokers, and did call upon his magics to free himself from their grasp, but the Chokers remained adamant and came back onto Nyktan, wrapping their hands now about the thews of his neck and squeezing, that the very breath of life was taken from him.

Meanwhile Variel, seeing the mighty defense of Isnot, did work her magic upon the Orcish titan, causing her to grow to mighty proportions, and Isnot did strike heavily with her flail, laying into the horde of Chokers.

Now Xoshak did leap from his pillar of stone into the cave entrance, coming at last to the rescue of the choking Nyktan, and did strike into the Choker who had pinned down the woeful Nyktan, who, taking heart, did break free once again to taste the air of life.

And then did I, in my humble action, call forth my simple power, and did layer a stone pillar in the slick fat of the hog, causing a mere one of the Chokers to fall from the ceiling to his death.

Nyktan having broken free of his captor, did Xoshak then become the target of the Chokers, but Xoshak’s alacrity did prove more difficult for the beasts to grasp than that of his loyal friend. So did the Chokers fail to grasp swift Xoshak, leaving him free to strike again.

And Isnot, now in hugeness, did pursue the Chokers from the rear, who seeing her mighty form. But instead of climbing, Isnot used her greatness instead to lift Benjamin to the lip of the cave, that he may pursue the last of the vermin. And Greanne did work her healing upon wounded Nyktan, soothing him with the powers of her sacred faith.

Now Nyktan moved to safety and drew forth his bow of yew, making ready to pepper arrows to his formed attackers, and the Chokers struggled to place even a scratch on Xoshak.

And Mcrath, cowardly and timid, did loose a torrent of mist, that the Raiders were unable to see anything upon the ground, and did scream in his cowardice. And the reason for his desire to face mere frogs became clear, for thought Mighty Xoshak had thought him worthy, as he had faced before the basilisk which had so challenged the Raiders, Mcrath’s wretched miserliness of spirit became now apparent.

Even though Mcrath’s cowardice loosed confusion upon the Raiders, brave Xoshak’s blade flashed through the chokers, delivering only death to the beasts who had sought to take the breath of life from the Raiders. And then did the Raiders collect armor and weapons, left behind in the ages past, when the heroes of old did fall under the fingers of these beasts before Xoshak and his celebrated Raiders did free the world of this ever-looming danger.
Freshly girded, then did the Raiders set forth, ever deeper and deeper, that the world around them would be safe from the malice before them. But before the Raiders could continue, came they upon a tunnel too small for any but I to fit in, for as a Halfling I stood not as tall as the others. And came I upon a room with many sarcophagi, and great was the setting, and upon reporting back did the Raiders squeeze their way through the tunnel, removing armor and dragging their gear behind them.

Then onward pressed the Raiders, past the sarcophagi of old with all respect, and Isnot did fall through the floor, which dropped beneath her in dastardly trap, causing the Raiders to pass through a great pit in the floor.

Then came they to giant doors of brass, adorned in figures of celestials of old and bedecked on either side with rune-cased obelisks. But the tunnel in which the Raiders walked continued past these great Doors. And “Lo!” spake munificient Xoshak, “Should we return to these doors, for I believe that this tunnel shall emerge onto know territories, and I believe that we must press forward, that we find our path without need of crawling. And the Raiders saw that he was wise, and passed the door.

Another pit trap, this one deftly avoided by spry Xoshak, and did the tunnel connect back to known territory, which Xoshak had wisely predicted. So now came the Raiders to the doors, the great doors which before they had moved past.

Then Benjamin, holy follower of Muir, did commune with his Goddess, who saw the holy nature of the quest pursued by Benjamin and his great chieftain Xoshak, and did part the way before the Raiders, showing her love of their pursuit of duty and granting her blessing to the path they trod.

And then, in the room before them, lay more sarcophagi of a hero of yore. The walls spoke of a great teacher, Flail, and a knight, Bannor, both great heroes of Muir, those from who greath Xoshak had inherited her spirit and his will for valor. And there, on the bier beyond the sarcophagi, lay great Flail, his body ever-lit in the holiness of Muir and untouched by the ravages of time.

But only Benjamin and Nyktan, the Raiders who followed Muir, were allowed by the Goddess to pass into her holy shrine. They bore Xoshak’s good wishes for Flail and all his followers to his bier, and laid the respects of all the Raiders within.

So onward pressed the Raiders, into further parts unknown. Once again, skilled Xoshak brought forth his map and led the Raiders through the subterranean terrors. With the Raiders assembled in full, and with the support of the refugees, through burdened with craven McRath, Xoshak put forth that the assembled Raiders should assault the cultists of Orcus, for lo were the Raiders at their greatest strength, and to strike at the heart of evil was the greatest desire of the terrible Xoshak.

But, hark at the cowardice of the followers of Orcus, for knowind dread Xoshak hunted their very existence, a wall they had erected a full forty feet in thickness, sealing their temple off from the outside world and preventing Xoshak’s entry.

So onward the Raiders went, now through the waters deep. Through a tunnel submerged the Raiders swam, and came they to an area neverbefore seen by man in thousands of years. And in this cavern rested a foul lake of tepid water, filled with fungus, and behind the lake lay a glowing idol in the form of a corpulescent toad, the likes of which caught the interest of intrepid Xoshak and his band. The lake itself swam with frogs, darting throughout the rank, desecrated waters they called home.

Then descended the Raiders further, and upon their descent they were met by a thunderous sound, and Xoshak turned to his Raiders, then sayeth “Halt, friends! For I perceive that peril shall await any who should traverse these steps, and I fear that all of us should be in danger should we perceive. Allow me to venture forth alone, that I may absorb this punishment on behalf of ye all, for I would be loathe to see in inflicted upon you.”

So Xoshak walked forth, and into the depths did he proceed. And we was met with blasts of acid, and cold, and curses of evil, and taking the pain of these traps onto his body. For brave Xoshak’s body alone stood sacrifice for his people, and upon it was wrecked the wrath of a hundred such magical, foul traps.

At the end, he stood, and beckoned his party forth, saying “I have made the way safe for you, and beg you to follow, sheltered from the storm I have taken upon myself.” And his Raiders did follow, hearkening unto the selflessness and bravery of their leader and in awe of his staunchness.

And then did Isnot come upon a pit full of rats. Betham the Diviner wished a corpse, and Isnot did lay forth bait in the form of the mushroom of the cave-orcs, which caused a swarm of rats. Being merely pests, and not evil in their own right, noble Xoshak bid his Raiders to not bring death to the rats, but rather to byoass them in favor of more worthy enemies.
In a cavern of smooth, still water, a wad of slime in greenish color fell upon Isnot, burning her and sending her running. The Raiders responded, each in their own way. Some brought water, some brought grease, some cast their magics. Woefully, I realized that only fire should purge this foul substance from my friend, and then did I use a bag of fire built by alchemists using their ancient secrets, coating fair Isnot in flame, searing the slime and her flesh with it. The gracious orc did forgive me, for I had potentially saved her life, but warily did I step, for it is not without reason that the forerunners of my people have given great caution against the ignition of orcs who do not then die, as they are known to hold their grievances long and take vengeance great.

The next cavern held another pool, and by this pool massive three-toed prints caused the Raiders to ponder the nature of the creature they had only begun to hunt. For lo, did it become apparent to the Raiders that they pursued a Behir.

But before they could track the dire creature, the Raiders did come unto a room in which the great histories of the past were writ large upon the walls in a language most ancient. Then did they rest, for all chose to rest there and learn the secrets of yore.

Upon awaking, did bright Drythe summon his priestly magics and determine that the walls told of the Sorceror King Greymag, a king who ruled these lands some ten thousand years past. Upon trying to exit, the walls of Greymag’s tomb erupted with the wrapped corpses of old. Into battle the Raiders leapt, with mighty Isnot leading the charge, swinging about her with her great flail.

The mummies set upon the Raiders from all sides, spreading death and sickness. When the battle had cleared, Xoshak himself, along with brave Isnot, heroic Nyktan, Leopold, Greanna, and Betham had taken ill from the rot of the mummies themselves. The craven Mcrath fell prey to his fear and fell, shaking, in the battle, never to rise again. His like shall not be missed.

“Lo,” said Xoshak, after the battle had closed. “We are greatly victorious, and have smote our enemies a blow the likes has not been seen here in ten thousand years. But though our triumph be great, I see we have taken sore wounds upon ourselves. Even now can I feel the vile rot of the mummies within, clawing their way through my flesh. Though their physical form be crushed before us, the battle rageth on within. So let us fortify this position, and hold here, and protect holy Dryan and Cenarrah, that their great magics may purify us and keep us whole.” Said he little of the death of coward Mcrath, for the low man did no longer cross Xoshak’s mind. Respect had he only for those of strength and brotherhood, who could stand shoulder-to-shoulder with his companions.

Nyktan then was pricked of conscious, and did attempt to host a rememberance for timid Mcrath, and all the Raiders struggled to speak well of the dead, though consensus seemed that his cowardly end both remained fitting and of benefit to all.

And so did the Raiders fortify their position, and use their divine magics well to sustain the lives of their companions. Greane in particular fell ill, and had to be sustained by wand lest the rot take her before the more serious magic would be prepared.

However, the menaces within this subterranean lair were to not give the Raiders peace, and in the night, sensing their weakness, came upon them a great elemental of earth, and it cast exhaustion and fatigue in its wake. But while the Raiders did battle with the earthen monstrosity, and Leopold did stike the monstrosity, sending it crumbling, an unseen threat did lurk within their midst.

For Greymag himself, his evil buried long, had risen from the grave, and had hidden invisible with his foul magics. And lo, for he had committed his soul away from himself, and become an immortal lich, and now did he set upon the Raiders with the intent of finishing that which his mummy servants had begun.

My own magics ran weak, but were sufficient to coat the foul lich with a glittering powder, making him visible for Leopold’s brave charge. Nyktan charged force as well, and swung a mighty swing, laying about the lich hard with his sword before being brought low by the lich’s deadly touch.

Desperately did Ignot and Dryth, the cries of their companions sounding behind them, search both high and low for the phylactery of Greymag, that foul device which did power his unnatural unlife and enable his foul assault on the Raiders. But, as Xoshak himself fell prey the Sorceror-King’s touch, we found little in the tomb of ignoble Greymag but despair. Benjamin held, brave Benjamin, and did beat the lich back and away, giving time to the doomed efforts of the Raiders to find the power source of this evil. But even as Benjamin stood, the unholy magic of dread Greymag did wind its tendrils through his mind, causing him to perceive an enemy where stood a friend, and he did strike out at the Raiders.

Back, then, back charged Isnot, her flail held high. Grown she was, Verial’s power coursing through her muscle and bone. Back she charged, and in desperation she swung once, then again, her mighty flail crushing the Sorceror-Kings empowered corpse.
Greymag’s putrid hand did find her then, and all looked lost as Isnot began to tremble. But she held firm, her head high and eyes blazing, and did resist the touch of the unnatural lich as she swung one final flow, crushing his skull in and sending him to his rest.

“Lo!” shouted Dryth then “Behold, for it is not death that this evil hath wrought upon Xoshak and our companion-raiders, for their hearts do beat still, though they be near unto passing. Yea, do I perceive that they are but paralyzed, and that Zinara and I may perhaps revive them, given time. Oh Raiders, do I plead with me to hold against the powers of darkness which shall assault us here, e’en as we beseech the Gods themselves to cure mighty Xoshak.”

And then did the Raiders brace, and prepare, for though the body of wretched Greymag lay defeated, the phylactery which powered his terrible soul continued, and in no great time the Raiders knew he would return to wreak great vengeance on all who had opposed his foul will.

Purple Worms are not that Tough

It seems in Bards Gate there is a popular song that goes on for many verses how Siegried formerly referred to as the Arch-Mage is called Siegried the Arch-Liar. This song seems to have grown during your most recent absence from the city. It has many examples of the lie that Siegried has told. Some of them you sure are very improbably.

Also mentioned in the song is Xoshak, who is the counter point to the Arch-Liar. Xoshak throughout the song points out the lies that the wizard tells to poor unsuspecting folks. One particular lie is about a farmer’s daughter that seems to rouse much laughter every time that verse is sung.

As we ventured out once again the group picked up two more stalwart adventurers Arryn a Bard of some renown who decided to accompany the party because of the tales and adventurers he had heard of, and began telling. Zavareal an elf who traveled with the bard and herself an accomplished mage they had demonstrated their abilities in town by defeating a group of Orcs that had somehow gotten past the city guards, not that difficult a task still the skill and ease of the Orcs defeat showed more than just brawn there skill together left One orc blind one deaf and the others reeling in confusion and crying out for the city guards to put them in the jail.

We decided to return and search for the lost cleric, NykTans sweetheart and our former traveling comp anion. We returned to see if our companion had made his way back but it was blocked by a glyph trapped to bring an Army of demons against us Zoshack looking out for us looked for a different route. This route brought a group of Stirges to the attack; Zoshack wanting to save the party forced three of them to attack himself NykTan and Arryn each were attacked by the others. Zoshacks confidence in the additions to the group proved useful the elf’s color spray caused two of them to fall to the ground the others were crushed by the group in short order.

After moving on we found stairs leading down into a gigantic cavern, we could not see the top or the other side, we could see large piles of bat droppings even the Orc with superior Vision could not see the edges of the great cave. Zoshack worked on a map, Arryn slung a stone lite towards the season to see Great Light eater bats were descending upon those with light. We defeated the creatures, rather quickly disappointing really.
We began a search among the cave and found a figure of stone; it turned out to be a petrified human, a fighter named John. We explained how Zoshack had used his great skill at and knowledge to free him from his prison of stone, he had explained it was a lizard of some sort that had petrified him the others, Arryn, Variel, and Zoshack determined it to be a Basilisk.

We descended a set of stairs and came to a room which seemed to have been recently excavated. We took several minutes to determine an action but before we could finish studying Isnot took it upon herself to move forward NykTan not wanting to be outdone walked and was attacked by an insect creature that spewed acid. Its breath was a line of acid that covered them in a green spew.

As we moved forward we found several past adventures who had meet with the same fate as John one caught the fancy of Zoshack, he freed an Elf of great beauty, little did we know she would cause more than one problem for the party in the future for instance a short time after freeing her the smiling Zoshack forgot to check for traps at a door as he continued flirting he forgot to check for traps and set off inadvertently a trap that caused a large fire ball, and clouds of sickly smelling smoke. Later the lady convinced him that he could use magic to remove a trap BOOOM Zoshack came back burned and I cured him, I am beginning to suspect the lady is trying to kill the great Zoshack? Could she have been a set up from the thieves Guild? A plant I have heard they go to great lengths for an assassination, or perhaps she means to do each one of our group in? I will tell Isnott of my suspicions.

We moved on down the halls and found a circular room with a statue in it. We decided to check the about the room Zoshack found some writing on the statue, even my skills with languages could not decipher the words. Nyktans great genius shown thru he figured if someone could speak the words then he could translate, …………………………………turns out we summoned a great Demon Zoshack smiled as the creature coalesced quickly striking Zanara with great force. The burning eyes, strong arms and tail made it a fearsome beast. It seemed to have great resistance to the damage we were causing it was the skill of Zoracks blade and the back stab that finished the beast. We learned later it was a Vrock demon. I suspect that the girl may have been involved.

We returned to the room for rest healing the party good riddance perhaps Zoshack will return to his self in the morning we found a new section of the dungeon, up the stairs we ran into a group of Spiders. The room was filled with them. As we passed thru we realized we had entered area’s we had seen before we returned down below and found another room with statues as we moved further we found a room with more statues in it as Nyktan moved forward looking over his shoulder with a mirror he spotted the Basalisk we had searched for it put up a fierce fight we fought blinded losing the Bard right away to the deadly gaze of the creatures. The party fought bravely and blindly had it not been for the crushing blows of Isnot and the deadly accuracy of Nyktan the party would surely have ended.

Xoshak's Exploits

Relaxing in Xoshak’s Rest after your trek through the swamp a bard plays in the common room for an evening. Juggling knives and balls for a while to warm up the crowd he pulls out his lute and begins a tune that everyone seems to know but you.

And then he begins to sing about the day Xoshak’s Raiders killed the purple worm. He goes into great detail about how Zinarra leaps forward to protect the others in the group and is swept up into its huge maw. She continues to fight while Isnot slams the foul beast with her flail.

The rest of the group swarms the worm. It shifts around in confusion. Xoshak climbs the worm as it looks for a target. He pushes a pressure point in the worms jaw and Zinarra is released. Xoshak swings into the huge mouth and is swallowed down while the rest of the group continues to cut and hammer away. Xoshak burns as he is swept into the gullet of the beast. He grabs his scimitar in both hands and begins to slice into the inner flesh of the best where is is no armor to protect it.

Xoshak has learned through his studies with Siegfried that this is truly the way to destroy a worm. The best falters and begins to weave back and forth and Xoshak’s raiders cut and bludgeon its armored hide.

It falls to the ground with a huge crash and a few moments later Xoshak cuts through the hide of the beast. He tumbles out of the beast burned and bruised from the constriction of the internal workings of the creature.

The group heals and makes a fire. They cook strips of purple worm and sit by the fire laughing at their latest conquest. Then they cut a huge strip off the beast which is later tanned and formed into Xoshak’s armor, for he insisted upon the majestic purple color to indicate his leadership of the raiders.

The Wizard Kayden has asked Xoshak’s Raidiers to go to Sorten’s Tower and bring him information that would help to find the Sword of Air which is an artifact that must be destroyed to save the world from sure destruction.

He characterized Sorten as an evil wizard that he cannot confront directly for a battle between them would cause much destruction and maybe threaten the world from the magical energies released in such a battle.

The item Kayden has asked for is the Shaghaspondium, which he believes will lead the Raiders to the location of the Sword. Kayden believes the Shaghaspondium is hidden in the plane of shadow taken there by Cerannan an apprentice of the Archmage Sorten.

This apprentice never returned from the plane of shadow through the gate that is in the depths beneath Sorten’s Tower.

