The Lost Lands

Rappan Ahtuk Dryths View
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

Ogres, Roaches and Snakes
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.

Ebrim's Story
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.

The Guard's Story
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.

The Gate
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.

The Smithy
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.

The Barracks
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.

Ulman Dark
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.”

The Dock
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.

The Ferry
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.


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