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Perilous
Gateways
The Shadow Path: A Portal Network
By James Wyatt

The
Labyrinth
In
the upper and middle subterranean reaches beneath the Dessarin River,
a literal maze of twisting passages connects the northern region of the
Underdark with areas farther south. Despite the risk of becoming lost
in its convoluted byways and the real danger posed by its inhabitants,
the Labyrinth is frequently used by merchants from the duergar kingdom
of Gracklstugh and the infamous drow city of Menzoberranzan to reach the
city of Skullport and points beyond. No one would deny that bringing a
caravan through the Labyrinth is a high-risk venture, but many merchants
simply cannot resist the high payoff. For a lucky or resourceful few,
the paths are made slightly easier by the use of portals within
the Labyrinth.
The
Labyrinth did not gain its current residents, the baphitaurs, until long
after the construction of the shifting passageways and twisting caverns
that give it its name. In fact, dwarves created the Labyrinth during the
flourishing of their kingdom of Ammarindar, about -2200 DR. The dwarves
who crafted it were evil to the core, however: They worshiped a demon
lord and allied themselves with minotaurs and bull-headed demons. Several
centuries later, long after the dwarf cult had abandoned the Labyrinth
and the temples they hid within it, the baphitaurs arrived. Baphitaurs
are castoff experiments of Netherese wizards who operate in another dwarf-built
hall, the keep of Andalbruin, now known as the Dungeon of the Ruins (see
the Forgotten Realms
Campaign Setting, page
294). Apparently created by merging minotaurs, humans, and the same bull-headed
demons who allied with the dwarves, the baphitaurs fled their creators
at Andalbruin and eventually gravitated to the one place in Faerûn they
could truly feel at home: the Labyrinth.
The
shifting walls of the Labyrinth are designed with a single purpose: to
channel intruders into ambush locations or deadly traps. Dozens of maze
areas are within the approximately 400 square miles of the Labyrinth,
and they are connected by numerous natural tunnels that, while twisted
and disorienting, at least do not move. Once inside a maze area, an intruder
has no choice but to move in the direction the builders desired -- despite
the wealth of apparent choices presented. The passages shift both behind
and ahead, always just out of sight -- either around a corner or beyond
the 60-foot range afforded by most creatures' darkvision. The result amounts
to an illusion of carefully picking one's way through a maze, while the
reality is that the intruders are following a single, unchanging course
toward whatever doom awaits them. Even such a powerful spell as find
the path cannot foil the misdirection of the mazes, for there is no
way out. A minotaur's or baphitaur's natural cunning makes it aware of
the deceptive nature of the mazes, but it does not enable it to escape
any more easily.
A
portal from the wilderness near Ched Nasad leads to the middle
of one of the long, unchanging tunnels between maze areas in the Labyrinth.
This tunnel winds its way steeply downward and southward for about three
miles before emptying into one of the Labyrinth's mazes. This maze is
slightly different from others in the Labyrinth, however, for it does
actually allow a choice of destinations. A creature within the maze trying
to find its way out can actually do so: The turns that seem most likely
to lead out of the maze steer the creature toward an exit tunnel directly
opposite the entrance, allowing Underdark merchants to pass through. A
mere quarter-mile beyond the maze, another portal leads to Oryndoll.
This one is easy to find and requires no special keys to trigger. A baphitaur
with natural cunning, however, can choose a path, seemingly counter-intuitive
at almost every turn, almost directly toward the heart of the maze. There
lies the Pit of Howling Grief, where Baphomet has been revered for over
three thousand years.
The
Pit of Howling Grief is an apparently bottomless rift in the ground. Incessant
sounds of moaning and wailing -- whether tricks of subterranean winds
or some more supernatural effect -- rise from the depths of the pit on
a scalding-hot breeze. A single, large slab of light-devouring black rock
hulks beside the chasm, serving as shrine and altar to the demon lord.
Thousands of years ago, the degenerate dwarves who built the Labyrinth
held their foulest rites and sacrifices at the edge of the pit, and now
baphitaurs continue these loathsome practices.
For
some reason yet to be discovered, the baphitaurs have grown increasingly
active in recent years and have extended their reach in the Underdark
ways around the Labyrinth. Their devotion to Baphomet, with the accompanying
slaughter their lord desires, has also increased to a frenzied pitch.

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