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SCREAMING GHOST RAVINE – NEW DUNGEON OF ADVENTURE

By Jacquetta Anichoson, Investigative Reporter

Dateline: 14-3-517


In the year 237, the King of the Dwarves, at the time King Khazdan Blackhammer, met with King Mark I with a suggestion … they could construct great underground areas that would house areas of rest, inns and taverns, and place of trade from which the adventurers could operate. From these areas, they would open passages into the tunnels … monsters used to travel and live in. This would enable the adventurers to have a base of operations … It would also enable those tradesmen, smiths, and armors … to operate in a central location.

Jeremiah of Crownheart, Chief Archivist to the Throne of Bereny – Legends of Bereny


Every adventurer knows the story of how the dungeon courtyards came to be. From the very first, Central Dungeon, to more recently opened dungeons such as the Mines of Miasma and the Torlian Catacombs. The courtyards of these major dungeons that dot the landscape of Bereny have become cities to themselves; some on a scale equal to that of Poldoon and Ghorst. It is in these courtyards that most young adventurers begin their careers. But one recent addition to the list of major dungeons seems to have escaped notice.


Down in Frost Ward, almost due South of Wintred, lies a little known road that branches off Iceway Road on its way to Icehaunt Catacombs. The Ghost Passage winds its way out of the Southern reaches of the Wintred Hills. Eventually the road becomes Eastern Highway, rumoured to lead to the Two Worlds Citadel, but not before it reaches the dungeon entrance of Screaming Ghost Ravine.


Screaming Ghost Cavern, the name of the courtyard, is truly an inspiring sight. It is fashioned from a huge natural chamber and although the walls have been straightened, the ceiling still arches high overhead. The cavern’s irregular stone seems to take the appearance of leering, moaning faces looking down from above. It is these bizarre rock formations which gives the dungeon its name. The air is damp due to the proximity of the underground River Elfin, which washes through the Southern and South-Western parts of the dungeon. The courtyard itself is bustling and busy with trade and activity. A place of danger, but also rich rewards.


The first adventurer to discover Screaming Ghost Ravine was a dwarven warrior by the name of Dagget. After receiving his adventurer’s license, the administrating official asked Dagget what dungeon he would like to start his career in. The relatively young dwarf simply said, “Someplace interesting.” In response, the official tossed a glowing blue amulet at him and upon instinctively catching it, he was blinded by a flash of blue light. When his vision cleared, he found himself in Screaming Ghost Cavern.


After a few preliminary purchases, Dagget made his way into the dungeon proper just as a few other adventurers made an appearance in the courtyard. This would occur again and again as he returned to the courtyard after going as far as he could until a locked door would prevent further exploration. Despite his frequent visits to the courtyard, the place never really filled up with a thriving adventurer community as has grown in most other dungeons.


After a couple of years, Dagget ran into one too many locked doors preventing further progress into the dungeon’s depths. He has since relocated to Icehaunt Catacombs, but he has shared some of his experiences in Screaming Ghost Ravine.


“I don't know too much about the history of the dungeon, but there are some ghosts encountered in every region,” he explains. “Spiders to the Southeast. Water Myrmidons around the River Elfin. The most excitement I had was fighting some nasty plant fellas to the South by a magic well of healing. It attacked with its vegetable limbs twice as often as most skilled warriors could. In fact, I saw several of the plant creatures take down a fully armoured crusader before I could get close enough to lend a hand. Us dwarves ain't much for farmin’,” he went on with a laugh, “but I was able to harvest them quick enough!”


On one of Dagget’s forays into the dungeon, he seems to have missed out on a bit of excitement. High Priest Morgut Turnipcutter, his radiant wife, and travelling companions emerged from a teleportal on the dungeon’s first level. They had been exploring the underworld after descending so deep in Red Mountain Keep’s dungeon complex that they emerged down there. After exploring there for a couple years, with the High Priest’s wife giving birth to their son along the way, they eventually found a gate in the Ochre Fields leading to Screaming Ghost Ravine.


A quick purchase of teleport home scrolls at a nearby magic trader gave the High Priest’s party access to Screaming Ghost Cavern. From there, it was a short walk to the IGW Guild Hall, where they availed themselves of the IGW’s teleportation service whisking them back to Red Mountain Keep and the High Priest’s modest home.


“It was quite the exciting time,” Screaming Ghost officials reported, “but their visit was all too brief. We offered a parade, banquet, and escort to the IGW guild hall, but all the High Priest wanted to do was get home. No time for dilly-dallying. The Gods’ work and all that.”


“His administrative assistant, a Miss Azziline I believe, was more inclined to tarry in the courtyard,” the bureaucrat continued. “She said the High Priest would rather the cost of such an occasion be donated to the Red Mountain Keep Widows and Orphans fund. She held one adorable, yet dishevelled child in one arm as an example and said she would gladly make arrangements on the High Priest’s behalf while holding her other hand out. Before I could make any arrangements Miss Azziline was dragged off by Mrs. Turnipcutter shouting cheerfully how their kids were going to miss their first official play date if they didn’t hurry.”


“Beyond that,” the administrator sighed, “Adventurer traffic has been low. Seems all we get is walk-ins from the overland these days. Might have to hire a tourist coordinator like that Lady Stugelhoffen that has been promoting Red Mountain Keep all over the place.”


Whatever the reason for low turnout, Screaming Ghost Ravine is a fresh place for young adventurers to cut their teeth in their chosen profession, leaving rampaging Helltroops to the time-tested veterans. Those veterans got their start in a dungeon like Screaming Ghost and now you can, too. If you’re a rogue, all the better. Plenty of doors for you to open. Just be sure your companions appreciate the effort.


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