aka Two Sought Adventure
Fafhrd and the Gray Mouser set off to the lands south of Lankhmar looking for treasure. What begins as a standard treasure hunt, initiated by a page ripped out of a book on architecture with a note written in the margin indicating the location of a great treasure, becomes a contest against a mysterious and subtle force and a man 400 years dead.
All the typical trappings of a treasure hunt are there, from the note that sets the adventurers off, a clue of double-humped hills, a riddle of a hidden guardian, to the competing treasure-hunters of Lord Rannarsh’s men. The twain are ambushed on their way to the treasure-site. They receive a mysterious warning from a farm girl, and when they find the treasure-lair, which is a stone house in the forest, a skull sits at the entrance to welcome them.
The story quickly turns into a puzzle as to what is guarding the treasure in the House of Angarngi. The note by Urgaan of Angarngi states that there is a guardian of the treasure, but that there are no deadly creatures in or out of the house, nor are there any traps of any sort. There are no devils or demons guarding, and that the house is completely bare.
Arvlan of Angarngi, Lord Rannarsh, Urgaan of Angarngi.
Cold Waste, Land of Lankhmar.
Chance, Fate, Glaggerk, The Great God, Kos, The Red God.