Kayden told the Raiders that Sorten’s Tower is near the coast east of Freegate. Freegate is many miles to the east of Bard’s Gate.

the 7th life of NykTan

The day began with a room full of rats, within moments of our entrance the blades dispatched the creatures. Itsnot has carried a few for our dinner this evening, I must admit when one is hungry and has been eating iron rations for a week now, there are a few good recipes for rat, and Isnot unfortunately knows none of them. I will endeavor to learn a few when we return.

We must remind ourselves each day of our task now finding the cleric as our movement continued we ran into some ghouls and a ghast dispatching them gave me some satisfaction but I yearn to find the undead mage we faced and I coward from. I believe he used some sort of magic it is the only explanation. The Great NykTan said it best as we journeyed it is a “never ending walk in the pit of oppression and inequity”

It seems now we have explored all the quarters of this level, no Cleric and no site of NykTans companion Alaya. The group determined the only options now are to continue down the stairs or return to the level above and fight thru the stirges. Zoshack decided the stairs would be the best route. They seemed to descend forever. As we stepped to the bottom we saw undead in the hall, zombies and skeletons as Zoshack summoned me to the front were I promptly dispatched them, perhaps I will have the chance to redeem myself and destroy the ghost mage after all.

As we proceeded forward we ran into two clerics of Orcus, humans they put up a great fight we finally vanquished them even though they had blinded Zoshack, who decided it would be best to direct the fight since a single misguided blow to one of his companions would at best leave them scarred for life or worst leave us with one less member then Isnot fell Held by one of the clerics, Zanara pulled her back from the battle and I found myself stepping into battle, a place a cleric should never be. I managed to stand my ground until Isnot and Zanara were able to rejoin the battle. NykTans ability to resist the magic they had thrown at him I am sure saved the day. Zoshak heard the sounds of distant drums so we decided to check it out. NykTan borrowed the ring of Zoshak to walk thru the walls, he found a temple were there was a ritual with a sacrifice about to happen. Sadly we could not help them we decided to rest and restore the sight to Zoshak, Nyktan found it difficult but eventually we convinced him there was nothing we could do.

The next morning we found ourselves better prepared, but so were they. We descended the stairs to find dozens of undead in the hall powerful was the cleric that raised them. It took much energy to destroy the creatures, but fell they did. The battle soon developed into a fight worthy of our skill, hidden away in each of the rooms along the hall were 6 clerics of Orcus and ogres. Zoshak chose to watch and study the tactics of the enemy, his wise decision would help us later. Nyktan ever rash rushed down the hall to busy the clerics, his action along with Zoshaks taunting kept them busy while Zanara and Isnot finished off the Ogres, at least we thought they had. We soon found out there were more as they poured into the hall. The zeal of these clerics amazed me they channeled negative energy even though the death of their friends was certain.

Boldly we fought, each of the great ogres fell, though it cost many healing spells and much of our energy, if not for the tenaciousness of NykTan and Isnot the guidance of Zoshak and the war priests Zanara healing surely the battle would have ended differently.

We should not have pressed our luck, in checking the next room we unleashed a hell we should not have survived, the undead were countless, and the clerics that backed them numbered more than 50.We turned to run and found the Clerics and ogres had somehow flanked us, turns out there was a secret door we had not noticed behind the great curtains In the hall we past. Certainly this would be our doom. Isnot would not let that happen she crushed the great ogres in a series of blows no mere human should have been able to accomplish and broke a hole for Zanara and I to get thru as we rushed thru the Clerics and shadows NykTan held them in the halls until the others gained enough ground to out run the Priests I assisted him on the steps as the priests advanced I release the marbles and the tangle foot I carry to slow their approach on the stairs it worked. I did not fear the undead or my own death as I had with the wizard, but I had the group to think of it was Zoshaks yell at us to retreat, and NykTans skills that got us out of the trouble (I should mention reflecting back it was NykTans curiosity that got us into the mix how many lives does he have remaining?).

We made our way back to town wounded but high in spirit, we had survived! Zoshak spoke of how he had made the pale demon run. It turns out he was trying to keep the demon off of us as we were fighting the clerics. Had it not been for his attack on the pale Beast we certainly would have met our end.

As we entered the town we found the Inn had changed its name to Zoshaks Rest honoring Zoshak. He allowed us to stay for half the price since he made up for it by others staying there. Our week in the town found us looking for items to increase our battling power. I found a Phylactery that increased my ability to kill undead. I will not let the spectral mage run me off again.

Reverend Mallory asked us to search the city of Ashes and find who has been robbing the graves of both bodies and treasures. Zoshak could not let such an injustice go unpunished so we venture out to find the culprits and put an end to their vile crimes against those in need of eternal rest. Kytan would join us later as he fell Ill and needed the rest. The city of Ash was actually a graveyard, which has stood for many years. It is now neglected and has found disfavor among those who had the ability to manage the upkeep. Only the poor and less fortunate are buried now with little or no ceremony.

We waited with the reverend until late in the evening. Just as Isnot finished picking her nose and eating her buggers for the fifth time (odd I have not noticed that habit until now) thru the mist four hooded figures appeared coming in our direction. Zanara moved for a better look and alerted them to our presence. Isnot began wailing about her father, and the loss leaving her in debt. On and on she wailed, unfortunately they left without committing a crime. I was surprised to see reverend Mallory was pleased with the outcome. He decided it would be prudent to post guards for the future. He explained he may have more work for us the next evening.

The reverend Mallory asked us to meet his friend Kayden the next evening; he gave us a sad tale of his Argument with another Mage. It seems he lived quit some distance from the city. We followed him leading us several days distance from the city. Finally we arrived at our destination traveling thru a swamp mist rising around us. We crossed a bridge with a black knight the reverend approached the Knight and some sort of password was given to let us pass. Further we moved into the swamp the mist closing on us finally we found a large set of towers with stained glass windows in them turrets flanked the door. A large gentleman blue skinned stood there welcoming us. Similar to an ogre he seemed pleasant even when Zorshak chided him. He recognized the reverend and invited us in to meet Cadin. The great hall was a grand area the stained glass windows marked the great area. The area was filled with a wizards exploits defeating such things as an army of orcs a great blue dragon etc. The butler made sure to leave us time to take in all of the great works.

failure of a Cleric

The air hung with the smell of Feces. At first Isnot thought her uncle may be here but as the smell increased she realized it must be someone else. We found a large room the Niktan the Kitan could see an Outugh ahead. Trying to sneak by the creature could sense his presence thru the vibration of its crap the creature’s pods struck out at him missing by inches. I fired a volley of crossbow bolts bringing first blood. As we moved I to assist Niktan two more of the creatures moved to assist the companion Isnot and Zanara finished the one I had hit bludgeoning the creature to death. Niktan decided to grapple the creature; I believe he was trying to ride the beast much like a horse breaking it to his will. The creature must have some sort of mind control as it caused Isnot to strike herself several times before she was finally able to overcome the creature and crush the beast. The smell continued as the beasts lay quit on the floor.

We found a sanctuary behind a wall that didn’t exist. Kitan recognized the tomes resting areas for great and lesser knights of Mier. Our rest in this place was filled with Peace. Kitan had a dream that evening telling him he could take the chalice of Elinere and the Stone of Tricolpel a fabled city, they had powerful magics upon them. Some distance further we found another hidden sanctuary and rested there for the evening. Stirges still continue plaguing us in this cursed place. Eventually we came upon a passage leading further down. Kitan found the wisdom in Letting the one called Zoshak lead the way they had not checked for traps and set off a massive fire ball that nearly cost him his life. Then darkness fell upon us. I am sure it was to hide the terrible creature we would face a horrid creature the body of a spider the head of a human. Its ability to appear anywhere in the battle was a bit un nerving Kitan and Zinara brought the battle to it the best they could suddenly it disappeared. We waited a few and it seemed it would not return but just as we were about to move on it appeared in front of me and attacked to my surprise the stunning barrier went off stunning the Creature. Quickly Zoshack moved realizing the creature was vulnerable and drove a dagger, thru it ending its miserable life.

We found amongst the dead of the creature a ring, scimitar and robe that radiated great magic’s. The ring had a great magic on it so much so that it created a discussion among the group as to where it goes. Zoshack decided it would be best for him to use, and that was that.

The trail seemed to end here, so we turned back and followed east from there. We found a creature we believe to have been a rust monster. “dubbed” rusty we decided to feed him some nail Zoshack had with him and left him to his fate. He wore a collar with some sort of magic Zoshack determined to be a dominate monster we searched and found nothing so decided to continue. Rusty followed us at some distance. We could hear him from time to time. We found a tunnel that narrowed until there was only a 4’ hole to crawl thru. As we pressed on the area ahead was dark we could see no further. Kitan could smell a great beast ahead we called to him thinking he may be Rusty’s benefactor he answer none of the languages we spoke. We decided to wait and return when I could light the way again.

We ventured forth thru the twisting halls and came upon a room with several priests of Orcus their leader seemed to control Rusty as he attacked Isnot surely the priest was cruel to force the creature to attack the one in the group that would show no mercy to it. The battle raged with Isnots Armor destroyed I could see the rage in her eyes she showed no mercy to the priests, she beat the cleric to a bloody pulp saying it was easier to get them out of the armor. Isnot found the armor worn by the cleric to be of some consolation. The cultists were well supplied, now their supplies allow us to stay another day searching these ruins. We decided to return to the shrine room for rest it had been a long day. We found rusty back in his home cowering from Isnot but still alive. I am glad her anger did not kill a creature merely trying to survive. Her soul would have been tainted forever.

The rest brought us clear mines and a sense of rest again Isnot though mad no longer at Rusty now felt it time to venture on and leave this area to rusty before he had to be put down. We moved back to resume our exploration. We found a mage of some undead nature! We crushed the sarcophagus only to find it empty surely we would destroy the creature. Within a few minutes the assault found us running! The mage nearly crushed us? Within a few moments he fire balled us reduced the fighters strength and had the clerics unconscious, if not for a potion Isnot had I would not be telling the story anymore.

We rested for the evening and returned to fight the mage; he had gone I have failed.

After seeing the warning of Purple Worms from Siegfried the Arch-Mage the group passed through the stone arch and found a small river flowing through the next chamber which is a huge cavern.

The group crossed the river and entered the larger cavern. Stephan moved toward the cavern wall to use the shadows to conceal his location. He could see light spells among his companions in the distance.

Suddenly there was a roar and a sound of something bursting from the cavern floor in the distance. The lights of his companions began to swirl around, circling and leaping around.

Stephan pushed back further into the shadows against the cavern wall.

The lights from his companions continues to swirl. One rose up in the air and disappeared. One rushed forward, one seemed to dodge. The one that rose in the air flew through the air and disappeared.

Within a few seconds the lights went out one after another seeming to sink into the ground.

Finally, they were all gone and there was only the roar of some beast from the direction of the former swirling lights. Then another crash as if something was pounded into the cavern floor, and the entire floor below Stephan jumped up and the wall shook.

Stephan bravely traversed the room at his own peril knowing he risked attracting the attention of the beast that had clearly devoured the lights of his companions.

“Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the
surviving priests of this accursed demon-god fl ed the city with an army of enemies on their tail…”
— R1: Rappan Athuk, The Dungeon of Graves: Upper Level

The northern wall of Bard’s Gate looks out over a vast river valley disappearing into purple hills in the hazy distance. The mighty gates fixed in that wall rarely open anymore. On the few occasions when the north gates do open to allow entrance to the occasional merchant caravan or especially daring traveler, they reveal a wide road, paved with great stonefl ags forming a smooth and level traveling surface striking due north for the hills. However, closer inspection reveals the signs of a lack of maintenance, and after a few miles the road deteriorates into little more than a wide dirt track, overgrown with weeds and with only the occasional stone paver visible in the hard soil. It obviously sees little travel and even less care.

Few stand atop Bard’s Gate’s north wall and gaze out upon that hazy vista or care to think about what lies beyond those distant highlands. Fewer still are brave or foolish enough to make the journey in that direction. Bard’s Gate relies on its commerce from other roads in other directions and pays no mind to the north, for to the north, beyond the village of Taverlan and the distant purple hills and across many leagues, lies the reminder of one of the most tragic moments in the history of the civilized kingdoms. To those who even care to remember, the north gate leads only to bad memories or mournful legend. To the rest it leads to where only madmen would dare to go—the ruined city of Tsar and the great Desolation that surrounds it. Tsar, the great temple-city to the Demon Prince of the Undead, stood for centuries as a bastion of evil and hate. Foul beings of all kinds fl ocked to
its mighty walls and found succor and purpose within. At its heart stood the great Citadel of Orcus, the black heart of Orcus worship on earth.

Countless evils were perpetuated in those corrupt precincts, and equally countless wicked plots were hatched and carried out therein.

Finally the goodly kingdoms could stand the presence of this festering boil in their midst no longer. The churches of Thyr and Muir led a delegation of good and neutral faiths to Graeltor, the last overking. Only with the backing of the nations’ secular armies would the holy churches be able to erase such a blight. In his last major pronouncement before the overthrow and fracturing of the kingdoms into the independent nations they are today, Overking Graeltor called for a mighty crusade to tear down the walls of Tsar and forever end the presence of Orcus worship in the world.

This crusader army, raised from all nations and almost every nonevil faith, became known as the Army of Light and marched for Tsar. In command of this army Graeltor placed his most trusted advisor, the archmage Zelkor. Supported by innumerable knight commanders, wizards, church patriarchs and scores of heroes of renown, Zelkor quickly advanced his army from its staging ground of Bard’s Gate, through Tsar’s outermost defensive positions and into the great plain that surrounded the temple-city itself. Flush with their many quick victories, the Army of Light suddenly found arrayed against itself seemingly endless legions of every sort of vile warrior-race and fell outsider imaginable called up from all over the multiverse and lining the battlements and fields before their redoubt—one of the greatest fortresses and citadels ever erected in that time. The beginnings of doubt seeped into the ranks of the Army of Light.

However, hope was not lost as the heavens opened up and flight upon flight of angels and celestial beings descended from on high to swell the ranks of the Army of Light. With grim determination in both camps, battle was joined on the plain before the gates of Tsar. The war raged for over a year, the Army of Light advancing to the very foot of the walls and then being pushed back by a new surge of demonic power. The disciples of Orcus led by the Grand Cornu, Orcus’s single highest-ranking priest on the mortal planes, threw every vile attack they could at the Army of Light in defense of their city. Rains of horrific fire and acid fell from the skies or belched from fissures in the ground, great constructs crushed their foes before them, terrible clouds of poisonous gas choked entire regiments, and
heretofore unknown plagues swept through the troops causing thousands of horrible deaths among the Army of Light. Nevertheless the forces of good persevered and fought on.

Finally, though the battle seemed no closer to victory, the fates seemed to smile on the Army of Light. Unexpectedly the city fell. In a single night the entire city virtually emptied of defenders as they all were magically transported to a point several miles outside the city’s walls, complete with baggage train and mounts for many. The magical expenditure necessary to complete this miraculous maneuver cost the Grand Cornu his very life in sacrifice to Orcus, but the legions of the demon prince had broken free from the Army of Light’s cordon. They immediately took flight before the stunned Army of Light, heading south.

Zelkor and his fellow commanders were immediately suspicious of this sudden retreat but could not afford to allow the combined followers of Orcus concentrated in one place to escape and spread their insidious evil again. A cursory sweep of the city by scouts proved that the withdrawal was no ruse, so Zelkor left one of his most powerful knights, the paladin Lord Bishu, with a company of knights to secure the citadel and hold it until the Army of Light could return and properly destroy it. Then, still with a seed of doubt niggling in his mind, Zelkor ordered the Army of Light in pursuit of the fleeing legions.

The tale of that long pursuit is an epic in and of itself. Finally the Army of Light cornered the forces of darkness in a forest near a rugged coastline. In anticipation of a great victory, the forest was prematurely named the Forest of Hope. The naming proved to be a cruel irony, for in the forest the followers of Orcus had been preparing a great trap for years in case just such an occasion ever arose. Both armies disappeared into the forest. Neither ever emerged. The Army of Light was lost to a man.

The shock of the loss of so many heroes, nobles, and leaders of renown reverberated throughout the kingdoms. The overking was overthrown in the unrest that followed. Minor wars erupted as new factions took over old power bases bereft of their leadership. When all was done and a semblance of peace returned, the lands looked much more like they do
today. Some said the loss of so many was worth it for the eradication of the foul cult of Orcus. Others said it had been a scheme concocted by the demon prince all along to destroy his most powerful enemies and sow hate and dissension throughout the civilized nations. Years later when a terrible graveyard and thriving dungeon complex devoted to Orcus was discovered in the Forest of Hope, popular opinion agreed with the latter theory. It seemed Orcus had not been eradicated after all, just relocated, and once again his insidious evil began to spread throughout the lands.

For the past century some attention has been turned to delving into the
so-called Dungeon of Graves and rooting out the evil now entrenched
there. However, what remained of the temple-city
of Tsar was a vast, abandoned ruin surrounded by miles and miles of
poisoned and scarred wasteland left behind by the battling armies. It was
all but forgotten as a bad memory of despair with no value save as an
eyesore and wilderness home for strange and fearsome beasts that moved
into the desolate area. The knights of Lord Bishu, left behind at Tsar, were
likewise forgotten as they, too, were never heard from again. In the wake
of the great tragedy at the Forest of Hope, no one thought to check into
the ruins themselves, and all who knew about this relatively small group
that had been sent to the city had perished in Orcus’s trap. The people of
the civilized nations went on with their lives with, perhaps, a little less
hope and optimism than before. Tsar was forgotten, and the land around it
shunned and remembered only as the Desolation.

While the rest of the world looked southwards for the future, some
few remembered the distant exotic markets of the far north. Those brave
or foolish enough to try reopened the trade road that passed through
the Desolation to once again reach those far lands. Those that survived
such treks and were able to trade the rare items they brought back made
fortunes, but most who attempted the dangerous passage died—lost to the
hazards of the Desolation. Eventually a small settlement of cutthroats and
the worst kind of profiteering entrepreneurs sprang up on the southern
fringe of the Desolation. This hole-in-the-wall known simply as the Camp
serves as a staging ground for travelers to hire mercenary guards or fast
mounts for the perilous run through the Desolation. Likewise it serves
as a point of relative safety for those few managing to make it through
from the north with or without goods in tow, often with denizens of the
Desolation in hot pursuit. There is little to this unruly, fringe settlement,
and many meet their fates on its dirty streets without ever making it to
the Desolation. Regardless, it manages to just barely eke out an existence
serving as a stopping point for those few travelers who dare to make the
run.

