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The Annals of Glen Forkovian

Ritual: Thoth's Comfort

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A priest of Thoth may invoke this ritual by holding first a copper piece, then a silver, and finally a gold piece in his hand and intoning the following:

Copper piece: "Thoth's most freely given gift, valued not nearly enough, is wisdom." The CP turns to metallic dust and blows away.

Silver piece: "Thoth's eyes are upon his faithful. His words chime in their minds like the tinkling of silver bells." The SP turns to metallic dust and blows away.

Gold piece: "May Thoth bequeath the hidden knowledge to his servants."

Follow the above with: "O Logos En-Amenti, Thoth-Hermes, Psuche-Stratos—Vibrate the Hidden Key."


Once enacted, this ritual hangs a magical effect that will be triggered when the priest either says or subvocalizes the following: "Eulogeson tou Doulous-sou, O Thoth-Amon."

Triggered, the hanging effect confers a +1 bonus to the priest and his allies' HP, AC, and Saving Throws for the next three minutes.


To invoke Thoth (the Thrice-Great Hermes), an Archontean priest would likely focus on the concepts of Logos (the Word), Ma’at (Balance), and the Moon.

The Invocation Phrase "O Logos En-Amenti, Thoth-Hermes, Psuche-Stratos—Vibrate the Hidden Key."

Breaking Down the Ritual Meaning O Logos En-Amenti: "The Word in the Underworld." This acknowledges Thoth’s role as the scribe who records the hearts of the dead and brings the light of reason into the darkness.

Thoth-Hermes: The syncretic bridge. In Archontean tradition, names hold power; using both his Egyptian and Greek aspects "locks" the deity into the ritual space.

Psuche-Stratos: "Commander of the Soul." This asks for his guidance over the practitioner's mind and spirit.

Vibrate the Hidden Key: A reference to the Kybalion and the idea that the universe is mental and vibrational. You aren't just asking for a favor; you are asking him to change the frequency of your reality.

Downtime

- Posted in Solo-RP by - Comments

Downtime occurs when heroes are in a hospitable environment for a week or longer. Hospital environments can include towns, temples, or other locations in which they are relatively safe and comfortable. The following are some of the things that heroes can do during downtime. Not every downtime location may cater to every single one of the following:


Build An Institution: When the players decide to build an institution, the GM creates an institution tracker. If the players are bolstering an already existing institution, then the GM decides which step on the tracker it currently occupies. The GM should also take this opportunity to develop some quick notes on the institutional scene as it exists, jotting down a few lines about rival institutions. The player and GM should agree on the fictional and mechanical advantages for moving up the track based on what the institution is and how much of a stake the character has in it.

Benefits:

  • goods and services available through the institution free of charge
  • may aid in rolls to build relationships
  • may entitle you to profit sharing
  • may aid in rolls to gather intelligence

Institution Track:

Rank GP Investment
Inconsequential 500
Minor 1000
Middling 2500
Major 5000
Influential 10,000
Infamous 25,000
Legendary N/A

  • Roll to Progress on the Track: 2d6 + modifier
  • Modifier normally +0
  • Can make modifier +1 if spending 150%, or +2 if 200%

    Result of 2d6 + modifier roll:

    Total Meaning
    < 7 The institution tracker does not advance. If it is a new institution, it fails to take hold
    7-9 Growing Pains: The institution tracker advances one step but is subject to growing pains
    10+ Growth: The institution tracker advances one step

Growing Pains (1d10)

1. Envy! Less successful rivals resent the newfound success of the institution. They begin circulating unsavory rumors about the institution that threaten to undermine the whole operation. Something must be done to bolster the institution’s reputation in the next 3 downtimes or it will lose its newfound gains, falling one step on the institution tracker.

2. Competition! New peer rivals step up the competition, ruthlessly cutting prices or stealing current patrons, in an effort to strangle the upstart. Something must be done to overcome this problem in the next 3 downtimes or it will lose its newfound gains, falling one step on the institution tracker.

3. Emulation! The sudden rise of the institution has led to rampant emulation. Whatever your institution’s thing is, suddenly everyone is doing that thing, in the most aggravating way possible. Unless the institution somehow distinguishes itself in the next 3 downtimes, it will lose its newfound gains, falling one step on the institution tracker.

