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She and Cherbill Nimmt had agreed in advance to meet in this small storage chamber in the most remote corner of Darkhold’s basement. Arilyn had suggested it because it boasted the little-known escape tunnel revealed to her by the retired Zhentish soldier. Cherbill had agreed to the location because it was as far from the guard post as possible.

“Over there! I heard something over this way,” a guttural voice called. The heavy footsteps—ten men, Arilyn guessed—were very close.

Although Arilyn was half-elven, she had in full measure the elven ability to locate hidden doors. A faint outline surrounded several of the large moldy stones that formed the chamber wall. Falling to her knees, Arilyn ran her fingers around the irregularly shaped door. She found a minuscule latch in the cranny of a rock and pressed it. The door slid open.

Arilyn slipped into the darkness of the tunnel, pushing the stone door back into place. Behind her, she heard the puzzled oaths of the guard as they burst into the room and stumbled upon the body of Cherbill Nimmt. Turning her back on Darkhold, Arilyn started down the tunnel.

For several hundred feet, the grade sloped sharply down. It became so dark that even Arilyn’s exceptional night vision could not penetrate the gloom. Aware that her infravision could discern only heat patterns, not the strange traps that her informant had promised, she reluctantly removed a small torch from her belt and struck tinder to it. As she’d expected, a flurry of tiny wings and high-pitched squeaks greeted the light.

“Bats,” she muttered, waving the torch around her head to ward off the spooked creatures. Arilyn hated bats, but she would count herself fortunate if they were the only creatures with which she had to contend. The Zhentish informer had gleefully warned her to watch out for carrion crawlers. Twice the length of a man, these monsters looked like overgrown green cutworms. They generally fed upon carrion, but if food were scarce—and in this tunnel it probably would be—the crawler would attack live prey. Its armored body, clawed feet, and poisonous tentacles made it a fearsome foe. Come to think of it, Arilyn thought, bats really weren’t all that bad.

She pressed on, brushing aside thick cobwebs as she went. The foul odors of mold and bat droppings surrounded her, and her feet crunched along on a moving carpet of small, hard-shelled creatures. Holding the torch high, Arilyn quickened her pace. She did not care to investigate the floor too closely.

Finally the grade began to slant upward. The tunnel curved sharply to the right, and Arilyn stopped short. Before her was a peculiar, vaguely familiar gate. The gate was shaped like a cone lying on its side with the wide end toward her, formed of many long strips of metal, each of which ended in a sharp point. Arilyn ran an experimental finger over the edge of one strip. When she drew her hand away, her finger dripped blood. So sharp was the edge that the cut had been completely painless.

Tentatively she put a foot on the bottommost strip. It bent under her weight, but sprang back into place the moment she removed her foot. Suddenly Arilyn understood the nature of the gate. It was a one-way door, functioning like one of the lobster traps she’d seen used off the coast of Neverwinter. That would explain why the only creatures in the tunnel were bats and insects. Nothing else could get through that lethal portal.

As she again tested the cone with her foot, Arilyn felt a flash of admiration for the simple effectiveness of the design. It kept intruders out of Darkhold, while providing an escape route for those careful enough to avoid being sliced into strings.

Holding the torch carefully to one side, she stepped into the oversized lobster trap, moving sideways with her feet set apart to depress enough razor-sharp strips to ensure safe passage. The trap bent with her as she inched carefully forward. Finally she ducked her head to avoid the tip of the cone and leaped free. The trap sprang back into place behind her with a vicious metallic snap.

From that point on the tunnel sloped upward. Arilyn encountered two more such gates, then the tunnel ended abruptly with a stone door of massive proportions. From the old informer’s maps, Arilyn knew that the tunnel was part of the ancient stone quarry that lay to the southeast of Darkhold. From here giants had mined the original stone for the castle, and a few giants still inhabited parts of the quarry. The door before Arilyn was giant-built and giant-sized, far beyond her strength.

Unconcerned, Arilyn placed her flickering torch into a holder on the wall and ran her fingers over the stone door until she found what she sought. According to her sources, a series of coded runes was carved into the stone, giving the location of the hidden lock. The runes yielded a combination of numbers: four down, two to the right, three down, seven left. Arilyn’s nimble fingers found a pattern of tiny holes on the doorjamb. Carefully counting to the correct one, she inserted a long, slender pick. The door swung open with the grating shriek of stone upon stone.

Arilyn stepped out, relieved to feel once again the open sky above her. She blinked several times to help her eyes adjust to the light. Although the night was moonless and overcast, it seemed bright after the blackness of the tunnel. She slipped her pick into a second hidden lock, and the massive door swung shut. So well constructed was the door that it blended perfectly with the rough granite cliffs surrounding the vale. Even with her elven ability to locate hidden doors, Arilyn was not sure she could find it again. With luck, she’d never have to try.

Content with her victory she headed back to her camp. She had no fear of pursuit from within the fortress, for the Zhentarim’s mercenaries would surely assume that Cherbill Nimmt had fallen victim to some internal power struggle. It would probably not occur to them to look outside the fortress for the cause of the soldier’s death.

Arilyn slipped into her tent shortly before daybreak, undetected by the restless watch. She barely managed to crawl into her bedroll before she fell into a dream-haunted slumber.

In another part of the merchant camp, Rafe Silverspur stirred in his sleep. A half-elven ranger and a fearless adventurer, Rafe had been hired to scout and to help protect the caravan. At his side slept a buxom woman, a smile still lighting her sleeping face and an empty mead jug lying on its side near her bedroll. Despite the prior evening’s indulgences, the young ranger slept lightly, and Darkhold’s unholy chanting echoed through his dreams.

Rafe muttered in his sleep and turned over. As he did, a slender figure entered the tent, moving silently as a shadow. Removing something from the depths of a dark cloak, the intruder took up the sleeping ranger’s left hand, turned it, and pressed the small object into the palm.

A faint hiss filled the tent. Rafe’s body stiffened, and his eyes flew open. The ranger’s gaze fastened on his assailant. Even through the pain his eyes registered recognition. His lips moved as if to frame a desperate question, but no sound emerged.

The shadowy assailant held Rafe Silverspur fast as his body jerked convulsively. Finally Rafe’s eyes rolled upward and he lay still. Amazingly the woman next to him slept undisturbed. Sparing her no more than a glance, the killer raised a hand to the victim’s throat seeking a pulse. Satisfied that there was none, the dark figure checked one last detail of its handiwork.

In the palm of the dead ranger’s hand, a brand glowed with faint blue light. Worked into the intricate design of the brand was a small harp and a crescent moon.

The symbol of the Harpers.

Night had fallen some time ago, and only the stars and an adventurer’s finely honed sense of direction guided the solitary rider toward Evereska. The moon was high when the rider finally paused, dismounting at the bank of the River Reaching.