Now no one but these miscreants and fortune-seekers pay any attention
to the area and then only so they can pass through the Desolation as quickly
and safely as possible. The temple-city’s ruins are universally avoided
and little thought of. Why would anyone wish to go to almost certain
death? What could still exist in the unknown holes and broken towers
of Orcus’s greatest earthly bastion? What could lie undisturbed, awaiting
some possibly preordained time to awake in the ruins of slumbering Tsar?

Perched on the verge of the war-torn wasteland known as the Desolation stands a
settlement of dire reputation. Known only as The Camp, this wretched collection of
criminals and scoundrels, the desperate and the hopeless, all eking out an existence on the
far fringes of civilization make this truly a place of new beginnings and horrific endings.
Now things stir within the Desolation and call to heroes seeking secrets and treasures
lost to the knowledge of men. The promises of reward dare the brave and the foolish
both to seek their fortune in The Camp—out on the very edge of oblivion.

Zoshak (the one with no name) perhaps he will finally found his true name , and the raiders returned from the tombs after killing a Troll with no Mercy for killing the horse of Zoshak. Our group had found a new member a Kat Bard named Nyktan Warclaw whom we had found held by an ogre in the crypt he proved very helpful in the attack on the troll his songs inspiring us to a viciousness the troll could not overcome.

The beast had the nerve to have chosen Zoshak’s horse for a meal, a poor choice indeed!! We returned to Bards gate to recuperate and to study. We chose the Inn of 6 candles, a posh place that put us back several coins for the stay. Nick Tan arranged for a grand meal by agreeing for the party to sit for a portrait. It was a grand meal with foods of special nature Wyvern steak, Fresh corn and fruits even what was noted to be frog legs from the gulf of Akados? Seems like that would be quit a distance to travel I had some suspect of this but the meat was very good.

Each of us took the time in the city to hone our skills, repair our equipment and purchase much needed supplies. I found a book during our adventures and took the time to read the great tome to my amazement it brought great clarity to me. My skills seem to have improved from its reading. I enjoyed my meals at the pub of Tarken and Kels the meals at 6 candles Inn were too expensive, and the frog legs seemed a bit salty. The others busied themselves in the town but it did seem to wear on us soon the time came for us to leave and continue our mission to find the cleric Ambasore and now Zoshak himself.
We still know not what happened to our friend Zoshak, we had hoped once he finished with the great demon that had barred our way, he would return, alas now I fear the worst. The one with no name will have to fill his great shoes. That may be difficult he seems to shun his duty’s even the visit to the mayor left him kicked to street as he had come smelling of rum. Our visit there was of a good nature. The mayor asked if we would be staying in the town we explained our ongoing mission and that we would be here on and off. He assured us he would be happy to have us return and hoped that the humble Zoshak would come at the next invite. We discussed the Dragon hills and Zoshaks desire for a dragon for a riding beast, a much hardier beast that would defend itself from the like of a troll. A blue dragon would be best; Zoshak would bend his will and force it to repent for its many past deeds.
We had picked up a new member to the party a fellow named Benjamin a follower of Miur a good fellow that would prove helpful to the party. Finally we began our trip back to the crypt looking for our friend and the cleric. On our return trip we stopped at the shrines. To my amazement Benjamin proved his worth by opening the temple doors we could not. Inside we found the room to be peaceful and remarkably clean. Inside we found several doors hidden with tapestries showing the great deeds of Miur’s followers. Each of the doors had a riddle of Miur written in Celestial, I translated it for Benjamin to see if he could decipher the riddle. Zoshak the one with no name figured out the riddle on each of the doors a virtue was called out and a spell cast for each of the door. the weapon courage, and the spell magic weapon; for the shield divine favor was cast and the virtue truth. Each of these rooms were barracks that held weapons from long past and cots for several soldiers. This site could prove very helpful if we needed to find a respite in the future.

We decided to clean the temples but found it too great a job to do at the time, and the fact it may happen again if we did not first remove those that had defiled the place. We pressed on to the entrance ofthe Thyer burial halls. As we entered the peace we had felt at the temples, dissipated into nothingness leaving us with a hunger to destroy the demon and find those lost. I learned that Nick Tan was searching for a lost friend; it seems some girl he had known since a child. It seems this place takes many I fear I may have to dispatch them as undead in the future if we do not find them soon.
We took the route down thru the secret entrance Nick had shown us on our last trip. The one with no names skills with a map have proven to be useful. If not for his considerable skills we would be traveling in circles I am sure. The maps he makes do seem to take up some time though in his continual arranging, and rearranging.
We made our way back to the brass door we had found in our earlier trip here. The door bound in Brass could not be opened even with the persistent hammering of the ½ orcs great Mall. The reverberation of the brass rang thru out the dungeon to no avail. We decided to adventure into the water since we could find no other trail to follow. I believe Nick Tan pines for the “hairball” as Isnot affectionately calls her.

As I cast water breathing on the group we entered the water. The water soon covered our heads as we stumbled thru the murk and dark even my vision was clouded. A cloud arose as something stirred the water. Suddenly I remembered the giant frogs we had seen in the water before. I cast daylight trying to run them off but the light seemed not to bother them. Brightening the area I could see the beasts swarming us much largger then I had imagined. Zenara was swallowed by the creature to my horror. Suddenly it came to my mind the probable source of the frog legs from the inn. I would have to trust the great Zoshak and the other fighters and cure them as the battle raged. I cast sanctuary on myself and prepared myself for a long fight. To my surprise Zoshak (the one with no name) opted to hold the attention of the frogs and allow the other the glory of defeating the frogs. Nick and Zenara decided to attack the creatures from inside leaving the creatures gullet split for easy escape. Zoshak (the one with no name) saw the fight would be too difficult and chose to lead a couple of them off, it was a good thing the fighters used most of my cure spells. It nearly cost his life Zenara followed with him so I am unclear what happened on shore but I found Zoshak unconscious, a poor way to hold them off or at least I believed. Zoshak (the one with no name) surprised the frog and myself with a quick slash up thru the jaw, killing it instantly, the fighters, Isnot, Nick Tan and Benjamin finished the other off.
The battle drained us of nearly all our healing and spells coverage. Zoshack had saved us again, dividing the creatures and sacrificing himself for the good of the raiders, giving them more confidence in their skills for future battles. We decided to rest for the evening’ rest came to us easily and the morning came to soon. Zoshak must have been disappointed in our battle and was too worried for our safety to return to the water. I asked for assistance and found the ability to shape stone in the morning by removing the stone around the door it fell revealing the stairs leading down. It ended in a blank wall, from this side it was obvious this was a secret door Zoshak (the one with no name) listening with his great ear of hearing heard nothing. As we opened it we found ourselves in a large room several feet down from above.
The map maker began a new map, and we wondered thru the halls until we came upon three damned orcs that worshiped Orcus. Isnot caught their attention speaking to them in their language as Zoshak (the one with no name) and Nick vanished the battle began Zenara felt the fear of their presence and ran I reassured her and strengthened her will for the coming battles battle. Nick and Zoshak (the one with no name) appeared near the clerics and dispatched them quickly. Zoshak (the one with no name) opened the door with a quick twist of the lock, disabling the trap that laid in wait along with it.
Yes, Yes with that small but significant action the one with no name took emulating his hero has led him to become the legendary Zoshak henceforth so named. His presents now calms the raiders even in their greatest fear!
Pressing on we found a hall with a haze of purple, we could find no other way to go so we ventured our way thru the mist we traveled a great distance and then I felt the stench of undead I stepped forth and brought destruction on the creatures, leaving nothing but the body of the zombies that had attacked us. We came upon a room filled with magic, and a pentagram. The room radiated magic. the pentagram inward facing magic circle against evil the outer also a magic circle of protection from evil held a great creature probably for centuries. Undead in its nature I could not let it stand stepping forward to attack the zombies first that Zoshak had tricked into following him. As they advanced towards us the power of good surged from me making them writhe in pain another blast and they would fall, finally resting in the peace of death.
A Drow (we suspect) joined the battle, I believe she had been hiding on the roof her invisibility a powerful magic. She had cast dark to gain an advantage in attack. It didn’t work I brought the light of day to bear in the room canceling her foul magic. Nick Tan attacked her climbing the walls but she was too quick attacking our group at will until I suspect her invisibility was about to run out she fled the room. We pursued and found her sleeping chambers but it seems she had disappeared. We did find her idle and Isnot crushed it with the Maul of the titan. Hidden deeper in the room past several secret doors we found three chests with the drows treasure. Zoshak suggested that we take the treasure to entice the drow to meet with us again. There were several jewelry pieces, furs coins and 4 potions that would assist in a fight with the drow when we meet up. Fly, spider climb and invisibility, yes it will be a different outcome. the next time.

After destroying the font that created all those skeletons the group had a few choices as they explored the next chamber of empty tombs.

They found a room that had not been desecrated like the others, with intact entombed priests of Thyr. This room felt protected and safe. After taking their rest here they decided to take the corridor to the left. They entered the corridor and it had many alcoves again with desecrated burial sites.

In the distance they noticed an red glowing light that radiated evil on a level that Xoshak could feel it from 30 feet away. He bravely asked the others to stand back while he investigated. He approached cautiously, all senses extended out seeking danger. Suddenly a demon appeared in front of him and he stopped.

The group began to come forward but he fled back to them. The demon yelled after him but Xoshak could not understand the words, although it did not sound threatening in tone. The language was clear to Dryth the Cleric of Freya who called out to Xoshak. He only wants to show you the way to the Master. Xoshak stops and comes back, he rushes to the Demon, and the Demon opens a door which Xoshak goes through. Then the Demon closes the door and a battle ensues as the group tries to follow their leader.

The Demon hurt the party badly and they fled back to the safe room where the Demon could not enter. He waited for hours and the party did not come out. Eventually, he left the area.

Determined to find their leader the party then entered the rat tunnels they ignored earlier. These took them down to a lower level with sinkholes and pools of water and locked doors.

They explored looking for Xoshak everywhere until they came to a pile of rocks. They climbed these rocks and found another pile of rocks. Zenara stayed behind to watch the rear and was confronted by a large ogre who knocked her unconscious very quickly. The one who took the mantle of Xoshak came back over the pile of rocks after hearing battle behind him and attacked the ogre and was almost overcome also until more reinforcements came over the over the rock pile to help n the battle. They overcame the ogre and took some rest and recovered.

They then went over the rock piles and found the ogre’s sleeping chambers and a treasure room full of sacks of treasure and a strange creature much like a cat tied up in this chamber. Nyktan appeared to be being saved for a later meal.

Nik-tann said he had not come through the rat tunnels but had found a secret door near the entrance to the dungeon.

The group continued to search for their missing leader. The next challenge was a darkened shrine to Orcus. They easily destroyed the creature they faced their, and decided to head back to Bard’s Gate and regroup rather than continue their adventures.

They followed the stairway back to the secret door that Nik-tann had found and discovered as they exited that Xoshak’s horse had been devoured by a large creature. It foot prints were identified as belonging to a troll. They followed the tracks to the troll’s cave and killed the beast without taking a wound.

They then returned to Bard’s Gate to tell their stories and refresh their supplies.

or Too Whom the Team follows

As I awoke I realized Freya had once again smiled on me. As I began to make my plans, the one with no name arrived out of breath. Privately I thanked Freya as I began to explain my plans to the one with no name. Freya had found me worthy of new skills!

She had granted me Water breathing and locate object. I would use the locate objects to find the shield we had previously recovered. I knew Zenara had kept and would be using it we located it and decided we would follow the stream using the water breathing Freya had granted me. Into the water we went following the route the others had taken before we tumbled along not knowing where we were going, finally we fell from the tunnel into a room with a pool to our surprise and great relief we found them huddled and humbled by their frightful night they were grateful we had found them I helped healing the Orc and assist Zenara in caring, and healing the others. From there we began looking for a way out, we determined going back was not possible so we began traveling to the east again taking the left. That trick no name had given us had gotten us back together.

We began our travels again the halls began to get so narrow that Zanara and Isnott had to remove their armor further the halls began twisting and turning, so much so that the one with many names finally gave up pacing the steps for each movement along the path. We came upon a room that led to the outside, there was some discussion about whether we would leave, the one with many name spent what must have been an hour or more trying to toss it up the shaft and dodging as it would fall back. Harold watched with great interest. Eventually many names gave up as the falling grapple creased his skull causing many colorful languages. Harold told him he could use a summoned air elemental to bring it up. The upper end turned out to be the grave yard we had arrived in so we decided to continue on (the group still feared facing the Gargoyles) the tunnels still trailed on twisting and turning eventually we ran into an area were the fighters could put the gear back on.

Later we came upon a large group of stirges there determination brought the group to a near brink of disaster but thru sheer determination we were successful in finally defeating them.
We found several dead bodies littering the floor and on a dwarf we found a pair of magical boots a battle axe of master quality and several gems. We decided to rest for the evenings in the large chamber were we fought the stirges. During the evening we were attacked by a strange beast that seemed t be in several places at the same time. The black cats struck fear into no name, and somehow snuck up on him.
I suspect he may not be able to see very well. The “Tangtull” Manynames called it could be in several different places at the same time Isnott brought it down with a mighty blow bleeding across the floor. Again we were attacked by the Tangtull but being prepared this time we did much better. We waited a day and then swam thru the pool of black water into a chamber filled with undead I brought rest to the poor souls as the party watched in amazement their futile blows barely damaging the creatures. Searching their bodies we found Long swords the party divided among the group.

After the battle Zanara and the ½ Orc Isnout had a very interesting discussion on the need for several bars of soap. She needed a bar for each time she washed so that she did not get the creeping crud I decided that when I return I will have a talk with the shop keeper. I suspect he did not have a shield so he convinced her to spend money on the soap.

After this we found a curious room that had four doors suspended in the air. As we stared to check the doors we found that they were filled with a swirling mist the one with many names jumped thru the first door on the left the rest of the party waited and he was able to return, after he came back we decided to check the other doors in the same manner. we tried the second on the left. The one with many names and Isnott went thru we that were left waited a few moments when they did not return we decided to send Zenara thru with a rope tied around her, as the rope fell to the floor it suddenly occurred to us why the Dwarf we had found in the other room had only 30 feet of rope. Since she did not return it was decided that the rest of the party would follow.

We found ourselves in a large stand of trees. Our first thought was to determine our surroundings. Zoshack climbed a tree to determine our location and decided we had ended up east of our last location. It was a really tall tree. We decided to go north were Zoshack had seen a road. Zoshack struck out ahead to keep us out of any traps that may be about. Quietly, we slipped thru the woods. (At least as quietly as plate armor and a half orc could move.)We finally came to the road and turned west. As we traveled we came upon a Farmer headed east Zoshacks frustration with the undead was evident as he seemed determined to insult the fellow, with success. In fact we constantly looked over our shoulder expecting guards to catch us from behind his fear was evident.

We finally found a small Inn and found that we are just a few miles from Bards Gate James, the inn keeper had a grand voice and came up with a great tune about the finders guild. Zoshacks Raiders had become known as Bandits so we needed to change our names. Zoshack had decided to buy a horse the only one at the Inn. Zoshack rode his horse leading the party to Bards gate as we began to see the spires of Bards Gate the saddle zoshack used slipped and he fell catching himself just as he hit the ground. The city was much larger than I had anticipated. My first visit would be to the temples for understanding.

We stayed about a week in Bards Gate, I read the book we had found during our adventures, and Freya granted me greater reflections. I decided our group needed a little boost in our groups reputation whether we liked the name or not it had become our moniker. I began telling tales of Zoshacks many victories, truth be told I got caught up in the tales and embellished them. The defeat of the Great Purple worm, his crushing of the Bandit chiefs at Zelkors Ferry his rescue of the party from Rappan Athuk, I began to find great humor as our leaders exploits. My hopes of it taking on a life of its own were constantly being thwarted by the groups obstinacy at accepting our fate.

Finally 5 of Zoshacks raiders; Zoshack, Harold, Zenara, Dryth and Isnott decided we would make a quick check of the burial halls the calmness of the ancient path gave me a peace, and refocused my path to the destruction of the undead horrors that surround us. We spent hours trying to find a way into the darkness below and free those who had fallen to the new ways and there bondage. Finally Zoshack relented after shielding the adventurers from two explosive traps set by the evil followers Orcus.

We followed further along the pass until we found the entrance to the tomb proper. It too was trapped and Zoshack removed them with expedience even if the finesse was less average. The temple was a typical design. The entrance had an ante chamber where the cleric care taker would sleep. The cot and table had long passed its used, corrupted, and splintering. The walls had been defaced, and marked with symbols of evil. Further in we found the chamber of hero’s. The fountain that would have normally been the holly water had been corrupted and changed into a fountain of evil. The blood that spewed blood soon found Skeleton, warriors as before in the room of fountains as they would raise I crushed them with the word of Fraya.

Zoshack climbed upon the fountain to stop the flow of the vile concoction and hopefully stop the rise of the skeleton. For several minutes we fought on destroying the creatures Bongo and Harold stood the ground keeping the creatures from escaping our wrath. Isnott’s crushing blows fell heavily upon the fountain and as Zoshack finally blocked the flow Isnotts blows broke the bowl spewing putrid ichor about the room. This finally stopped the creatures. Giving us a small respite in the day.

Last of the Ratmen

Memories of Galgar
Ratguts…rat blood… rat death…that was all the two legs left. They came into our den to eat our ratlings and so we attacked. With vicious bite and scratching claw we struck, but the two legs had blades of iron and stinging arrows of terrible silver. We Ratmen had our poisoned blades and we laid some two legs low, but some encased in iron were to tough to gnaw and some so quick they could not be bit. One among the two legs danced around the battlefield with arrows of lighting silver, thus were Yargan and Jenta murdered by the one I heard the two legs call Xoshak. All the low rats fought beside us, four hundred and more but the two legs were quick to flee and sharp of blade, and thus they moved on, but we Ratmen had survived and are ratlings still alive. We shall always remember Jenta and Yargan, defenders of the clan.