4. Puritanical Opprobrium! The rising institution has been chosen as an example of the rot within society by some zealous sect, grasping politician, self-righteous reformer, or two-bit orator. There are rising protests, speeches, or boycotts against the institutions. Something must be done in the next two downtimes or it will lose its newfound gains, falling one step on the institution tracker.

5. Shortage! Owing to its recent success, something necessary for growth of the institution is now in short supply. Whatever is in short supply will have to be provided in the next 2 downtimes or the institution will lose its newfound gains, falling one step on the institution tracker.

6. Blackmail! A NPC or faction blackmails the character, threatening the institution to try to get the character to do something for them. If the action is not performed by the end of the next downtime, the institution will lose its newfound gains, falling one step on the institution tracker.

7. Sabotage! Peer rivals engage in some act of sabotage to ruin their new competitor, e.g., arson, spoiling or poisoning supplies, sneaking a giant spider in the basement, or cursing customers. Something must be done to overcome this problem by the end of the next downtime or it will lose its newfound gains, falling one step on the institution tracker.

8. Unwanted Legal Attention! The growth of the institution attracts the attention of the authorities, who busy themselves with inspections, assessing fees, and so on. To acquire the necessary licenses, the PCs must pay the level of the institution x 300 GP by the next downtime (or find some other solution) or have the institution shuttered.

9. Unwanted Criminal Attention! A criminal outfit notices the success of the institution and decides to shake it down in some aggravating and ongoing way. The character must pay the current institutional level x 100 GP per downtime until the criminal problem is resolved or it will fall one step on the institution tracker for each missed payment.

10. A Dangerous Offer! An institution of one rank higher offers an alliance with the upstart. Accepting means accruing the even more powerful enemies of this institution who will react on the next downtime. Declining means that the higher ranked institution will seek revenge in the near future.


Carousing/Revelry: Revelry is a downtime action in which a character flush with gold spends it on wild revelries, whether a feast lasting many nights, raucous tavern crawl, or the extended use of mind-altering substances. The player describes where and with whom their character intends to share their revelry keeping in mind that it must involve the expenditure of large sums. The character spends up to Level x 2d4 x 50 GP. This excess provides a rich and memorable experiences.

They roll 2d6 adding a base modifier equal to their constitution modifier.

Result Meaning
<7 Some Regrets: Receive 1 XP per GP spent but roll on the Revelry Mishaps table
7-9 Wild Experience: Receive 1 XP per GP spent
10+ Something to Remember: Receive 1 XP per GP spent and roll on the Revelry Boons table

Revelry Mishaps (1d8)

  1. Hangover! The player suffers –1 on all physical actions next session. The player should describe the hangover and their character’s appearance at the start of the session.

  2. Brawl! The character starts the next session 1d4 HP below maximum (min. 1). The player will collaborate with the GM to say who the fight was with and how it ensued.

  3. Lost Possession! The player should dice randomly to see which item from their character sheet they lost. If it is an important item, the GM will determine who has it. The character may use the Gather Information downtime action to reveal this information. An adventure or confrontation will usually be required to recover it.

  4. Acting the Fool! The player should describe the embarrassing public episode that led to their character’s new bad reputation. They receive –1 on all reaction rolls and attempts to cultivate relationships in the area. This condition can only be removed by succeeding at an adventure that cultivates their renown in the area.

  5. Secret Divulged! The character lets slip something crucial they shouldn’t have, like the location of a dungeon, or the possession of a magical weapon. This will come back to haunt them. The player and GM may collaborate on the secret revealed and the GM will decide who has heard, placing the information in the hands of a rival, or the authorities, or creating a rival adventuring party.

  6. Offense Given! Either lose 1 tick on a relationship clock or acquire a new rival. The player will narrate who is offended and how in collaboration with the GM.

  7. Financial Loss! The character failed at gambling, or made a very imprudent investment, or was conned. The player will narrate this loss in collaboration with the GM. They lose Level x 1d4 x 50 additional GP with no additional XP gain. If they cannot pay, they are now in debt to unsavory characters who will blackmail the character into going on adventures or performing other services for them.

