| You Enter A Dungeon |
As you wait for the morning ferry to the Woods of Grimm, you see that it is (as almost always) another beautiful day in Feymoor. Despite its proximity to the swamp (often called simply "The Mire"), the air is clear and fresh, as the wind always seems to blow towards the woods. The town itself is bustling with just the right amount of mid-morning activity to be peaceful yet alive. A few early shoppers browse among the roadside stalls, looking for trinkets and souvenirs to take back home. From your location (wherever that may be), you can see the dock clearly, and see that it is devoid of anxious travelers, as was the norm only a few weeks ago. For one reason or another, tourism has slowed; as, apparently, has the boatman.
His sign would have you believe that Mike Fink, the experienced and somewhat well-known boatman, the only man (according to him, at least) qualified to cross the Mire, is ready from dawn til dusk to carry those bold enough across the muddy waters and to Woods. But it's already near noon, and Fink is nowhere to be seen. As locals to the area, you know that his house isn't far from the docks where he works; if he's late, he's probably just being slow.
You've waited long enough; any longer and you won't be at the Woods until nightfall, which you know is a bad idea. Time to go see what's up with Fink.