Simple murder
I, Galgar, last of the warrior Ratman followed the two legs to make sure they would not rtuen to eat our babies. They were a brutal band. They robbed the barbarian who lived near us, and after he discovered them rifling through his belongings. Having knocked him out, one of the two legs whose name I could never understand simply slit his throat. A savage act carried out with routine malice…thank goodness these monsters never found our den.

Tomb of the Fallen Hero
It was easy to smell these foul smelling two legs. It seems they had come to the great door, through which none could venture. Amazingly despite the magic and crafting of the door they were able to enter the whispered Tomb of the Fallen Hero.
It was difficult for me to see what was happen but the one known as Xoshak, the deadly chicken, and the nameless one came running and screaming and smelling of fear from the Tomb.
I could hear the sounds of battle as the rest of the two legs fought some skeleton with a monstrous swords who were more powerful than any I had seen. My knees quacked in fear at the sight of the skeletal warrior but I stayed to make sure the roving homicidal terrors were finally defeated. The Fallen Hero destroyed the warpriest in two mighty blows. The orc and the spell begger remained and the wizard cowered in the corner.

Unbelievably by using dire and fell magics these two legs were able to bring their allies back to life and then turn around and destroy the Fallen Hero. By all that is ratty these two legs were either dangerously powerful or lucky.

Ambro falls to the demons
They spent a few days locked in the room of the Fallen Hero, what dark magics they practiced in there I’ll never know. The two legs ventured out again this time bursting into the home of Ambro and his ogre friends. What these five male ogres did in their home in such tight quarters I can only guess but they seemed immune to Isnot’s charms as the one called Xoshak seemed to indicate that Isnot was betrothed to Ambro or one of his friends.
A fierce but short battle ensues and the blood flowed like a river. Soon only Ambro was left alone and after losing his hand from a mighty swipe form Xoshak, Ambro soon fell. We the rats, must be vigilant to strike down Dyrth as soon as possible since his fell magic seem to infuse the two legs with power that makes them immune to permanent harm.

Purple Worm

Descending deeper into Rappan Athuk the two legs went to the worm place, finally, the fools went in despite a warning sign. Hiding deep at the entrance next to the warning sign by Sigfried the Archmage I watched as a purple worm attacked the warpreist and bit her grabbing her in his mighty mouth. There was some panicked rushing and then soon many of the two legs were in the river out of sight. Dyrth the fell magic user was alone having jumped back over the river and it is unknown what had happened the nameless sneak. It seems the two legged murders had been wounded, split, and lost…some small measure of justice after all.

Story from the thought rock collected in the Year of the Snake and attributed to Xoshak in this time period.

Agghhh….water…wet…cold…dark. I thought I could barely make out the magical light emanating from my companions as we were all swept down the river. All of us? Well I was not so sure, what about Jonny Lawless and Dyrth?

Cough..splutter…cough..splutter. I’m in a room with a pool and the river continues on. I fight hard to pull Xanara and Isnot out of the water. Bangu pulls Herald out. Wraiths appear and battle ensures with magic swipe and positive energy they’re defeated. We stumble on…so tired…so very tired…

Annals of the Brave, Volume Thirty Nine

Annals of the Brave, Volume Thirty Nine

Gathering in Zelkor’s Ferry; Xoshak, Herald, Zinara, Dryth’Synth, Isnot, and Johnny band together to seek treasure and make the world a safer place. Many scholars debate which priority was greater to Xoshak’s Raiders, sometimes known as the Delver’s Guild, but few can doubt the impact of the band on future events.

Heading into Mouth of Doom Xoshak’s Raiders followed the path that Xoshak and Zinara had followed before. Soon they found themselves facing the fat leering demon relief that Gabriel had been teleported through previously. Reaching out and straining against a magical repulsion the band touched the relief and crumbled to dust, their ashes being sucked within the leering mouth and whisked away to another destination.

The band found a strange room with disks in the ground that could be turned in different positions. They seemed to control the direction of teleportation. The bulk of events that occurred in the following few days took place in a disjointed sojourn through many isolated rooms connected only be a maddening labyrinth of teleportation devices.

Battle of the Rats
A room full of despicable disgusting rats of great size and even a few as big as men. The Raiders waded through the swarm as Isnot held the doorway protecting the lesser Raiders as Zinara was first to setp into the room in a daring bid that had her surrounded by rats on all sides. Xoshak tumbled through the pack to face the large rat men at the back and flank the large Ratman who was injuring Zinara. Zinara was first to setp into the room in a daring bid that had her surrounded by rats on all sides.

Hyrdra Attack!
They appeared on an island of stone surrounded by water as a dreaded Sea Hydra appeared. Leaping with a mighty roar Xoshak raked the beast with his armor spikes before the monster could react. The heroes then began to jump in the water and swim or hold their ground on the stone platform. Some of the party making for the island in the lake with the next teleporter. The Hydra withdraws after most of us make the island.
Relentless the heroes go back this time the noble Dryth casting Abeloth lung allowing the band to breath underwater, the heroes then decending into the depths to directly confront the Hydra. Isnot pounds her shield to attract the monster.

An epic battle ensued with the Hydra hunting down some of the heroes one by one. Herald and Johnny were laid low. The Hydra even climbing on the island to take Herald. Only after some time were Isnot and Xoshak able to grapple the Hydra plunging their daggers into the beast swimming underwater time and again.

Arrival at Rappan Athuk
Finally the group left the Mouth of Doom and arrived at a gloomy graveyard where the dead were anything but at rest. Life size statute of dwarf and visited frequently. “Blessed is he who spares these stone, and cursed is the one who moves my bones” key in hidden chamber.

Xoshak’s Raiders then found a Strange green stone maouselem with many exterior sunken graves. They had found Rappan Athuk!

Surrounded by rats and ghouls The Raiders descend withdraw into the mausoleum. Finding a trap door in the floor they descended deep into Rappan Athuk. It was shorty after this that great Commode battle occurred…

The Chicken Wins

Working the map the one with no name tried to find the correct combination of the triangular transporters and map our route. Soon we found our selves in Deep trouble as the last Jump sent us to the grave yard of Rappan Ahtuk!

A cross shaped grave yard with mausoleums at the upper three corners and a well at the bottom. as we searched the mausoleum to the north there was writing, I believe it was in Dwarvish I suspect the one with no name could read it but I was not sure. Zenara noticed movement, as the undead began to rise I raised my cross and warned them to run or be destroyed! Fearing me they called there rodents and they began to swarm, even though I had the dead well in hand My companions felt they could not defeat the creatures and to my dismay they ran into the mausoleum the one with no name had opened.

I attempted to Consecrate the ground to fight on but their fear of death I feel distracted me and I was unsuccessful casting the spell. reluctantly I joined them in the Mausoleum. In the middle was a large Sarcophagus with candelabra’s Soshack found a secret door as the creatures outside began beating on the door. Its weight was so great it took all of our party and one chicken to finally get it moved. As we moved the candles on the Sarcophagus the roof began to descend we thought it prudent to descend even deeper into the depths of the dungeon.

to tell you the truth I was beginning to think the place was well over rated when one of the most bizarre things I ever saw happened. The one with no name decided to use a pristine commode Zenara had found. to our amazement his dearie became adhered to the seat, I found out later the creature was called a mimic or something like that! He was the butt of a few joke before we realized thru his screams that he was being attacked
Desperate times call for desperate measures

OH MY!!!

After exploring most of the Mouth of Doom four adventurers followed a stairway further below ground and found the GUT.

The Gut turned out to be a corridor of worked stone that has been tread upon by so many feet over the years that the stones are worn away.

This group traveled for 9 hours, on the way meeting three Ogres and almost fell to them in the corridor. The killed them after a difficult fight. At the end of their 9 hours they came upon an intersection in the corridor. It split left and right. The group went right and then left, and found a stable and a doorway in the left wall.

They entered the door and fond an Inn. Everything on the menu was twice the normal price except the sausage that was half price. Gilbert thought that sounded great and had some. They got rooms. Three separate ones with the two halflings sharing one.

During the night Lusanne died, and Gilbert had no idea how it happened. Although, Lusanne was blue as if she died of oxygen deprivation.

Gilbert found Zenarra in the morning and told her what happened. They decided to hide it from their most recent party member.

They decided to go into the common room and confront the Inn Keeper (The Roach Man). When they entered the common room their were 4 goblins and 5 Ogres. There was also a new human, who looked scared of the ogres. Gilbert sat with the new human and talked to him. He found out that five ogres had killed his party a couple hours ago and he fled. The five ogres in the Inn were looking at this human, speaking in ogre and laughing among themselves. They seemed to enjoy his discomfort.

Gilbert then went to talk goblins for a bit.

Zenarra, the new Human and the disguiser, decided that rather than confront the Inn Keeper with goblins and ogres in the bar they would leave. As they were fleeing out the door and down the corridor into the unknown.

As they fled the Inn Gilbert jumped onto the bar and stabbed the Inn Keeper in the chest with his rapier. The Inn Keeper grabbed Gilbert by the thought and Gilbert found he could not escape his grip.

The ogres were taking bets on who would win. One ogre could not find his belt pouch.

But they all cheered when Gilbert was killed by the Roach.

The group of three escapees continued down the corridor for many hours. Eventually, it opened up into a cave.

They entered cautiously. Creeping slowly through the cave. There were pools of water an they perceived that something was hiding in one of the pools. They waited and eventually a snake came out of the pool and attacked the small group. The new human died in the battle and the snake retreated to the water.

Zenarra and Julie moved away from the pool and rested. Then they began to work their way back down the corridor cautiously. As they crept along the corridor they heard ogres approaching. Hector used dancing lights to confuse them and they retreated back to the cavern they found earlier. The ogres never showed up so they began again. They found some goblins and met more ogres. Zanarra cast sanctuary upon herself and John, and they slid through the ogres with just a few attacks and mostly missed.

Eventually, they escaped from the Gut and the Mouth of Doom and returned to Zelkor’s Ferry where an expedition was being mounted to find them after their five day adventure.

Zelkor's Ferry

Deprived of the guards’ company, you take another look around the room. The woman sitting on the other side of the room appears to be a half-elf; the profile you can see shows the tip of a slightly pointed ear peeking out from her dark, shoulder-length hair. She takes a drink from her goblet and then sits staring into the distance, her chin on her right hand and her arms resting on the table. Absently she reaches her right hand under her hair, rubbing her left cheek, or perhaps her ear, and then moves to take up her goblet again. After emptying it she turns your direction and stands, and your glance is immediately drawn to the black patch over her left eye.
As the half-elf passes you on her way to the bar you catch a glimpse of a scar that runs from her left eye back under her hair on that side, but the hair hangs straight down, covering everything else. She also holds her left arm stiffly, with the elbow bent and out a little bit from her side instead of hanging naturally, and she wears a soft leather glove on that hand. Tallie speaks with the woman as she refills her cup and the server gestures in your direction. The half-elf nods and returns to her seat, and Tallie comes around the bar, wiping her hands on her apron.
“Amelia says you’re interested in some of the underground areas hereabouts,” the young woman begins. “I’ve heard that lady over there has done some exploring around here in the past. I thought she might be able to tell you a thing or two, and she said she would be willing if you would buy her somewhat to eat and drink. Her time is short, though, because she’s leaving when the riverboat comes in.” A few coins change hands, then Tallie takes you to the half-elf’s table. “I’d like to make known Ebrima Perigord. I hope she’s helpful to you.” She gives you a nod and heads back to her chores.
Ebrima is drinking white wine, and Tallie shortly arrives with a plate of fresh bread, cheeses, and sliced meat, which the woman nibbles at as she talks, pausing for bites between sentences. The half-elf seems quite willing to relate her experiences.
“I’ve been adventuring in this area for some time, so I can definitely tell you a lot of what you need to know. Only thirty miles from here, or maybe only about twenty, is a large dungeon, several levels deep, that they call the ‘Mouth of Doom.’ A year ago I was part of a group that did some rather extensive exploration of it. We were the, uh, League of Danger; you may have heard of us. We had several members, but those of us who set out in search of the Mouth of Doom were Nyala the Bold, Vani Kinslayer (a valiant dwarven fighter), Sir Bulmer the, uh, Magnificent, Lotha Quicksilver, the gnome priest Dobkin the Wise, and myself, Ebrima the Silent.”
“In our search for the dungeon entrance, we accidentally encountered an evil, uh, cleric who lives in the forest to the south of here. She hates all humanoids and kills them on sight! When she heard where we were headed she attacked us, assisted by packs of wolves and worgs. Battle was not our purpose so we tried to move on out of her area, but she summoned dozens of gargantuan spiders to try to trap us before we could get away.

“Be wary in that area of forest; her spiders are big enough to carry off a full-grown man. Their poison subdues prey, but it doesn’t usually kill the victims. You’ll just lie there helpless as the spiders wrap you in their webbing, turning you over and over until the web covers first your body and then your face. Next they hoist you up into their trees and hang you head down – still alive but only barely, to contemplate how it feels to be fresh meat and pray to your gods that you die peacefully from lack of air before the spiders decide to make you their next meal. If you find yourself in a spider wood, look carefully at the bundles of web hanging there; some of them might be people you once knew.”
She takes another drink of wine and goes on, gesturing emphatically. “Despite the efforts of the, uh, depraved cleric, we discovered the entrance to the Mouth of Doom and moved in on it like a bolt of lightning. In short order we routed out a band of bugbears from the first level. We sneered at the spiked pits and poisoned-arrow traps. We lived to speak about the green fire, and fought the demons in the, uh, room of many gods.
“Then, we found a chamber with a statue of that evil cleric’s ancient deity. A black skeleton accompanied by worgs guarded the stair to a deeper level. Of course, in such a place there will be undead, and we fought those. The priest, ah, Holy Dobkin was able to do much against them, but the battle was fearsome.” The half-elf lowers her voice and leans toward you. “We traveled even further and found a place where it seemed the very air was poisoned. Despite the noxious stench we managed to rid the world of the, uh, twisted creature living in the lake at the center of the trouble. It was there my eye was wounded by the poisoned claw of the being, and my ear as well.” At this Ebrima pulls back the hair covering the left side of her head and you see that the top of her left ear is missing. The cut that took it off must have been rather deep, because a puckered line of scar tissue runs from her eyepatch to the ear and across the top of it. She smooths the hair back down and continues.
“Despite our wounds, we continued our explorations. Once we found ourselves trapped in a room with no doors, and it was only my, uh, quick thinking that enabled us to foil that magic that would have entombed us there forever. Finally we returned to the stair that would eventually let us out of the dungeon, but our retreat was prevented by a, ah, pack of large dogs, the biggest I had ever seen, and their growls were ferocious. Not only were their teeth razor sharp but we discovered they were hellspawn and could breathe fire!” Ebrima’s voice grows excited and she gestures animatedly.
“We fought relentlessly but were bitten, burned, and generally mauled. I, uh, tried to prevent one of the helldogs from breathing fire on me by thrusting my forearm across its jaws.” At this the half-elf draws off the leather glove on her left hand, and gently pushes up her sleeve. Her arm is a mass of scars, with criss-crossing white lines and odd indentations where some flesh seems to be missing. The hand itself is misshapen by scar tissue and the fingers appear stiff and are bent oddly. “At least having my arm in his mouth brought him close enough that I could use my sword to good effect.” Ebrima adjusts her sleeve and slides her glove back on, but before she can say any more Tallie returns.
“Sorry to interrupt you, Ebrima, but you asked me to let you know when the riverboat arrived. I knew you’d need to be leaving right away, so I wrapped up the rest of the bread and cheese for you.” She holds a small bundle packaged in a piece of worn cloth.
Standing, the half-elf pulls a pack from underneath the back corner of the table and hefts it on her good shoulder. Tallie slips the packet of food into the top of it then moves away. “This place kills people early, and it’s no place for someone with an imagination. I’m leaving this area forever, before I miss my chance to get out of here alive – and so should you.” Ebrima toasts you with the last swallow of her wine, then sweeps out the door.

Zelkor's Ferry

You have to blink a few times when you enter the inn; it seems a little dim after the bright sun. You see Pappy snoring in his corner and a woman sitting by herself on the other side of the room, while Tallie is behind the bar serving the off-duty guards. You get something to drink as well and join the men at a long table near the windows.
“Harlemen Jesco,” the first man begins, “and over there is Serlio Mazam.” Mazam has the bronzed, weathered skin of a person who comes from the south, in or near the great desert. Jesco appears to be from somewhere around here, with the brown hair and brown eyes common in these parts. “We’re both former caravan guards, traveled around the area, and now working here where it’s relatively safe and the ale is good.”
“Mazam and I both hired on as part of an expedition that was planning to explore Rappan Athuk. We had known each other a bit from the caravans along the Coast Road, but had never worked together. Our employers looked down on us and gave us all the worst jobs around the camp, but that was what we had expected. They were paying us enough to make it worth our while, including a good part of the money up front. Also they had supplied us with some magical items that we never would have been able to get otherwise. I was given a magical ring and a longsword.”
Mazam speaks up at that point. “I got a magic helmet and a longspear. I knew what that meant, though: I’d be expected to be up in front with the long weapon when fighting some of the larger beasts or monsters we would no doubt meet. It’s the sort of gift that comes with a dangerous obligation.”
“We did well enough in the wilderness,” Jesco continues. “The group we were with was experienced and worked well as a team. We fought one group of trolls, and were attacked by some gargoyles guarding the entrance when we arrived at the great dungeon. That took magical healing for everyone to recover.
“The entire complex is built in a sunken area, or sank after it was constructed, so it has no long view of the surrounding area. Mazam and I

were on watch at different points on the edge of the bowl while the others checked out the various buildings. The forest around there was eerie – very quiet. Our group called us in when they were ready to open the main doors.
“The doors were locked, so the wizard used a spell to open them. As they slowly swung in, a gust of air came pouring out reeking of death. We had expected some stale or smelly air inside the dungeon, but this was rank enough it had us all gagging. When the doors opened far enough to let some light inside we could see why the stink: on the floor just inside were eight slimy spots that had once been bodies. A couple were quite near the door and I got a good look. It seemed like the bodies had been dissolved or liquefied, and when that happened the armor just crumpled in on itself.”
“That right there was enough for me!” Mazam exclaims.
“That’s right,” agrees Jesco. “The folks in there looked experienced, or at least well-equipped. I saw suits of full plate armor on two of those bodies, but the suction of the bodies liquefying had crumpled them in just like paper. I also know they had at least some magical items, because next to one long robe drenched with slime was lying a slender wooden staff, cracked all the way down its length, with a shattered blue gem at the top. Whatever magic overcame that group was powerful.”
“I said, ‘That’s it, I’m not going in there!’ The people who hired us weren’t happy about it at all,” says Mazam. “I told them they weren’t paying me enough to go in a place where bunches of people die in the very first room.”
“We gave them back their magical weapons and things,” Jesco explains, “rather abruptly, in fact. I figured I’d done enough work on the trek out from the city to earn the advance I’d been given, but I didn’t want to be accused of stealing the magical items. Maybe someone else would need them later. Then we just left. The two of us headed back for the Coast Road. It wasn’t long before we were able to both hire on with a caravan; none of the masters seemed to hold it against us that we hadn’t wanted to head down into that evil place. A couple even seemed to think we showed wise judgment to avoid it altogether.”
“I’d rather face brigands any day – or every day,” Mazam adds, “than set foot into that cursed dungeon. Even the vicious ogres and the immense spiders don’t frighten me as much as just peering into the stinking darkness that day. Being hired by Bristleback here has given us a comfortable base. We don’t travel much, and fight only once in a while. If Bristleback would drop his obsession about finding some ‘red bear,’ life would be easy.”
“We keep hearing people say, ‘Don’t go down the well’ when they talk about that dungeon,” Jesco says. “Mazam and I don’t know what well they mean, but we think it might be preferable to getting killed just inside the front door.”
At that moment a boy appears at the door of the inn. “Sirs, the Captain is looking for you,” he calls.
“Never a dull moment,” Jesco remarks wryly. He and Mazam drain their mugs before they rise, give you a nod, and stride away.