  8. Illness! The character has acquired some long-term illness from their revels, whether a parasite from street food, a sexually transmitted disease, or an allergic reaction. The effect should be mild but real. Examples might include needing to eat double rations (for a parasite) or a 1 in 6 chance each session of fevers giving a –1 on all rolls (disease). The cure will usually require an adventure to locate the necessary elements of the cure (rare salts, curative springs, etc).

Revelry Boons (1d8)

  1. Magical Night! After a magical night, the character feels like they’re still walking on water. They may take +4 on saving throws for the next session.

  2. Carousing Patron! The drinks were freeing flowing over the course of the night, but many of the expenses were covered by a drinking companion. The character retains half the GP spent on carousing but takes the full XP reward.

  3. Experience of a Lifetime! The character will never forget this night. The player should share with the group one memory or image or scene from the evening that their character will carry with them forever. They acquire an additional 50% experience bonus from their carousing expenditure.

  4. Drinking Friends or Romance! The character shared some special times with an old friend or made a new one. Increase the character’s relationship tracker by one step with this person. The player may pick the NPC, or if it’s a new friend make a proposal to the GM and open a tracker at the acquaintance level.

  5. Golden Opportunity! During their revels, the character finds a unique opportunity to set back the interests of a rival by going on an adventure. If the character has no rivals, treat this as the following result.

  6. Secret Information! While under the influence, someone lets slip a secret of some significance. The GM should provide the player with real actionable intelligence, ideally in the form of an adventure hook, or at the least something very amusing (and potentially compromising) about a known NPC.

  7. Business Prospects! During the revelries, the character is presented with a one-time opportunity to found a new institution. They may pay half price in the next downtime to Build an Institution and take +1 on the roll.

  8. Living Legend! It was legendary night, and the character did something amazing that the player may narrate. What the character did is now the talk of the town: receive +1 to reaction rolls and cultivating relationships in the region until their reputation changes.


Keeping In Form (Combat Sparring)

Anyone may spend a downtime practicing at arms. The player must choose a weapon type (sword, knife, bow, etc) with which their character practices. They roll 2d6. Although any class may keep in form, only fighters (or fighter sub-classes) receive a base modifier equal to 1/3 their level rounded up. Situational modifiers are granted for having a training partner. If the character is assisted by another player character as a training partner, both may take the downtime action adding +1 to their roll.

Result Meaning
<7 A little rusty. Pick one: +1 to hit, +1 to damage, –1 AC (melee) or +10 ft range (missile) until the next downtime.
7-9 In Good Form: Pick two from the above list.
10+ In Top Form: Pick three from the above list

Wizard-Priest Equivalents of Staying In Form:

  • +2 to all saving throws of a particular sort (Poly, Breath, etc.)
  • +1 to all saving throws
  • +1 to any rolled Surges
  • +1 to turn/destroy undead
  • +1 bonus to AC

Beastmen of Arden Vul

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A formal Archontean expedition to reclaim Arden Vul, under the leadership of Adrienic, was dispatched from Narsileon 250 years ago; within a decade, it had foundered, destroyed in a foolish assault on the varumani court. One cohort of imperial soldiers were trapped and enslaved by the witch, Deino, who transformed them into beastmen. Beastmen and the witch Deino occupy Level 3 in Arden Vul.

  • Bovine Chieftain (4 HD)
  • Bovine Bodyguards (3 HD): The elite guard
  • Caprine Strain (The Rank-and-File) Caprine Infantry (2 HD): "Phalanx" formation for better AC
  • Cervine Scouts 1+1 HD
  • Ovine Strain (The Laborers) 1-1 HD The lowest-ranking members used as porters

In the deeper, more claustrophobic levels of Arden Vul, the goat-men give way to more aggressive and physically imposing strains. The Porcine (Boar-men) and Ursine (Bear-men) are often used as shock troops or heavy sentries.

Here are their Scarlet Heroes compatible stat blocks, including their OSRIC XP values for your ledger.

The Porcine Strain (Boar-Men)

These are foul-tempered, tusked humanoids known for their "Battle Rage." They are often found guarding the more "industrial" or messy parts of the halls.

Stat block for porcine beastmen

Tactics: Porcine beastmen don't use phalanxes like the Caprine. They charge the closest hero, hoping to gore them with tusks (1d6 damage).


