The Styx Oarsman
Ground Floor

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The owner of this establishment is a mage, a bleaker named Zegonz Vlaric. We can ask him about the skeleton Tripler or Black Joseph, among other things. At Zegonz’s bar, you can:
- Dice: You can bet anywhere from 1 to 1,000 coppers. The Nameless One rolls two six-sided dice (2d6). You win on a roll of '7′ or ’11’, and lose on two '1’s (snake eyes), a '3′, or a ’12’. Any other results (4, 5, 6, 7, 9, 10) result in a re-roll.
- Bet on Cranium Rat Races: You can pick your favorite; each round gives a 1d6 chance to increase your wealth.
- Play the Lottery: A ticket costs 10 coppers, and winning enriches you by 8,000 coppers (there is a 2% chance of winning).
You can also bring up the githzerai Zhjaeve with Zegonz (provided Dak’kon is in your party). At one point, the barkeep will state that hope is an unnecessary burden – the Nameless One’s response will result in one of the following effects:
- If you have learned the Unbroken Circle of Zerthimon, you can contradict Zegonz and state that the Circle proves hope exists in both a literal and metaphorical sense (Dak’kon gains +2 Wisdom, +2 Intelligence, +2 Charisma).
- If you have at least 15 Wisdom, you can convince Zegonz not to abandon hope (Dak’kon gains +1 Wisdom, +1 Intelligence, +1 Charisma); if your Wisdom is lower than 15, this same attempt will only increase your own Charisma (+1).
- If you suggest that Zegonz should abandon hope, Dak’kon will lose a bit of Charisma (-1) but gain Dexterity (+1).
- Faction membership opens up other dialogue options:
- A Dustman can invoke the context of the True Death (Dak’kon gains +2 Constitution).
- A Sensate can state that whatever happens, it is worth experiencing (Dak’kon gains +1 Intelligence and +1 Charisma).
- An Anarchist can suggest that the githzerai should build a society based on voluntary cooperation and a lack of hierarchy (Dak’kon gains +2 Dexterity).
Near the bar, you will meet Elvra Syne, a fiend who knows more about the wereshark Manohae (as you might recall, we are looking for a portal to Cania). For this purpose, he will direct us to the Hall of Records, specifically to its branch in Ysgard. Meanwhile, Elvra is savoring „liquefied human,” and if you are brave enough (or don’t care about remaining Lawful), you can try his drink. The Nameless One will formally become a „cannibal” and unlock additional dialogue options with certain characters; however, this will significantly lower the morale of Dak’kon, Fall-from-Grace, Annah, and Vhailor.
If you decide to have a drink with Elvra, the farastu will be delighted and hand over a Cannibal’s Bib (+1 Armor Class and +1 THAC0).
Inside the tavern, you will also encounter a „lying mongrel” and a „sodded lizard” – a glabrezu and an abishai trading insults. You can provoke them into a fight.
The Styx Oarsman also has an upper floor, which can be reached via the stairs.
Upper Floor

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On the upper floor of The Styx Oarsman, you will find a demonic jewelry shop run by a lilitu named Beatha. Every time you strike up a conversation with her, she will hurl a new insult at Fall-from-Grace. Your companion will remain indifferent, but only for so long. After about eight remarks („Harlot,” „Filthy rag,” etc.), Fall-from-Grace will lose her patience and unleash a ten-minute tirade at Beatha, which will ultimately tame the jeweler. It is also worth noting that if the Nameless One annoys Beatha with his persistent questions, she will kill him and permanently leave the venue.
The tanar’ri possesses several interesting items, among which the Serpent Skin Wallet (which functions as a unique bag of holding) might catch your eye.
Wandering the deck is a fiend with a segmented body named Narthuul Hollow Maw. At first, he will ask you a riddle; if you answer incorrectly, you will have to face him in combat. You can also dodge the riddle by saying that what he describes sounds delicious (if you have walked the path of the cannibal), look deeply into his eyes (20+ Charisma), or provide the correct answer (if you have at least 16 Intelligence, the correct answer – „spider” – will be clearly highlighted).
You can talk to Narthuul about Kiaransalee, the Lady of the Dead, whom he worships. If you wish to worship her as well, Narthuul will gladly accept you into the ranks of the faithful and hand you a bone from Thanatos.
- Deity Mechanics: Blizzard in Baator introduces a new mechanic to the character sheet, allowing you to become a follower of a deity. If you join the cult of Kiaransalee, you will notice a new icon on your character sheet representing the Nameless One’s current deity (displayed in a similar fashion to faction alignment).
Narthuul can be persuaded to attack and tear apart a nearby yagnoloth right before your eyes.
If you ask him about the place he comes from, you will awaken one of the Nameless One’s memories (requires 19+ Wisdom and 19+ Intelligence); if you also try to focus on a lost name (requires 21+ Wisdom and 21+ Intelligence), you will gain 60,000 experience points.
Agraval, the slayer of three hundred mariliths, is a baernaloth who has lost his loyal companion. You can accept a contract from him to find his partner, a modron named Patch (you will find him wandering around the Suicide Falls).
The quest can be resolved in one of the following ways:
- If you have already encountered the modron in the Suicide Falls earlier, you can reveal his whereabouts to Agraval, and the fiend will promptly head there. Once there, he will thank you for finding Patch and hand you Agraval’s Molar (a +3 tooth).
- If you do not reveal Patch’s location during your conversation with Agraval, or if you do not know it, you can head to the Suicide Falls and reprogram the modron there, restoring his original personality (requires 20 Intelligence or having Nordom in your party).
- You can also send the modron back to The Styx Oarsman and meet Agraval there to claim your reward.
Reprogramming the modron will result in a fight with Agraval (you can also loot the molar off his corpse).
The marraenoloth Wotyrxil, a servant of Charon, will reveal that wererats stole his flute and demand your help (provided you have the imp Prod with you). In doing so, he will share the password to the Rat and Splat tavern, where the thieves might be holed up. The item Wotyrxil is looking for can be found in a later part of Act 1, but this quest cannot be completed in this version.
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