Zelkor's Ferry

About that same time you see Corbel Grambien, the guard, heading for his post at the gate. He’s added a helmet and leather armor to his uniform, has strapped on his sword, and carries a bow and quiver. Watching him walk to his post, you get a good look at the inside of the gate. It is wide, with two great doors covering the entire neck of the peninsula. At the two points where the gates would meet the walls, wooden watchtowers stand. They are tall enough that the guards manning them have an excellent view of the entire countryside and parts of both the rivers bordering Zelkor’s Ferry. From the south tower the old wall extends less than twenty feet before dwindling down to nothing. On the north the wall stays higher farther, though it too diminishes toward the east as you noticed earlier.
From here you can’t see the line of kobold skulls that got your attention as you first approached the gate. However, you can see the broad, heavy beams used to secure the gate and the ones almost as large closing the postern gate through which you entered. Corbel climbs into the south tower and you recognize the iron gray hair of Captain Skorma in the north tower. The captain evidently takes shifts along with his men, which fits the impression you had of him from your earlier meeting. He seems to take the security of Zelkor’s Ferry quite seriously, which is all to the good now that you’re on the inside of the gates!
The two guards going off duty pass by you as they leave their duty station. “Hey there,” one calls. “We’re going to the inn to get something to drink. Corbel thought you might want to talk to us; join us if you like.” Having a drink does sound good, as does the idea of hearing another helpful story or two, so you follow along.

Zelkor's Ferry

It’s easy to tell that the next building is the smithy; the clangor of metal on metal told you even before you could see the forge through the open double door. The smith is a tall man, with the impressive arms and

shoulders one would expect of a man in his profession. His sleeveless tunic and pants are leather; his head is shaved clean and glistens with sweat, making his skin look like polished mahogany. The heavy hammer in his hand falls in a ringing rhythm on a bar of iron, forming it into a horseshoe. As quickly as he finishes one and cools it in a bucket of water, his tongs take up another glowing bar and he starts work on the next shoe.
Behind him you finally notice a young boy pumping away at the bellows. He seems rather slight, but you realize the smith’s stature probably makes him look small in comparison. Taking that into consideration, you estimate the youth is probably 12 or 13 years of age. Just then the smith dips a final shoe into the water with a flourish and growls, “Take a rest, boy, and be sure to drink water. We’ll be back at it in a few minutes.”
The smith leads the way to the water barrel near the door where he pours a dipper of water over his bald pate before drinking, and then wipes his sweating face and head with a handy cloth rag. The boy drinks first, splashes a little water on his own face and steps out into the sun. He is dressed similarly to the smith, but has golden brown hair pulled back in a stubby braid. The lad stretches thoroughly, then slumps against the building in a shady spot.
The smith notices you standing there and approaches. “Hello!” he rumbles. “Need a horse shod? Not right now? Just getting to know us, eh? I’m Big Morgan.” The hand he offers you seems about the size of a dinner plate but his grip is moderate. “If you need plain smithing, I’m your man: shoe a horse, fix up the little metal bits on their gear, repair a wagon, mend the iron rims on its wheels. Even tools I can do. I’m no good at the fancy stuff, swords or things. But Verestin here may be, when he grows; isn’t that right, boy?”
The boy looks up at that, and steps up by the smith. “This is Verestin Pye,” Morgan says. “His folks live at the trading post but he doesn’t much take after his dad and so he’s apprenticed over here, to myself and also to the guards. Keeps him out of trouble, eh?”
“Yes, sir,” the boy replies, then addresses you. “I’m learning smithing from Big Morgan. I practice weapons with the guards morning and evening and do some of their chores in exchange for living in their attic. The house here is too small for me to live also, but Deslena Potter does give me all my meals. I’m already a lot stronger than when I started with Big Morgan, and when I’m grown I’ll be able to be a warrior if I choose, or learn to smith weapons and know how to use them. If nothing else I’ll always be able to do a useful trades there is. At any rate it’s more useful than just traveling back and forth and taking people’s money from them for a lot of stuff they don’t need.”
“That’s disrespectful, boy; don’t be talking that way. Get in there and sweep up any scraps, then stir up the coals. You know Deslena in baking today and wants us to keep the heat nice and even for those pots of hers.”
“That she does,” interjects a new voice, “And I’m glad to see that fact hasn’t been sweated straight out of your mind, Morgan!” The speaker rounds the corner of the smithy and you see a tall woman with skin the color of a nice brown ale. (That thought makes you realize you may be getting thirsty yourself.) Her hair is covered by a kerchief woven in a colorful pattern, and the sleeves and hem of her tunic and skirt have matching trim. Most of her clothing is covered by a large plain apron smudged with clay. “I still haven’t forgot how you ruined an entire batch of drinking mugs by going off and letting the forge cool,” she goes on, looking at him with accusing eyes.
“That was before I had an apprentice,” the smith replies in his deep voice, “and that’s the only time such a thing has happened in three years.”
“Well, it’ll be at least that many before I let you forget it!” the woman says vigorously, then glances curiously at you.
The smith takes the chance to change the subject, introducing you to his wife, Deslena Potter. “Pleased to meet you!” she says. “I make the dishes and mugs we all use hereabouts. You also may have seen some of my things at the trading post: jars for oil, little bottles for ink and other exotic contents. Why, Ulman Dark himself has bought several of my bottles and jugs to store whatever he keeps in that house of his.”
Deslena laughs and goes on. “I always glaze my pottery; it makes it more useful, especially for holding liquids, and it makes it more attractive. Right now I’m looking for ingredients that will give me a beautiful dark blue color, but I can’t seem to find what I need. If you hear of something that gives blue dye, or makes a blue color when cooked, dissolved in alcohol, or whatever, that information would be valuable. Just remember!”
She pats Big Morgan’s cheek, then says, “I just wanted to check on the fire.” She raises her voice slightly. “I need to get back to what I’m cooking; now that I have this bottomless pit to feed every day, it takes a lot of work.” An inarticulate mumble comes from inside the smithy, but Deslena raises an eyebrow and calls back, “I heard that!” She gives you a little wave, then goes back to their quarters on the other side of the smithy as Big Morgan returns to his forge.

Zelkor's Ferry

The barracks for the guards in a good-sized wooden building, just a single story with probably some storage space up under the roof. It faces southwest to best fit in with the shore of the river just behind it. The shutters are open on the windows all around. A glance in as you pass by shows you that one side of the front seems to be private quarters with a sitting area and fireplace; very likely those of the captain. The other side is what appears to be a common room. The quarters for the regular guards must be across the back. Tancred and Corbel find their favorite seats amid the stones strewn along the base of the crumbling river wall, and Bernhard joins you all a few moments later.
“I expect you’re here because you’re looking for adventures in these parts,” he begins. “While we’re not as spectacular as Kanndra Dark, the three of us could probably tell you a few things. You interested?” Reassured on that point, Bernhard continues.
“My family was from this part of the country but moved to a larger town when I was about 12,” he says. “Rather than apprenticing me, my father let me train for the town guard. After a few years as a guard I starting taking jobs with adventuring companies, and eventually I had the chance to come back to this area, with an expedition that was searching for the Mouth of Doom.”
“I suggested Zelkor’s Ferry as a starting point. We found that dungeon with no problem, but the group I was with wasn’t prepared for what they found.” Bernhard shakes his head disgustedly. “At first a few were afraid even to step into the maw. Inside there was an altar that burned with green fire, as well as some type of deadly river and all sorts of other weird things. For some reason they had expected nothing but combat, and we saw plenty of that, but the strangeness was more than they could bear. They headed back for more civilized parts but I stayed out here around Zelkor’s Ferry.”
“I did some work with caravans for a while; going up and down the Old Path toward the coast is dangerous business. We fought off gnolls or bugbears on a regular basis, but there are also trolls along there, and sometimes roving bands of goblins. That’s not to mention the various bands of brigands that camp in the forest, or make their headquarters in obscure caves. There’s a definite need for guards, and I kept busy.”
“Did you ever travel on the north side of the river?” Corbel asks. “The swamp there is where the trolls come from, I’m sure; I’ve heard they have a giant underground complex where dozens of them live. And have you seen the size of frogs they have there? I have, a time or two; big enough to swallow a horse in one gulp. Those giant frogs would probably take over the swamp, if the dragon didn’t keep their numbers down.”
“No, pack trains I was with always kept to the south bank, no doubt for some of the reasons you mention,” Bernhard replies. “We did see a dragon once or twice, circling high in the air above the Coast Road. I never heard of it attacking any caravans, though.”
“Speaking of the swamp,” says Tancred, “I heard from someone that the giant frogs there are actually intelligent. They have some type of deity of their own, and made a temple to it.”
“A warty, slimy frog god? I find that hard to believe,” Corbel declares skeptically. “I don’t think giant frogs are intelligent enough for that. What would they sacrifice to it? Giant flies?”
“I’d say probably slow, unobservant travelers,” remarks Bernhard pointedly and Tancred grins and elbows Corbel slightly.
“Back to what I was saying, though,” Bernhard continues, “Eventually I was hired by a group which was searching for a different way to get into the dungeon. They had heard there was a ‘back door’ that led to an easier route than going in the main way. Through searching the forest we found another evil temple in the foothills north of the river, and Saltare (the wizard leading the group) thought that likely hid the back way. We easily located a ramp that went right down underground but as soon as we started to explore we were attacked by a whirling mass of bones, some of which were as sharp as blades. Even Saltare was not able to identify later what magic that was, but it was cutting our people apart and so we retreated.” Bernhard shakes his head. “We spent more days continuing to search for an entrance, but after fighting trolls and wraiths and smothering swamp creatures, and getting stung by giant bees and poisoned by giant spiders, we gave it up and went in the main entrance.”
“You know,” Corbel interrupts, “I may know where there is a back entrance to that dungeon. I was part of a ship’s crew for a year and took note of a cave that opened up where the side of the cliff collapsed. From what I’ve heard, it must be just about due east of that dungeon. The sea there is slightly protected by an island that runs parallel to the coast so it should be possible to approach the beach. I’ve also heard there’s some sort of sea dragon that moves up and down the coastline in that area, but Bernhard, you just said that you’ve seen a dragon flying along the Coast Road. It seems unlikely that a second dragon would live so close, so that probably untrue.”
“Interesting,” Bernhard says. “I wish I’d know that five years ago! Any other things you saw from the sea that we might like to know about?”
Corbel smiles. “Well, there are the pirates, but I don’t think that’s what you mean. A ruined ship lies along the coast south; rumor is it belonged to a band of pirates that ran aground in a storm. They were carrying so much gold and other plunder that the ship sank like a stone. The current is so treacherous there, though, that even small boats can’t approach it from the sea so I don’t think anyone has ever explored it. Really, the coast is an amazing place. If you can find a quiet cove, you can pull your dinner straight out of the sea, add in some fruit from the short, and live like a king with almost no effort. Until the next storm comes, of course! Listen, I have the next duty shift. We need to hurry this up so I don’t miss anything when I have to leave!”
“Right.” Bernhard turns back to you. “I know one thing I think is important: If you’re going to explore that dungeon, you really need to take along an elf.” He shakes his finger to emphasize his point. “The whole place is riddled with secret doors; some even I could find, but others were hidden so well it was just impossible. There were places where we were completely at a dead end and we knew there had to be a door there but we could not find it! I’ve always been told that elves somehow have this way to just ‘know’ when a secret door is nearby, and it would have been really useful to have had one to hand at those spots.”
“Elves aren’t so important!” breaks in Tancred. “The race you really need with you is a dwarf, preferably two or three. Dwarves know all about stone construction, which is what everything is in that dungeon anyway. Not only could a dwarf have found your hidden doors, he could locate moving walls, or traps in the floor. We lost one guy, Barlos, who had been another guard in two or three different caravans that I worked. He stepped on a particular place on the floor that just fell away under him and dropped him into a deep pit. We couldn’t see the bottom at first, but when we lowered a light down it was obvious by the spikes sticking through his chest and neck that he was dead. To make it worse, Alsina, who is an elf, had crossed that very stretch of floor just a few seconds ahead of him and noticed nothing strange at all. If we had had a dwarf with us, he would have detected the trap right away and Barlos wouldn’t have died.”
“Not only that,” adds Corbel, “Dwarves can see in the dark. Elves have better vision than humans, but dwarves somehow can see without needing any light at all. They can go ahead of the rest of the group and scout things

out quietly. Then, when they’ve seen what’s ahead, the rest of you have a better chance of surprising whatever it is and killing it more easily.”
“Ha!” Bernhard snorts. “I’ve yet to see the dwarf who can move quietly enough for that. In fact, most humans are bumbling oafs compared to the denizens of such a dangerous place. Remember, even if you’re truly moving quietly, you’re still not as sneaky as you think. There were times when we would have sworn we were absolutely silent, and yet the creatures who lived in those areas obviously knew we were coming and were ready for us.” Tancred and Corbel both nod their heads glumly at that.
“Something else,” Bernhard continues, “is that you need to have a plan for how to keep track of where you’ve been. There are places where it gets very confusing, such as tunnels that go over or under another part of the dungeon or irregular sections where it’s hard to keep track of how far you’re moving.”
“There are also moving walls,” puts in Tancred, “and places where corridors get cut off when you’re not looking so you can’t make your way back the way you came.”
“Not to mention magical traps,” adds Corbel. “There are places that teleport away someone who steps there, or touches something. Sometimes they will take everyone in a room, sometimes only one person. Once in a while there’s a way to get right back, but usually there’s not.”
Bernhard nods. “Having a decent map is the best way to be able to make a retreat, or discover possible alternate routes to explore if your way back is blocked.”
“It still doesn’t help much,” Corbel says bitterly. “My brother Cantzley talked me into leaving the ship and hiring on with a group that was going into that awful place. The pay was good, and they offered a fair split of the treasure. I had heard a few rumors about it but Tepeno, the warrior who was leading our group, was confident he had the information he needed to find our way through it. Little did he know the whole place is one giant maze! We did pretty well avoiding things like pit traps and moving walls, but weren’t prepared for the magical traps. We came across one room where everyone who stepped in was teleported to an identical room somewhere else. That was unnerving, but at least the whole group ended up together.
“The bad time was when our group was moving into a new room; half of us were watching out in the previous room while the other half searched the next room, which didn’t appear to have any doors. Someone touched some carving on the wall, and all of a sudden everyone in the room was gone. We had the door open and saw what happened, but when we got the rest of us into the room and tried to do the same thing, we couldn’t make it happen again. I don’t know how long the five of us worked, pressing and poking the walls, trying desperately to replicate what they had done.” Corbel’s shoulders slump. “We finally had to give up on that and just look for them physically. We knew it was very likely impossible, but we tried anyway. My brother was one of those who had disappeared, as were Lady Onyx and the wizard Moltors, Tepeno’s two closest companions.”
“The five of us searched until we ran out of food, then we started taking it from ogres and goblins and kept looking. We persuaded one of the goblins to give us some information before we killed it, and the thing told us about an ‘oracle,’ which knew everything about the dungeon. We finally found that on one of the upper levels. In exchange for some gold, of which we had plenty by then, it told us that the rest of our party was dead in something called ‘The Bloodways.’ Grisly name,” Corbel remarks, and shudders.
“At that point we decided to leave,” he continues in a monotone. “Even if the oracle was mistaken, or lying, we were all unlikely to survive long enough to join up again. Tepeno returned to the city to try to take up what remained of his life, and our other companions (who hadn’t had close friends disappear) no doubt went on to other adventures. I managed to get hired on here by Bristleback, so that I can be relatively close to the dungeon. I really don’t have any hope, but I want to be nearby if by chance my brother ever does come wandering out of the dungeon of graves.”
Corbel looks away then coughs a little and clears his throat. Rising, he says, “I have to go get ready for my watch. I’ll be on in a few minutes.” He goes on into the barracks and disappears from sight.
Bernhard and Tancred look at it each other. “I guess we’d better go, too,” Bernhard remarks, standing. We’re not on watch quite yet, but we will be later and we’d better not put off our chores.”
“That’s right,” Tancred says, also rising. “Need to get busy. You be careful, if you go.” He steps to the door, allows Bernhard to proceed him, then enters and closes it behind them.