The Ursine Strain (Bear-Men)

Massive, fur-clad brutes that stand nearly 8 feet tall. They are rare and usually serve as the personal guard to the High Priests of the Beastmen or protect sacred shrines.

Stat block for ursine beastmen

Tactics: They are "tanks." They aim to lock down the Fighter or Cleric in a grapple, preventing them from using their main actions while the smaller strains pick at the edges.

Potential Treasure (The "Deep Hall" Loot) Because these strains are tougher, the loot they guard is typically more "civilized" or magical:Boar-Men: Often carry Jeweled Husks (ivory tusks capped in gold, 150 GP).Bear-Men: May guard Archontean Relics or Masterwork Weapons (+1 non-magical bonus).

Shadowdim 4: Treasure Tithing?

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It's the second day that Dorn, Exie, and Aele have been together. They have arrived on Level 3 of Arden Vul and are currently dealing with a shakedown attempt by Phlebotomas' halfling thugs.

Dorn has just shot his mouth off to Roskelly: ""How do you do? Where are your parents? We'll speak to them." There is a non-zero chance that one or more thugs will fire on him for this insult. Oracle says nah.

"Ah, the brash adventurer speaks," says Rosk. "My fellows and I are halflings, as I think you likely know quite well. My fellow halflings, if the bald one here doesn't tame his salty tongue, fill him full of crossbow quarrels. Now, back to business. Nobody goes any further into Arden Vul without an explorer's license, and that is twenty-five gold coins for each of you. Oh, and if you want to use this route to exit the dungeon — assuming you live long enough to exit &mash; there is a tariff of 10% on your treasure haul."

Options: considering what coinage Dorn has stolen from the Blackfist Mercs, not to mention the treasure the party acquired from the goblins, the party can afford this. Dorn is seething, Exie is anxious, and Aele's expression denotes thoughtfulness.

"How long are the explorers' licenses valid?" Exie asks.

"Why, until the next time we meet each other, of course," says Rosk with an evil grin.

"We cannot possibly afford that," Aele lies. "But I am a priest of Cromm. If you have any vials or flasks, fill them with water and I will turn them into healing potions."

"A generous offer," Rosk concedes, "and healing potions are in very high demand here. However, given the loss of immediate income, we would have to charge you 20% of the value or any treasure you may seek to exit Arden Vul with; is that acceptable? But I will first need proof that you can do what you claim." He produces a canteen of water, and an empty vial, then fills the vial with water.

Moving up to the priest, he hands him the vial and says, "Let me see your hand." When Aele complies, the halfling takes his dagger and slices a small cut on the back of the priest's right hand. "Now, turn this vial into a healing potion, then drink it."

"Very well," Aele agrees, taking the vial. "Cromm, aid your servant, that healing may come," he says, passing his other hand three times over the vial, which he then turns up and quaffes. After a couple seconds, Rosk sneers. "Aha! A charlatan, I se—"

"A few moments more," Aele advises. And then before everyone's eyes, his hand heals.

"Hmppf!" says Rosk. "Very well, then. Three vials of water turned into healing potions, and we will let you pass. Only you owe us 20% of the monetary value of any treasure when you come through our territory to leave the dungeon. And believe me, this is the only safe ingress and egress."

"Twenty percent the first time we come back through here, then the standard ten percent after that. You said yourself that healing potions are in high demand," Exie counters.

"And I myself get to select our 20% cut," Rosk adds.

"Agreed on one condition," Dorn says. "If we cannot agree on what constitutes a twenty percent cut, you will accept one hundred gold coins instead of a cut."

"One hundred twenty five," Rosk counters.

"One hundred fifteen. Final offer," Dorn growls.

After the space of five hearbeats, Rosk says, "Agreed!" Coinage changes hands, and all three companions contribute their remaining carried wealth to come up with the agreed upon sum. Aele is now truly broke, but Exie manages to keep the 10-gp value blue quartz hidden. Dorn has a gold coin hidden in the tongue of each boot.


"Well, shit!" Dorn says, after the party has left Rosk and his halfling thugs behind. He begins to say more, but catches a hand movement by Lexie and dampens the amount of light coming from his lantern. Lantern Usage Check: 3 (all good). Lexie is no longer anywhere in sight, but then she comes back into the lantern light, frogmarching a halfling ahead of her, a dagger to the thug's back.

