In their last adventure, the elven Seer informed the heroes of is dreams of a mountaineous area, where a strange kind of two-colored goat lived. Research indicated that such goats where a rare species, reared by a family of well-to-do mountain farmers.
Further research indicated that reaching their farmer was a perilous, dangerous enterprise, as it was well-hidden. There was a way though: finding the family’s “black sheep” Yustav. A notorious gambler and womanizer, Yustav had a fight with his family and fled to Blackmoor city. There, he was said to have got indebted and lost all his money, roaming the streets as a beggar. The heroes had now to decide between going directly to the farmlands near Williamsfort, or to search for this strange man in the barony’s capitol city. The go for the later.
The capitol city holds a few surprises for the heroes. First they discover that both the Patriarch as well as Baron Uther Andahar are out on an expedition to the north-western regions of the barony. Second they discover that the no-one knows about a “Yustav from Williamsfort” here. Third the city has a second castle entrance, from the inside of it, which leads to the old dungeons of the original castle: those are deemed so spectacular and dangerous that a slew of merchants line the entran.e to it: they even sell bottoms “I’ve been to Blackmoor Dungeon!” to adventurer’s who manage to leave alive! But where to start???
The group’s thief enters in contact with the local guild and receives good news: Yustav is indeed in the city, but is known here as Cole Oliver Ned, better known as “Cole O. Ned”. He has been gambling in a big party being held on the famous Comeback Inn by one of the city’s more illustrious figures: the “Great Sneevy”, a warrior of great renown.
In the party the heroes meet fleetly Great Sneevy and discover that Cole O. Ned is already out again… this time to Blackmoor Dungeons! And he is not alone: in his company he had a bunch of would-be adventurers determined on winning a bet about who could survive the longer in the infamous “Orcish Way”, a legendary passage starting at the first level of the dungeon. To make thing even stranger, it was said Cole and another person had a special, magical Friendship Rings, which let two people be attuned of the feelings and overall whereabouts of each other.
The heroes do not dawdle. Into the dungeons it is.
Blackmoor Dungeons, Level I
A huge hall opens up before the heroes. The dungeon looks immense and foreboding. A reek of danger looms over the entire place and it is with an uneasy feeling that they start the quest for the lost beggar/farmer/adventurer.
A few abandoned rooms and one death later (the party’s mage…), the group encounters a wandering priest, Davos, who lost his entire adventuring group to the monster’s located in a secret entrance to the lower dungeon levels. Davons informs the party that he heard of another exit, created by a kobold clan. Following this lead, they meet yet another soul in the dungeons, a farmer turned mage and apprentice to Jalasper (a Blackmoorian Wizard) which thought himself shielded from the rest of the dungone. He readly joins the threatening group and leads them to the northern sections, where the Orcian way is then finally found.
The bizarre Orcian Way, a circular ladder going down, and down, and down almost gets the heroes killed, as wave upon wave of orc warriors arrive in a seemling endless stream to do battle. Deciding to retreat, they soon discover that the way back is a very special one… falling from a height, now outside the dungeons, they barely survive thanks to Jalasper’s protection magics, cast on his apprentice.
On the shores the heroes discover that they are not alone… also panting beside them are two forms… one of a beraggled beggar Cole O. Ned! And near him…. the elven Seer… AGAIN???