Zelkor's Ferry

You wander back past the ferryman’s house and look north across the small peninsula which holds the settlement. From here you can see the remains of a stone wall along the far side of the spit of land, giving some small amount of protection to any attack that might come from the river on the north. It is at least head high in most places, and taller and in better shape where it meets the guard tower at the gate. The wall is only a few tumbled stones along the east side of the peninsula, though, and nothing is left of it in the area of the dock.
Built almost up against the wall on the north side, as far away from the rest of the settlement as it is possible to get, is a large wooden house: the home of Ulman Dark. It seems a bit odd that it stands so far from the other buildings, when some of the ones to the south are built literally on top of one another. You head north across the common space and realize it is grassy on this end, though it is mostly dirt near the inn and stables. The house ahead must be at least two stories tall; it is as tall as any other building in the village. There is a stone stoop, and two stone steps up to the front door. The main floor has no windows but the upper level has some, or at least you see two at the front.
Just as you near the house the door opens and a woman pauses in the doorway. She is dressed in dark leather and holding a black crossbow, with long auburn hair held out of her face by a woven band. A quiver hangs at her side, its strap around her neck and lying between her breasts. Her brown eyes survey you coolly, and then she smiles.
“So, have you come to see the necromancer in his lair? Come to hire the services of the great Ulman Dark?” Her voice seems slightly mocking, but that may be your own misperception. “You don’t look injured yet, so perhaps this is just a preventive measure? Always a wise choice, acquiring a healing draught before you need it. Just don’t use very many at a time – not even Ulman is always quite sure what’s in them, and too much of a good thing could kill you.” The woman turns gracefully, poised on the doorstep, and calls back into the house. “Ulman! Someone here to see you.” She leans her shoulder against the door frame for a few moments, the crossbow negligently dangling from her left hand.
A man dressed in black appears in the doorway behind her and speaks in a deep voice. “Kanndra? I thought you had gone out to shoot that nasty crossbow of yours.”
“How many times do I have to tell you? It isn’t the weapon that’s nasty; it’s the woman who wields it.” The woman – Kanndra – gives the necromancer a smile and a significant glance, then steps lightly down the stairs and walks around the west side of the house. By moving that way slightly yourself, you can see a large barrel sitting against the north wall, a target painted on it. The outer white and middle yellow rings are nearly untouched; you see some marks in the inner red ring but if there are any hits in the center black circle, they are not visible from where you are.
“Welcome to the abode of Ulman Dark.” intones the man now alone in the doorway, and you give your attention back to him. He is tall and slender with pale skin, as if he spends very little time out of doors. His black hair brushes his shoulder and falls into his eyes and his dark eyes are shadowed, as if he never gets enough sleep. “Please, step inside and let me tell you about my services.” He ushers you in, and then closes the door behind you.
It seems very dark inside, and your eyes try to adjust. Suddenly the room is flooded with more light; two hooded lanterns on the wall which were mostly closed have been opened to their fullest. You squint briefly against the bright light and see Ulman Dark seat himself on a tall, high-backed chair in front of the lanterns. His face is in shadow as he begins to speak in his smooth voice.

“I have studied extensively in many cities, and in the wilderness where few others have ever set foot. The knowledge of the stars is mine, and the animals of the night, and the plants that bloom in darkness, and things that grow in dark places. I have studied the persons of humans, elves, dwarves, and many other races; I know what makes them live, and I know what makes them die. I understand what herbs and substances are necessary for a body to heal itself, and I combine these rare ingredients painstakingly into a healthful draught than can help alleviate an injury or wound. In addition, there is more I can do!” Dark’s voice increases in volume slightly with his excitement. You also become aware of a rhythmic thumping outside, every several seconds, which seems to underscore what Dark is saying.
“My great knowledge of the body allows me to recognize many diseases both terrible and common. Through the use of such practices as leeching, and purging, and the application of plasters and the imbibing of nostrums, it is possible that I may help the afflicted to cheat death, and live, though the most deadly disease try to say me nay.”
He grips the arms of his chair and leans forward. “Yet more amazing is the possibility of removing deadly poisons from the body. I have studied poisons extensively indeed and know that few have a certain cure. But many may have a cure! The procedure is complicated and difficult, requiring precision and concentration, and the application of certain very rare ingredients. It can only be effective at all if begun within hours, lest the poison have too tight of a grip to shake.
“Any of these services is available to anyone, for a most reasonable fee. There is no need to appease a particular deity, or appeal to the good nature of someone who may disapprove of you. I ask only for payment in advance, for my best effort will be expended and my stores depleted, whether or not I am able to battle back the ravages that may come upon a body. I am able to make no guarantees, for I am not a god nor aspire to be one, that I should promise to cure all the ills of men. I can but do my best, but my best is very fine indeed.” His voice softens and becomes intense. As he leans forward his face is somewhat illuminated, and his eyes look very dark. His deep voice continues, persuading you of his abilities.
“The most amazing of my services, though, I have yet to mention. My studies, which some deplore as ‘black magic,’ have granted me a measure of power over life and death. The temples of the gods keep their secrets well hidden, but I have found that it is possible even to restore life to a body, after life has fled.” The sounds outside have stopped and it is suddenly very quiet here, as if everything is holding its breath in the face of this incredible claim. Dark continues in a hushed voice. “I cannot go into more details, for this procedure is my own secret, one thing that only I know, one gift that only I can give the world. However, it is costly, and horrendously difficult, to the point that I myself may be physically devastated by the procedure. Here again I can make no guarantees, but many an unfortunate adventurer has been brought to my door lifeless and cold, only to be restored to his or her comrades with joy after my own humble efforts.” He has drawn your attention with his recitation, made you feel the tension and triumph he describes, and so you are startled with Dark suddenly rises to his feet, silhouetted against the lamps.
“Now go!” he says, gesturing toward the door. He turns and with a gesture closes the lanterns, plunging the room into darkness. You hear his steps and then he flings open the door, giving enough light for you to make your way out. As you are stepping out, he urges you again. “Go on into your adventures and come back when you must, and from my knowledge and skills I will endeavor to provide you with what you need.”
Just then Kanndra Dark comes around the corner of the house, her crossbow held carelessly over her shoulder and her quiver empty. She is panting slightly, and sweating from her exertion. Her graceful movements make every step look as if she is dancing. “The bolts are stuck again, Ulman, but the guards say they will get them out for me.” She stands close to him and looks up at him with a smile. “Have you concluded your conversation? Do you then have some time for me, before I have to go?”
Dark gives you another intent look, then turns his gaze back to his wife. “Come, my dear, let us make the best use of our short time before you leave,” and turning his back on you he firmly closes the door.
Raised voices around the corner catch your attention, and you walk around the house to find three men arguing over a clutch of crossbow bolts stuck into the target barrel. All three are dressed in leather pants, plain shirts, and brown tunics with short sleeves, on one of which is embroidered a simple pattern of a river and a boat.
“One thing I don’t want is Kanndra Dark unhappy with me again,” the first one says with a shudder. “That tongue of hers could flay a bear alive and make him beg her to just stab him rather than haranguing him more.”
“Let’s see if we can get the bolts out without breaking them,” the second one suggests more calmly. “She wasn’t very happy with our results yesterday.”
“I am never doing anything to get a price on my head,” the third man says, digging at the bolts with his dagger, “if there’s a chance in hell that Kanndra Dark might be the one to come after me. I heard, before I came here, that she poisons her crossbow bolts with something exotic. That way not only is her target injured, he’s confused, or weak, or forced to cooperate, depending on who’s telling you. I didn’t credit it at the time, but now seeing who her husband is, I can believe it.”
“It’s true she’s a mite sharp-spoken,” the second man begins, and the first one snorts at the understatement, “but watching her fire that crossbow is a thing of grace and beauty. I’d be happy to watch all day, but we’d need to get her more than one target so she doesn’t feel a need to put all the bolts into one bull’s-eye.”
The two who are not engaged in digging bolts out of the target notice you watching, and motion you over. “Come take a look at this target!” one calls. “It’s some amazing shooting.” You stroll over and see that what you thought was the dark center of the bull’s-eye is instead the fletched ends of closely packed crossbow bolts. Evidently the shooter had put the bolts through the center of the target, directly next to each other. Up close you can also see differences among the three men. The one who spoke to you has light brown hair, closely cropped, and is a bit more heavy-set than the others. The second man is a bit younger and taller than the others, with dark blond hair, while the fellow attempting to remove the crossbow bolts has brown hair liberally sprinkled with gray and is slender but appears strong.
“That Kanndra Dark,” the younger man says. “The first day she was here, she had us set up a target for her. After a few shots she got us to weight it with a log. Her bolts really tore up the barrel that day since she kept hitting in the center or close to it. Yesterday she shot the center right out, but wasn’t this precise.”
“Yes,” agrees the brown-haired man, “And asked us to get her bolts out, and then gave us a tongue-lashing when we broke half a dozen of them.”
“Today I think she hit more than just the exact center,” continues the blond, “but it’s hard to tell with the middle of the target completely gone. I’m Tancred Malgun, by the way, one of the guards of Zelkor’s Ferry. You just arrived this morning, didn’t you? I saw Captain Skorma talking to you earlier. This fellow here is Corbel Grambien, and our friend who is so handy with a dagger is Bernhard Caxton.” Bernhard gives a nod over his shoulder and keeps working.
“Kanndra Dark always causes a bit of a stir when she’s here,” Corbel remarks. “She’s married to Ulman Dark right enough, but she’s a bounty hunter and so she’s away a good portion of the time. She’s here for a few days every couple of months, maybe, though I understand she’s been gone as long as six months at once when she had to chase some fellow right out into the desert down south.”
“I’ve heard she’s cruel,” Tancred says in a hushed voice, looking over his shoulder at the house behind him. “When a person gives her a lot of trouble she tortures him before she turns him in, or kills him slowly if the reward is for him dead. I dearly admire that red hair of hers and she moves like a dancer when she has a sword in her hands, but a poisonous snake is graceful too and probably a lot less dangerous.”
Bernhard straightens slowly, a dozen bolts in his hand, and motions for Corbel to take over the task. “You two wouldn’t remember this,” he says quietly, “because it was before Bristleback hired you, but one time we all saw what Kanndra Dark can do.” He glances at you, to be sure you are listening as well. “You know Ulman does healings for people, though he uses his own strange methods. Well, one time a healing went awry and it laid him out so that he was terribly weak. The folks he was trying the healing for weren’t happy with the results; not only did they refuse to pay him for his effort, they stole a goodly amount of money from him and some other stuff. They just rode out of town, and the rest of us didn’t know what had happened until the next day. Then we found Ulman and took care of him but there was nothing we could do about the theft – until Kanndra arrived that night.

“When she heard what had happened, she became like a scorching flame. Just her look would have started straw on fire! You think her tongue was rough yesterday? That was nothing compared to what she had to say about those thieves. She looked everywhere in and around the house. She questioned Igor and Vort, and searched the stables, then rode out of here like a streak of dark lightning.
“Evidently that group hadn’t gotten far enough away. Of course, there had not been anyone to warn them that Kanndra would be coming after them.” Bernhard narrows his eyes and gives you a thin smile. “Not that a warning would have done them any good. By the time Ulman Dark was back on his feet Kanndra returned with not only his missing things, and some other useful magical items, but also a present: six nicely-tanned human skins. Someone told me later that he used them to bind a set of new books for his notes. He just wasn’t able to make the books very large because he had to work around holes in the skins in several places.”
Corbel and Tancred just stare at Bernhard, their eyes a bit wide at this announcement. Corbel clears his throat.
“Here are the rest of the bolts; why don’t you,” and he passes them to Bernhard, “leave them on her doorstep? I’m sure she’ll find them there. I’ll be sitting on the other side of the barracks.” He turns to you. “You’re welcome to come, too. It just seems safer over there all of a sudden.”

Zelkor's Ferry

The Dock
You stroll over to the dock, which like the rest of the settlement seems weathered but still serviceable. It has space for only one boat on each side; if the captains were very careful it might be possible to moor a third right out at the end, but the river current makes that seem chancy. About halfway along the wooden surface stands a row of barrels and a stack of crates, now much more efficiently organized than when you first saw them a few minutes ago.
The figure you saw from a distance turns out to be a burly, bronzed fellow who has obviously spent most of his life out of doors. He hoists the last out-of-place barrel onto his shoulder, and the bunching muscles in his arms remind you of knots in a branch of wood as they flex under his tanned skin. He starts to make his way around from behind the remaining kegs and you notice that he seems to limp; when his legs come into view, you can see that his right leg is missing from the knee down and has been replaced by a wooden stump. He sets the barrel neatly in its place and gives you just a glance before making his slow way up to the trading post,

returning with one of the large bundles of fur you saw at the building earlier. After placing it carefully atop some crates, he rests on a nearby barrel and strikes up a conversation with you.
“You’re new here, eh? Just passing through?” His voice is deep and somewhat rough, as if his throat is sore. “You can call me Garamond. I’m passing through also, but I’ve been here many a time. ’Twas right here in Zelkor’s Ferry that Ulman Dark himself brought me back to life after an unfortunate incident in a great underground dungeon not too far from here.” The man needs only a little encouragement to get him to keep talking; he brushes his thick dark hair out of his eyes and continues.

Zelkor's Ferry

The Ferry
Coming out of Kalgor’s establishment, you find yourself facing a small house of stone, the only one you’ve seen here in Zelkor’s Ferry. A pair of wooden chairs and a small table sit in front of it and the door stands open, as do the bright blue wooden shutters. To your left is the way back to the settlement; to your right are the river and a long wooden dock, where a tanned sailor in a wide-brimmed hat is preparing to cast off a boat. On the dock itself, a husky dark-haired man is arranging crates and barrels. You hear a door open across from you and notice a small shack just past the left end of the house. A tall woman walks out, her pants and shirt covered with a big canvas apron. She removes a cloth she had tied over her hair and the blonde braids wound around her head glint in the sun.
“Ho!” she calls out to you in a hearty voice. “Are you looking for the ferry? I can ring the chime for Gutmark, and catch him before he leaves. He’s just taking the boat out fishing, but running the ferry is more important.” She relaxes when you assure her you have no need of the ferry at the moment, and introduces herself. “I am Adebrin. Gutmark brings in the fish, when he’s not needed for the ferry, and I take care of them from there. I smoke them, and other meats, too, when we have them.” As she draws closer you smell the faint scent of woodsmoke on her; that shack must be the smokehouse.
Adebrin removes her big apron and hangs it on a peg inside the open door of the house. A glimpse through the opening shows that the interior is tidy but crowded. “So have you just arrived here? Yes, and I suppose you are looking for excitement nearby.” She shakes her head. “So many people come with such high hopes, and so many of them leave here disappointed or worse. No doubt at some point you will have need of the ferry; it is the straightest way to leave here if you travel to the Coast Road. If you wish to go by water, which may be slower but more sure, you can be a passenger on one of the keelboats that plies the river. The Yellow Oak is fast, but not very large. The Lucky Oak is not quite so fast but is a little bigger. Then there is the Brawler. It is a big, slow ship, captained appropriately by one they nickname “the Whale.” There are a few others that come and go from time to time, but you are mostly likely to see one of those three.
“I noticed you earlier wandering around the village,” Adebrin says, “But I think you have not yet met our residents on the north side? The soldiers in the barracks are like soldiers everywhere. The smith is a good man, but tight with his words. His wife does not care to be friends with any of the women in the village, though,” her voice turns mocking. “I can tell by her expression that she thinks she’s better than someone who has to deal with smelly fish. And the trader’s wife thinks she’s better yet, doing nothing but sitting in her house all day sewing fine clothes of linen. Would she be so smug if she knew what that Pye does on those ‘trading’ trips of his? I saw him once or twice elsewhere, before I married Gutmark. She’d best keep an eye on his sharp dealings, or one day she’ll find he’s traded her away!” Adebrin emphasis her point with a firm nod, and continues.
“Did Pye give you his best friendly approach? He tried that on me when Gutmark brought me here last year.” She leans forward, and drops her voice confidentially. “He wasn’t smiling so much, though, when I showed him I knew the true value of a barrel of smoked bear meat – a great delicacy in the city. And why did he send his own son away, to be apprenticed to the smith? It’s because he couldn’t handle the boy, young as he is. Big Morgan, now, that’s a real man and he knows how to handle a feisty lad.
“Enough of me talking gossip!” Adebrin says, throwing up her hands. “I know adventuresome folk like you aren’t interested in the doings of our little community. Instead of listening to me natter on, you’d do better to go have speech with Garamond, who is working out on the dock. He’s been in the dungeon of graves, so they say, and lived to tell the tale!” She motions you away with her hands, then goes into the stone house and closes the door.