"Truce!" the halfling cries. "I mean you no harm. I am Sulla. Sulla Tradewell. Rosk sent me to offer my services as a guide. I know the dangers on this level pretty well, and I would welcome the chance to stretch my legs."

"And to report back to him later on everything we've said, everywhere we've gone," adds Exie coolly.

"He will ask, yes; and I will tell him, but a halfling facing the dangers of Arden Vul cannot remember every detail," she says, coyly. "And one who seeks more out of life than a base career of thuggery might prove herself loyal and valuable, no?"

Dorn looks from Sulla to Aele, and the latter arches an eyebrow to accentuate a shrug.

"What's to say you're not just trying to insert yourself into our group in order to lead us to our doom?" Exie asks.

"I understand your distrust. But given that distrust, would it not be better to have me with you where you can keep an eye on me, instead of me following your trail, which is what I must do if I do not join you? Give me three hours to prove my worth."

Dorn waits until Exie shares a look with him before saying, "All right. Performance is the prover. But you will fight for us, you will not abandon us, and you will have only half a share in any loot after we get first pick."

Sulla smiles. "Agreed! And here is a flask of oil for your lantern." She hands it over. The brings extra oil up to four lantern-refills.

Sulla Tradewell female halfling thief 2 Hp 7/7 AC 13 short sword +2/+2; saving throws per class and level.

Sulla apparently takes her duties as guide seriously: "If we encounter beastmen, don't freak out. Just stay calm and follow my lead."

"Calm, yes. But following? You'll have to prove yourself to us, first," Dorn says.

"Beastmen have shaggy fur and their heads usually resemble a wolf but sometimes might be a cat's head, or that of a ... what do you call them on the Surface? The four-legged creatures that produce milk?"

"Cows," Aele supplies.

"Hmm, no, not cows..."

"Goats," Exie says with confidence.

"Yes! The goatses, right. The beastmen have a truce with u— um, with Rosk, so we usually leave each other alone. But it is an uneasy truce. It would not take much for it to—"

"— 'go sideways', as we like to say on the Surface." Exie grins, simultaneously chiding herself and trying to hold on tightly to disliking this short woman.

"There could be goblins. We know some went out this morning on patrol. They probably will attack us if we come across any — the halflings and goblins have been ambushing each other a lot lately. They won't hesitate to kill me but would probably try to capture you, hoping to take prisoners to their king. And then there are skeletons, and sometimes blood-birds. We can probably take them. Now follow me," she says, and taking her torch she heads east.


You stand in a great hall carved out of the limestone. This two- or three-story hall is filled with broken pillars and strange statuary. "Follow carefully, there is much crumbling stone here." And she leads the heroes through the hall, west to east.

Exie approaches Dorn. "Let me borrow the lantern a minute? I need to relieve myself." True to her word, she is only gone a minute, and comes back with a cherubic smile and — though nobody notices — a slight bulge in her pack.

As the foursome reach the end of the great hall, Sulla says, "Okay, we can begin angling southeast and will wind up in the mushroom forest. It's a good source of food, but there are myconids. Or, if we move north, we will enter a section of the level that was once home to priests of Thoth. It has rotting murals, statues, and some crypts, most of which were looted long ago. So, what'll it be?"

"Nort—" Aele ejects.

"—Southeast!" both Dorn and Exie say speaking over Aele.

Dorn turns to his old friend. "Let's visit the forest and acquire food first, and maybe other useful things, then we'll head north and explore thoroughly."

Aele nods. "Makes sense."


Ask the (Playing Cards) Oracle: Does the party have an encounter enroute to the Mushroom Forest?

Result: Yes! — 9 skeletons suddenly converge on the party, drawn by its hateful positive energy! Hp 3, Ac 12, Atk +1 Dmg 1d4

Dorn shouts, "Aele, can you banish them!?"

"No, I'm not strong enough yet in my faith!" And with that, Aele pulls his mace from his belt and prepares to do battle.

"Shinker's Scabies!" Exie curses. "I don't have a blunt weapon!"