Zelkor's Ferry

Garamond’s story
“My companions and I set out from Zelkor’s Ferry and traveled to the cesspit of evil they call the Mouth of Doom,” Garamond begins. “The entrance is designed to be frightening, and it is successful; several in our group had to nerve themselves a few moments before they could bear to step in. Once inside, our exploration progressed well. We were not as careful as we could have been – if you go there, watch your step; you can’t afford to assume things are as they seem.
“We found access down to the second level, which turned out to be more confusing. Several rooms were similar and we made errors in scribing our map. It was a maze of doors, with one room leading directly into another and then sudden dead ends. We eventually found our way out and to the third level down, but that was even more confusing.” Garamond shakes his head, and brushes his hair out of his eyes again. “I swear there was some type of magic interfering with our ability to keep track of where we were.
“We went down, and down again, and there at the bottom of the dungeon we found a pathway to Rappan Athuk, the great dungeon. It was wide enough to drive a wagon in it, or march an army through. There were a few foul creatures of the dark traveling it; we managed to avoid some and kill the others quietly.
“Following the path was straightforward, but not easy.” Garamond rocks back and forth a little as he speaks, and his eyes seem to be looking at something far away. “We traveled for days in the dark, until the echoes of our own movements nearly drove us crazy. Once Bregenz (the bard in our group) tried a brave song to stir us on but the walls threw back dissonance, distorting his voice so that it sounded as if a horde was shouting, rushing down the tunnel toward us. We hushed him after only a few lines but I swear it took an hour for the echoes to fade.
“Our eyes played tricks on us, seeing things at the corners of our vision. Janda, an elf, lost a score of arrows, loosing them at things he thought he saw, so that we refused to let him fill his quiver again. Huge caverns threatened to make us lose our way until the others were frantic at the thought we might never find a way out. When we finally reached the cursed dungeon itself, where the foes were deadly but things we could face with weapon or spell, battle-hardened men nearly wept for joy.” The man stares into the distance for another moment, then coughs and turns his gaze back to you.
“We had a few good fights after we were finally into the great dungeon. One incredible battle was when the ten of us fought a gigantic armored worm the color of a ripe plum. It actually swallowed Sir Albertus De Vinne whole, but thanks to the protection from his magic armor, and that incredible magical sword of his, he was able to cut his way out from the inside as we finished it off from the outside. There were also the usual giant rats and skeletons, but they were just an annoyance.
“We discovered a river running through the dungeon and were very curious to see where it led.” Garamond gives a half-smile. “The wizardess Euphemia of Rieven had a magical boat in her equipment but it would not hold everyone so we decided against that. When we came across the river again later, though, and found a boat someone had hidden nearby, we agreed we would try it. On the river the current was fast, the ceiling low, and we had a difficult time keeping the boats from crashing into the walls and into each other. It seemed that it was going to go on forever, but at last we came to a shore. Euphemia (who is a gnome) and Dark Nakki, a dwarf, agreed that we were deep beneath the surface, much deeper than we had been previously.
“We fought some powerful creatures in the cavern where we beached our boats, but after that it seemed the foes we discovered offered little challenge. Several of our people grew uneasy, and Sir Albertus was almost ill from his intense feeling of foreboding evil. It was not long before we discovered the source of that evil: we crept down a long, wide hallway and discovered the high temple of the degenerate being whose worshippers built the complex in the first place.
“Somehow the priests had discerned that we were approaching, and they were ready.” The man’s husky voice is tense. “They hurled magic at us, and summoned demons to attack. We had not been searching for a temple and so we were wretchedly unprepared. Before we could disengage, many of us were wounded by spell or by claw. Rather than a gradual retreat, we simply turned and ran. The gnomes couldn’t keep up with the taller ones, so Father Baris carried Euphemia, and I myself picked up the other cleric, Vianta of Briem. Both the gallant ladies were able to shoot magic over our shoulders, forcing the pursuing demons to fall back a bit.
Garamond shakes his head, and pushes his hair out of his eyes again. “Some of the rest of this I learned later; at the time there was only confusion. Janda of High Tower was our scout and he was in front as we ran. He came to a room of doors and the first one he opened contained a narrow staircase spiraling down. Thinking the demons might not be able to fit in the stairway he started down, the others right behind him. Sir Albertus stayed at the door until the last of us arrived, then he and I held it as the others hurried down. Cerin D’Avola also backed us up with her twin crossbows; small bows had seemed useless to me but they were excellent in such close quarters. Finally the demons ceased their attack. The three of us took the opportunity to flee, and their mocking laughter followed us
8
Rappan Athuk Player’s guide
down the narrow stair.
“As we reached the bottom we could feel the heat, and by the time we joined the others Sir Albertus and I were sweating in our armor. Janda was scouting ahead, as was Decanus Ovalico who could move very quietly for someone who appeared so clumsy. Decanus reported back a room with burned bones – the remains of unholy sacrifices, no doubt. Janda gave us the choice of going back up the stairs or trying one or another long corridor. Not wishing to return the way we had just come, we opted to search for another exit. We moved as quickly as we could, for the metal of our armor was quickly becoming hot to the touch.
“After a few twists and turns, we discovered why the demons had been laughing at us: in our flight from the evil temple, we had run to a rift that opened up to Hell itself.” Garamond shudders. “Ahead of us demonic lizardmen frolicked in a lake of liquid hellfire, as if in clear water. The heat was incredible and I could hardly breathe; my lungs felt as if they were on fire. I saw Euphemia faint, and Dark Nakki swore as his beard began to smoke. The demons attacked immediately, with flaming spears and their own fiery hands. Somehow I was closest to the lake of fire, and one grabbed me and tried to drag me in. He nearly made it; my right foot slipped in and began to burn and the pain was incredible, worse than anything I had ever experienced before. Sir Albertus grabbed me at that exact moment or I would have been gone. As it was I could not help myself; I heard later than he hoisted me over his shoulder and carried me as we fled again.
“They told me that the next passage they tried came to a dead end and the group was about to despair when Janda discovered a hidden room that was magically cold – a protection against the fire and demons of that awful place. By that time, though, I was dead from the hellfire, as was Euphemia and the beautiful Cerin D’Avola. My understanding is that one of those remaining – Decanus, or perhaps Bregenz the bard – found a scroll in Euphemia’s things and was able to puzzle out a spell or two to get the group out of the dungeon.
“Ulman Dark was able to restore my life, to a degree.” The man’s shoulders slump. “Sometimes I’ve wished my companions hadn’t been quite so loyal after all; they got me out, but of course couldn’t help my leg. I was such a bad case that when he got done, both Ulman Dark and I were laid up for a month and I’ve never really gotten my strength back. Some days it even hurts to breathe.
“If you’re truly thinking of heading down into that detestable tomb, let me give you a few words of advice.
“One piece of equipment lots of groups neglect is a boat; it was only by chance that we had one. There is a river in that dungeon that winds back and forth from one area to another and could take you to many places you might want to go – but also some that you don’t. A magic boat would be best of course, to make it easier to transport, but I suppose there must be ways to get normal ones down there. Do be certain there’s room for everyone, though; sending only one part of a group off in a boat would be a good way to get both parts killed.
“Iron spikes are very important. They’re key to being able to retreat from any dungeon, but especially Rappan Athuk. You can spike a door open, particularly if you had trouble finding it the first time and you need to know for certain that it will be open still when you’re ready to leave. You can also spike a door shut – very useful when you’re trying to leave and someone’s getting close, trying to prevent you. Of course, even iron spikes aren’t the solution to everything,” he adds sternly. “For one thing, spiking a door is noisy – very noisy. Tends to attract attention. For another thing, you can’t ever forget that everything that lives in that dungeon knows its way around better than you do. While you’re busy spiking doors over in one direction, something that wants to eat you is circling around another way and you’re going to get a nasty surprise.
“Don’t forget your distance weapons, either. Most folks think of a dungeon as being small rooms and a few corridors. The great dungeon has many large room and huge caverns, and sometimes you really need to be able to attack something without needing to get too close!
“It’s incredibly important to have a scout or two, make use of them to gather information, and then act on it instead of just blundering ahead. More scouting, and not getting cocky about our abilities, would both have made things better for us. There are two thoughts that really haunt me,” Garamond continues. “In my nightmares about that flaming lake I also see a great golden bridge, gleaming in the flickering light of the fires of hell. I don’t know if it is only part of my dream, or if it was something real that at the time I barely saw. The other is the thought of that long underground passageway. Since the time I traveled it, I’ve wondered when an army of the dark will use it to come marching out of the Dungeon of Graves.
“Well, I need to get one more bale of furs from Pye and have it ready before the boat arrives. The captain likes to make only a brief stop, and I need to be sure all these goods get aboard. A pack animal is about all I’m good for anymore.” The bronze-skinned man stretches slightly as he straightens, then moves off again in his lumbering gait.

Zelkor's Ferry

Rasmus Pye’s Trading Post
Walking on through the settlement, you come next to a two-story wooden building. Above the door is fastened a rectangular sign bearing the words “Trading Post.” The first floor has no windows, but the second floor has three, with the shutters open. You hear a snatch of song in a woman’s voice before it fades again, and then you push open the door.
You are greeting by a ringing sound as a bell chimes above the door. The room is full of so many things that it’s hard at first to pick out any individual items. Then the odor of the place hits your nostrils: a combination of musty furs, drying herbs, oiled weapons, and other more exotic scents. A ruddy, red-haired man looks up from where he is working at a long wooden counter.
“Greetings! Welcome to Rasmus Pye’s Trading Post!” He puts down an oiled rag he was using to wipe a sword and rubs his hands with a cleaner cloth. Coming around the counter, he extends his hand to you for a friendly clasp. “Rasmus Pye I am, purveyor of the common and the fine. Whatever you’re heart’s desire, I know where to get it for you – within reason, of course,” he adds hastily.
As you look around, you are able to take in more of what fills Pye’s establishment. Two bundles of furs are stacked near the door. Wooden barrels line the floor along the wall, some with their tops open showing things like smoked fish and jerked meat. Shelves are lined with pottery jars whose contents are not immediately obvious; wooden boxes holding herbs and spices in sealed packets; large pieces of soft leather waiting to be crafted into clothing or other items; and one or two of any number of other things, most already used to some degree. Herbs hang from the high ceiling as do several lanterns; the fellow can’t need this many to light his shop, so they must be for sale as well.
To the left of the door in the back wall stands a tall rack with a variety of weapons, held upright by bits of cord tied to nails in the wooden wall behind them. In the back right corner is the beginning of a narrow stair, going up toward the front of the building. Glancing up where the stair passes through the floor, you can see a door that would close the opening from above and you think you hear a voice singing softly. Pye moves back to his place at the counter and finishes wiping down the sword, talking the whole time. “So you’ve just come in, eh? No doubt in the area seeking for adventure. Well, when you need some supplies, you just be coming to Rasmus Pye and I’ll provide them to you at a fair price, yes indeed. Folks wonder how I can get so many things away out here, and it’s because I believe in doing right by people, and so they in turn do right by me.
“Take those furs, for example. The pelt of a bear or a wolf is useful out here, and not too hard to come by. In a great city, though, those pelts are few and far between and will fetch a goodly price. On the other hand, things quite common in the city are rare this close to the wilderness. I’ve traveled up and down and know people hither and yon, and we do business together so that we all benefit.” Pye gives the sword one last swipe before placing it in the weapons rack, looping a cord around the hilt and guard, and tying it to its own nail. It occurs to you that, besides holding the weapons for display, the ties would severely hamper anyone inclined to suddenly snatch up a weapon and threaten the proprietor. Evidently Rasmus Pye is shrewd as well as affable.
“Nor is it just great traders who benefit – no indeed,” Pye continues, gesturing to his stock. “You see before you the collections of dozens of travelers who somewhere acquired extra gear or unusual items and sold them to me rather than carry them any further. They got a bit of coin for the purse and you, perchance, will be able to find just the right thing for your needs when you venture out yourself. If I’m not here – because sometimes I do travel out, to do what traders do – you can always deal with my excellent assistant.”
Pye moves to the stairs and calls up. “My merry love, could I interrupt you for just a moment?” The reply is indistinguishable where you are, but Pye is evidently satisfied for he moves back to his counter and begins the polishing process on a dagger that matches the previous sword. A few moments later you hear footsteps upstairs and someone wearing a green skirt starts down the steps.
“I’m that sorry, my dearest Pye, but I had my mouth full of pins. I started right in to work on my newest order of shirts while the light is good. I heard the bell; have we customers?” The woman who descends wears a white blouse with her skirt, and has golden-brown, curly hair pulled back with a light green kerchief.
“This is my esteemed wife, Meregan,” Rasmus Pye says, introducing her with a flourishing gesture. “Not only does she know where everything is in this wonder of a shop, and put my own poor self to rights, she is outstanding with a needle and makes clothing to special order for many of our customers.”
Meregan looks amused as Pye’s flowery description and gives you a bit of a mocking curtsy, then says, “If you won’t be needing me right now, Pye, I ought to get back to my shirts. You know that I like the light to be just right when I’m sewing so much black, and putting on all those extra pockets takes longer than usual.” Turning to you, she continues, “I suppose you’re taking in the whole village. Do be sure to step around to see Kalgor; he can be a bit of a grump but just ignore that, because it’s the good work he does that’s most important. I hope you’ll be safe in your journeys, so that we’ll see you again many a time!” Meregan gathers her skirts and heads back up the stairs, and you catch Pye admiring his wife’s neat ankles when you turn your attention back to him.
The trader gives you a wink, and says, “She’s quite right, you know; you truly ought to be meeting Kalgor while you’re here. Just go right around the building and his place is at the back. Ulman Dark, also; he has the house off by itself on the other side of the commons and could be supplying you with a bit of healing or two, should you be in need. You’d best be taking care, now, as we’d like to see you back often.”

Zelkor's Ferry

Fenice’s Story
“I and several other people joined a group of three adventurers who had been into the great dungeon before, several months previously. It was led by Lord Pirulen of Avenir and the sorceress Candara. There was a sneak-thief in the group – I really can’t call him anything else – and he opened the entry door with a key. I don’t know where he stole the key or what he did with it after, but it wasn’t on him when we checked over his dead body a few days later.
“We fought a lot of wights, and there were some wraiths, but that was later on in a hall full of pillars,” Fenice’s soft voice continues. “For a couple days we wandered through a huge maze, and I swear the walls moved when we weren’t looking. I think it was more luck than anything else that we managed to get out of that one. We encountered some goblins there, little realizing what was to come. Lord Pirulen, Candara, and their sneaky pal Cerigo had explored the area some before and been stymied at a spot that required traveling underwater. This time they had come prepared, and our whole group was supplied with items or spells necessary to breath and travel underwater. It turns out there are huge areas of that labyrinth that can be accessed only by some of those water-filled passageways.
“One thing we had not expected was to come out of the water only to encounter a fire-breathing three-headed dog. In the heat of the battle I lost my favorite sword to it – and my hand. Lord Pirulen even laid his hands on my arm and healed the wound in the middle of the fight, but that didn’t replace my hand. We finally managed to trick it and block it behind a magic wall for a few seconds, and then run for our lives.”
Igor suddenly jumps to his feet, making the rest of you jump also, so intent were you on that soft voice and its narration. “This is too scary! I don’t want to listen to this anymore. I’m going out to talk to the horses.” He hurries out into the sunlight, and you hear him call to the horses.
Vort shrugs and looks at Fenice. “You know he doesn’t mean to be rude. I don’t think he’d heard you talk about that part before.”
“I know,” Fenice replies in her whispery voice. “Believe me, it was certainly scary at the time! We ran, with Brother Arno just happening to end up in front. He yanked open the first door we came to in that broad hallway and we piled through. Lord Pirulen and I were last, and we watched each comrade simply blink out of sight as he or she ran through the door, moving too fast to stop. We looked at each other and then the paladin just shrugged. He took my arm with his left hand and we stepped through together. Happily, it was just a teleporter and everyone had arrived in the same place – that time – so we were able to carry on. Any chance of knowing where we were had been lost, of course!
“Eventually we found another waterway, and passed through it to a cavern full of long, pointed rock formations on both floor and ceiling. Some of them must have been enchanted guardians, because they came to life and attacked us with long tentacles. It was not much later that Gamira Darkwood, an elven ranger with us, located a secret door that led to a
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Rappan Athuk Player’s guide
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gate which none of us could find a way to open.” Fenice’s voice, though still very soft, becomes more intense with excitement. “Candara used her magic to get us to the other side, and we found ourselves on the doorstep of a goblin kingdom!
“There is an entire goblin kingdom hidden in the depths under that dungeon, and of course we managed to stumble on it.” The whisper falls back into its previous cadence, and you lean closer again, so as not to miss anything. “We saw only a small part of their main city, but that was more than enough for me! At first things went fairly well. We let Candara do the talking, and she convinced the goblins we met that we had come from the Underdark and were looking to replenish our supplies.
“I think our time there would have gone better had we not had a paladin with us. The rest of us – even Brother Arno – could have turned a blind eye to the slavery; it was only some kobolds, and who cares if one type of menace decides to enslave another? But Lord Pirulen was already upset by it when he discovered that there were other humans in the city: prisoners who were to be used as sacrifices. That was beyond what he could stand, and he insisted that we immediately attack to free them.” Fenice’s whisper becomes intense again, and she leans forward on her stool, gesturing for emphasis. “We were more than ready to leave by that time, but didn’t all share his passion for this crusade. When some of us were insufficiently zealous, he removed the decision by freeing three prisoners and then joining the group with the news that two patrols of goblins were behind him and we needed to hurry!” Now she stands, and begins to pace back and forth as her whispered story continues.
“We had already decided to go back the way we came and were able make it back to where Candara had used her magic on the wall. The goblins stopped their pursuit as we got toward the end of the corridor, which we didn’t understand at all. They definitely seemed afraid of something having to do with the great gate. We found we could open the gate from the goblin side, though it took several of us to do it, and then of course we could not secure it from the other side. Candara put some type of magic on it, but she was exhausted by that time and had few spells left.
“It was definitely time to rest, so we picked the best place we could and set out guards. I’m afraid we were overconfident, though, and we definitely underestimated the goblins. Somehow a small group managed to surprise our guards on the city side, and get to where most of us were sleeping without raising an alarm. In that city they have a saying, ‘A running goblin can slit a thousand throats in a single night.’ Happily for me that running goblin was in too much of a hurry and didn’t stop to check his work.” Fenice loosens the slide holding her neckscarf and folds it away, revealing an ugly red scar across the front of her neck. “Candara and I survived, though just barely. Gamira was on watch with Turbayne (one of the former prisoners) in the direction of the dungeon rather than the city, and when she finally heard something they came in the nick of time.”
Sliding the fastener back up, Fenice settles the scarf around her neck again and her voice becomes grave. “We lost both Brother Arno of Larchmont and Lord Pirulen to those little scum, as well as two of the prisoners we had rescued, and Rosson Gildersleeve, a gnome who had valiantly acted as our scout through some tight spots. Gamira used up the last of our healing potions on Candara. She tried reading a spell from a scroll to heal me, but botched it somehow and it didn’t help. I wasn’t actually dying by that time – Gamira was surprisingly useful with linen bandages and unguents – but I would really have preferred not to be reminded of that episode for the rest of my life.
“With only three of us left of the eight who started out together, even with the addition of Turbayne all we could do was move ahead with great caution and hope blindly that we could find a way out of the dungeon before we were all killed. We made it back to the area with the randomly teleporting rooms and stumbled across something that saved us all – a place that teleported us right out of the dungeon.”
Finally Fenice pauses in her agitated pacing. “Come on!” she says in a harsh whisper. “I need to get outside into the sun, too. Let’s see how Igor’s doing with those horses.”
Outside, Igor seems to be enjoying himself with the animals. He speaks quietly to a tall gray horse while he brushes its coat, and a glossy brown seems to have already gotten the same treatment. The remaining horse, a smaller one with a white star on its black face, stays somewhat aloof from the other group. Fenice gives a sprightly whistle – the loudest sound you have heard her make – and the black horse trots over to the fence. The slender woman absently pets it while she continues her quiet speech.
“The most important thing when going into Rappan Athuk is for each member of the group to have as many magic items as possible. There are so many different areas down there, so many different side branches, that you never know what you’re going to come up against next. It’s impossible to plan. The best idea is just to have magic items that will cover as many contingencies as possible, and then you’ll always have something you can use.
“Of course there’s your basic armor and weapons; considering how dangerous the inhabitants are, and how difficult many of them are to defeat, there should not even be a question about needing those. It’s the specialized items, though, that can really make or break a group. For instance, you should have items that provide light – not just enough light for humans to see, but ones that use light as a weapon. Those are the most effective against many different types of undead creatures, which is mostly what is in that evil place. It‘s also good to have something that produces fire; the more ‘normal’ creatures down there are used to dark damp places and are frightened of fire. A nice fireball, or wall of fire, or even spurting fire from your fingertips left and right, will earn their respect and convince them to leave you alone.”
Rappan Athuk Player’s guide
You notice that Fenice has started to rub the stump of her right arm, and you suspect she is unaware of her action. “Fire resistance is also critical. This is the lair of demons, and they have more than one location that opens into the depths of Hell itself. Of course, standard fire resistance barely helps against hellfire; you need something a bit stronger and you need it to be ongoing, not something that’s going to wear off every few minutes. Another thing that’s very useful is an item that allows you to fly. There are some deep cracks that are difficult to cross, high places to climb, and so on. We also made good use of water-breathing magic, but that was because of the specific places Candara, Cerigo, and Lord Pirulen wanted to explore.”
The black horse butts Fenice’s shoulder, and she reaches up to smooth its nose as she continues. “Something else you might not expect is that you need to be able to crawl. Not every denizen of the great dungeon is as tall as you or I; though some are considerably larger, there are also smaller ones. It can be a great advantage to be able to move through the tunnels you find; it can lead to some goodly treasure, and it is also an outstanding way to get away from some of those larger creatures. Magical bags and backpacks gave us places to stow away armor or other bulky things when we needed to crawl, or swim; I can’t imagine going some of the places we went with our fighters having to drag their armor along behind them.” She looks away from you to the stablehand. “Vort, could you get my saddle and bags, please?”
“The last thing you need to remember, of course, is that no matter how prepared you are, you are still not prepared enough.” Fenice climbs the rail of the fence and jumps down next to the horse. Vort appears with her gear, which she takes with a nod and then saddles her mount. You notice that even without a hand, she is able to use her right arm to hold or brace things, while her left hand of course does the finer tasks. Finally Vort passes Fenice a set of filled saddlebags. She looks directly at you, her face serious and her whispery voice harsh. “Whatever you think you will be able to do in Rappan Athuk, something is going to be there to deny you complete success. You’ll end up with amazing stories to tell, but only at the expense of friends left behind in the making of those tales. Maybe before you go, you should ask yourself if a venture into that dungeon of graves is worth the rest of your life.”
She puts her left foot into the stirrup, braces herself with her right elbow, and smoothly swings her leg over while Vort opens the gate of the paddock for her. She gives another whistle and Igor looks up. “Good-bye, Fenice!” he calls, waving to her vigorously. Her left hand busy with the reins, Fenice lifts her right arm in acknowledgement and then turns her horse away, through the gate of the settlement and out. Vort drops his own hand and closes the gate, then gives you a brief nod and walks back into the stable.

Zelkor's Ferry

The Stable
Next to the inn stands a stable, as you had been told. A fenced paddock beyond it holds three horses. The stable’s big double doors are open to the light and you can hear men’s voices from inside. When your eyes adjust to the shadow, you see two husky men, likely the stablehands Amelia mentioned earlier, talking with a slender woman. Both men look like they are probably from this area, but the woman’s deeply tanned skin and thick dark brown hair suggest she may once have come from the southern desert. She is dressed in a simple shirt with a leather vest and pants while a scarf is held around her neck by a sliding fastener and a sword hangs at her right side. She gestures animatedly as she talks, and you realize that she is missing her right hand. It also occurs to you that you cannot hear her speaking, even though you can see her mouth moving. Both the men look at you as you approach, and the woman also turns your way. One of the men steps forward.
“I’m Vort. Can I help you with something? We offer stabling for horses and mules for just one silver piece per night.” Vort is tall and broad shouldered, with hair the color of ripe wheat. He wears sturdy pants and a snug sleeveless brown tunic whose laces are open at the collar. The other stablehand, in contrast, is stocky and not as tall. He sports a distinctly bulbous nose and hair that is, frankly, the color of a rather vile mud. His clothes fit him loosely and make him look somewhat unkempt.
The shorter man steps forward and peers at you earnestly. “Did you bring lots of horses with you? I hope so, because we don’t have very many here right now and it’s getting kind of lonely. When Fenice leaves we’ll only have two left! This is Fenice; she brings us horses sometimes so I like her. Horses like her, too, because she whispers to them. I try whispering to them, but they don’t pay much attention to me.”
The slender woman – evidently Fenice – smiles at the man. “Thank you, Igor,” she whispers. “I’m sorry the horses don’t listen to your whispering.” The woman then turns to you. “Fenice Melior,” she continues very softly, “occasional trader in horses.”
“Fenice whispers to horses because she doesn’t have any voice,” Igor interjects. “She whispers to everybody else, too. I tried whispering to everybody one time, but it made my throat sore.”
“Fenice lost her voice when she was part of an expedition to Rappan Athuk,” Vort puts in. “Amelia stopped by and told us that you’re interested in hearing stories about the area. We thought maybe Fenice here could tell you some of her adventures. You have to listen closely, though, because she can’t speak up.”
“Sharing information is always good,” Fenice adds softly, “So you won’t make the same mistakes!”
Fenice moves to sit on a low stool. A wooden box of tools nearby suggests this is a spot where the men often groom the feet of the animals under their care. The stable as a whole is relatively neat and smells of fresh straw. Above is a large loft with an open area down the middle, with a ladder on the wall leading up from the ground. At the far end some space is closed off with walls and set with a door on each side. That might be storage, or perhaps personal space for the stablehands. Sun shines in through two windows, illuminating the slow fall of dust in the air.
Igor throws himself down in a pile of straw near Fenice and wiggles back and forth a few times to get comfortable, while Vort leans against one of the stalls. Fenice takes a drink from her waterskin and begins to speak, so softly that you have to lean in close to hear.

The Bristleback Inn

Pappy’s Story
Ysbel steps to the fireplace and touches the old man on the shoulder, then raises her voice a little. “Pappy! Here’s someone who wants to hear all about how you cleared out that dungeon when you were young.”
The old man starts out of his snooze and looks up at the girl, then squints at you. He uses his arms to straighten himself in his seat and squirms back and forth a little bit to get more comfortable. When you step closer, you see a pair of crutches lying next to him and note that he has a peg on his

right leg. At a second glance, though, you realize that his other leg isn’t folded underneath him; it’s missing completely, cut off at mid-thigh. A small lute lies along the left side of his chair, and one of the pottery mugs stands close by on his right, placed on the broad hearth surrounding the fireplace.
“So yer interested in an adventure, eh?” Pappy begins. “I can tell ye about some adventures. I’m a bit dry though; bring me a beer, if ye’d be so kind, girlie.” He passes his mug to Ysbel, who shakes her head at him, smiling.
“Pappy, it’s way too early in the day for you to start on the beer. I’ll get you a mug of water from the rainbarrel, though; it’ll be cool.” Ysbel starts off on her errand and Pappy smacks his mouth a few times experimentally, then turns to you.
“Did ye know that we’ve a dungeon practically in sight of our watchtowers? The Mouth of Doom, they call it, out in the middle of the forest to the south of us. Oh, my friends and I found it right enough, nigh onto fifty years ago now. I suppose it was a nice enough little dungeon, and it gave us a thrill or two, but it was nothing compared to the granddaddy of all dungeons!”
Pappy’s voice is raised, and he shakes his fist in the air. “Rappan Athuk – now that was a dungeon! My friends and I were well known at one time, though not the stuff of bards’ tales. We were powerful, and we made our presence felt. We fought malicious specters down there, and nasty creatures with big mouths that lived in heaps of trash. We battled an undead king to a standstill, though there were no winners that day and both sides crept away to lick our wounds. In fact, we got further below that dungeon than anyone else I’ve ever known. You wouldn’t know it to look at me now but I was a powerful wizard once, back before I lost my legs – and half my mind.”
Ysbel returns just then with the mug of water. Pappy takes a small sip, then downs a larger swallow with a grimace and sets the mug carefully on the hearth. Ysbel takes up her scrubbing again at the other end of the room but appears to be listening in to Pappy’s story as well.
“We weren’t about to just waltz in the front door, so we found ourselves a different entrance. It wasn’t easy going, but we got right down into the thick of things without those fiends being aware. Once down we had some trouble finding our way around; there was a confusion of low tunnels, and the darkness was so thick our lights barely allowed us to see. We followed a winding river through several caverns; one was filled with spiders, undead creatures, and nasty trolls, which was where we lost Sister Gabriola. Another cavern had a purple worm the size of a small village. To this day I think we could have just walked away quietly from the creature, but ye might know that our rogue Renfrew couldn’t leave well enough alone! He was the first one poisoned, and by the time we could pull away and tend to him, he was already dead,” Pappy says as he shakes his head.
“The levels of the dungeon proper may be made of worked stone, but down deep, where we were, it was all natural caverns. There was one especially huge one, where the ceiling was lost high above us and our lights made little bubbles of brightness in the great dark. In that situation, ye know there are always beings watching you, usually to yer hurt.
“While we were there we fought the most vile creature I have ever seen.” Pappy’s eyes narrow, as if envisioning his opponent of years past. “Out of the darkness floated this giant mass, as large as I was tall and covered in eyeballs and mouths. It turned out those eyes shot out beams of magic like those from wands! We fought like demons ourselves, I can tell ye. Our knight got up close to try to stab it with his greatsword, and discovered all those mouths were full of sharp teeth. I tried several of my specialties on it, only to realize it was more than a match for me; ye may imagine my shock when it took some of my own spells from me! We had to get cunning, especially when it tried to run away after we injured it. We finally defeated it, though, and found the treasures it had taken from other hapless victims. I recall the battle fondly now, as one of the last times I was able to use my most powerful spells and keen intelligence before something in that vile place diminished them forever.
“Many of us were injured at that point and ye can be certain it was hard to find a safe place to rest and heal. We thought we had found a place, isolated at one side of the cavern, but we were wrong. That quiet corner turned out to be guarded by huge metal statues of bulls which came alive when we got close. They put out a gas that turned my companions to stone, some temporarily but some permanently. I myself was affected for a time. The stone effect wore off but before I could recover myself one of the bulls trampled me, breaking both my legs. Sir Marlett and the elf Daresiel had both been turned to stone and the bulls trampled them also, breaking up their bodies so we had no hope of recovering them.” Pappy shakes his head again. “My remaining two companions got meself and our badly wounded dwarf out of there, and patched me up well enough that I could use my emergency scroll to take us out of that foul pit completely. We ended up back at our camp in the forest, though, and without our two healers the others managed to save my life, but not my legs. At that I suppose I’m better off than Gulim, who died of his wounds.
“One thing we never did locate was the evil temple everyone claims is there. I think somehow we passed it by and went straight to the caverns that lie below it. I don’t remember everything that happened to us beneath that twisted temple, though parts of it still give me nightmares. The worst was that even after we left, the reek of its evil continued to work on my mind and body and gradually stole my strength, my health, and most of all my intellect. I eventually learned to mend shoes, and other things I could do without need of my legs, but these days I just play a few tunes on my little lute and dream about striding through the forest in days gone by, wishing I had never heard of that accursed place.”
Pappy stops to stretch out his leg, and begins to absently rub his left thigh. “If ye be wanting to explore that foul dungeon, allow me to offer ye some pieces of advice. There’s no doubt that the most important part of any adventuring party wanting to take on Rappan Athuk is the wizard. Ye
need one who is powerful, with plenty of offensive ability. He also needs good magic items; it’s worth a bit of sacrifice by the fighters or the rogues to see a magic-wielder well equipped. A good selection of fire spells would be helpful; they’re always good against the undead and there’s a powerful lot of those waiting there in the dark.
“Now, any group wanting to explore the depths of Rappan Athuk is going to need rope, and lots of it. Ye don’t find easy stairs leading from one area to another; no, it’s down sheer drops and over rocky cliffs – and then of course it’s all to do again in reverse if ye ever want to get out. I know what yer thinking,” Pappy’s voice changes, becoming higher and slightly whiny. “What about that wizard? Can’t he just fly us all down?” He clears his throat and resumes his normal tone. “Well, to be sure he can, if ye want him to use up all his spells and have nothing left to use in a fight when ye get to the bottom. It’s better to use mundane means wherever possible and save the magicks for when ye need them most. We used our rope skills several times in difficult situations. Once we had to climb down a cliff as rats were trying to gnaw our lines!
“Another thing ye need of course is lots of light sources. Torches won’t make it, either, though it might be okay to have a few if yer in a pinch. No, ye need some source that lets ye keep both hands free! It’s no good trying to climb down that rope I mentioned a bit ago with a torch in hand – that’s a good way to take a long fall. ’Twon’t do to just carry it in yer teeth, either, as the rogue Renfrew once tried. He thought he was so clever, and so much more nimble than the rest of us – until he caught his hair on fire.” Pappy’s speech slows slightly as he reminisces. “We called him Renfrew the Red after that; I don’t think his hair would ever have grown back, even if he had lived.”
Pappy reaches for his mug and takes another drink, then sets it back down. “I’m afraid I’m worn out with all this talkin’. Though it’s nice to have an audience, I don’t usually talk this much in a week. Thank ye for listening to my adventures, but I’m in need of a little rest now.” The old man settles himself in his chair, then leans his head on one hand and his eyes drift closed. You start to turn away when you hear him mumble softly, “And whatever ye do, don’t go down the well.” You raise your eyebrows at this one last piece of advice and then walk out into the fresh air.

Don't Go Down the Well

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon god fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Tyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go
down the Well.”

Zelkor's Ferry

Bristleback Inn
“Welcome to Zelkor’s Ferry. I hope the captain didn’t question you too hard at the gate. You may be a person bent on finding an adventure, but you don’t look like a troublemaker to me.” The woman’s blue eyes seem to twinkle as she smiles at you. Her light brown hair is beginning to show some grey, but her arms look strong where she has pushed up the sleeves of her brown dress. “If it’s adventure you want, let me tell you, you’ve come to the right place. Although we hold our own here, this area can by no means be considered safe and there’s plenty for a brave soul to find and do.
“I’m Amelia, and my husband and I are the proprietors of Bristleback Inn. It’s been in my husband’s family for several generations.” She leads you into the building’s common room and continues. “A room with your board is one gold piece a night… Thank you very much. The stable is just next door and stabling for a horse or mule is one silver piece. Anything more exotic than that and you’ll have to ask Bristleback; we own the stable, too. The two fellows out there, Vort and Igor, are both decent folk and will take good care of any of your animals.”
Amelia turns to survey the room, and you take a look around also. The inn’s low-ceilinged common room is really nothing special, but out here so far from civilization it seems to have all the comforts of home. The tables are well-worn, but also well-scrubbed. In fact, a teen-aged girl with hair the color of honey is engaged in scrubbing one right now. “Don’t forget the sides, Ysbel,” Amelia says to her. The slender girl looks up at the comment, flashes a shy smile when she sees you looking at her, and then goes back to her work.
The shutters are open to let in some fresh air, and at the far end of the room a small fire burns in the fireplace as an old man snoozes in a chair nearby. Lamps are set into brackets high on the walls, to provide the most light in the evenings and also keep them out of the way of clumsy patrons. The bar is on the other side of you, before the stairs; it is supplied with a couple of kegs, and a row of pottery mugs hung on pegs on the wall. The treads on the stairs are worn in the centers, and you can see that anyone of much height will need to duck on the way up to avoid an inconvenient beam.
A door opens between the bar and the stairs, and another woman enters carrying two sealed bottles. The woman has skin the golden-brown color of good ale; her eyes are deeper brown, and she wears her black hair pulled up into a loose knot at the back of her head. “Amelia, the cook brought these up from the cellar and told me we’ll be needin’ them in here.”
Amelia nods. “I heard Bristleback tell Gumbel last night to get some more bottles up here today. Just put them in the rack under the counter, Tallie.” The woman does as instructed, than straightens to look at you. Amelia introduces her. “This is Tallie, one of our serving women. She and Ysbel stay plenty busy around here, but feel free to ask them if you need something and I’m not around.”
Suddenly from behind the door you hear a man’s voice, rather muffled, calling “Tallie!”
“That Gumbel!” she exclaims, and rolls her eyes. “I’m coming! Keep yer britches on,” she calls, then disappears again behind the door.
Amelia gives one last satisfied look at the room, then turns to you. “I need to get out back and weed the vegetables or pretty soon we aren’t going to be able to find the food for the weeds. The privies are around back to the left; the kitchen garden is to the right. If you end up around that way by mistake, watch your step because I don’t want anyone trampling on my garden. You ought to take a look around and chat with some of the people here; I’m sure several of them have things to tell you about their own experiences in this area, things that might help keep you alive when you head out looking for your destiny.” With that parting remark, Amelia also disappears through the door to the kitchen and leaves you alone.
You’re not quite alone, though, as you realize when a soft voice interrupts your thoughts. “Pardon me.” It’s the young maid; Ysbel, that was her name. She’s now working on a table nearer you, and lays down her small scrubbing brush when you turn.
“I couldn’t help but hear what Amelia said about people having things to tell you. I know someone who tells amazing stories! Some of them may even be true.” She gestures to the old man sitting in the corner by the fireplace and continues. “That’s old Russ. He’s Amelia’s grandpappy, and to hear him tell it, he may have tamed this whole area single-handedly when he was young. There’s no doubt his stories are interesting, though they might not be helpful to you. Let me just get his attention.”