"Use the flat of your sword, like a club!" Sulla shouts, and then the skeletons are upon the heroes.

"Well shit on a slick stick," Dorn curses under his breath, limbering up his sword arm.

Rnd 1: Dorn misses, Exie hits and destroys a skeleton. Sulla misses. So does Aele. Three skeletons attack Dorn. The first one crits him for 4 damage (he's at 7/12 hp). The second and third fail to hurt Dorn. Two skeletons attack Aele: one of them hits him for 4 points (he's at 3/7 hp). Two attack Sulla, who dodges both attacks deftly. The remaining skeleton attacks Exie: a miss!

Rnd 2: Dorn misses, burns a Fortune Point to re-roll his attack, and misses a second time! He burns another FP and re-rolls: a crit, and that skeleton goes down! Exie's attack hits and another skeleton goes down. Sulla attacks, shattering a skeleton. Aele uses a Surge, 2d6 equals six, and directs that positive energy at one of the remaining skeletons, obliterating it. Four skeletons remain. Two hit Dorn, one critically, and staggers (1 hp left). One attacks Sulla, the other Exie. Their armor saves them.

Rnd 3: Dorn lashes out with fading strength, shrewdly targeting the skeleton north of Aele, destroying it. Exie targets the skeleton southwest of her position: a hit and she destroys it. Sulla steps north and helps Dorn down a healing potion. Dorn's eyes widen as his wounds close. And Aele uses his second Surge of the day to heal himself.

Rnd 4: The two remaining skeletons attack Dorn: a hit and a miss, and Dorn is 8/12 hp. His companions make quick work of those two remaining foes and combat ends.

PC HP Surges Left FP Left
Dorn 8/12 n/a 1/3
Aele 7/7 1/3 3/3
Sulla 7/7 n/a 3/3
Exie 8/8 n/a 3/3

As the party scans nearby quickly, following defeating the skeletons, they luck out and happen upon a false section of flagstones slowly sliding into place again. "Block it. Don't let it close!" Sulla says forcefully. Aele manages to prevent it closing completely with his mace. Then his and Dorn's combined strength manage to reopen it. While they ensure it stays open, Exie and Sulla go down crumbling stone steps and lug up a heavy chest. Sulla gets a cut while assuming the risk of opening the chest. Luckily, if it once had poison on the trap, it has long since lost its potency.

Exie is smiling like a chesire cat when she emerges and explains, "There's a mechanism down there that can open the trapdoor. We can use this as a safe place to rest!"

"Test it!" Dorn says, peering down into the space while Aele tends to Sulla's cut. Sure enough, after letting the trapdoor completely close, Exie waits a full minute and then, faintly her voice can be heard, muffled even though she's yelling, "I'm going to try it now!" It works!

"Did you know this was here?" Dorn asks Sulla.

"No, Dorn. I swear, I did not. And I'm confident none of the other halflings know of it."

"It's a chance we'll have to take. Everybody inside," Dorn barks. "Let's rest, eat, get some sleep, and then make some plans..."

*Defeating skeletons, obtaining food, obtaining makeshift torch material, forging an ally in Sulla: 1,000 XP. No level-ups. Total treasure value in the chest:

1. The Monetary Wealth

The bulk of the treasure is loose, spilling out of a rotted leather sack resting atop the chest:

  • 2,400 cp: Tarnished and green-edged, featuring the profile of a forgotten tyrant.
  • 800 sp: Polished and bright, minted by a mountain dwarf clan.
  • 450 gp: Heavy, square-cut coins known as "Beholders," stamped with a central eye.

    2. Objects of Art & Curios

    Spread around the base of the chest are items used in forgotten rituals:

    An Ivory Drinking Horn (Value: 150 gp): Carved with scenes of a Great Hunt. If used to drink wine, the user feels a momentary surge of unnatural bravery (+1 to Saves vs. Fear for 1 turn).

    A Silver Filigree Mask (Value: 250 gp): Shaped like a weeping face. It is cold to the touch and weighs more than it looks.

    Three Blue Spinels: Small, sparkling gems worth 50 gp each.

    3. The "Main Attraction" (Magic Items)

    Hidden inside the chest, wrapped in moth-eaten velvet: a small, spiked shield +1 ("The Sun-Blinder") made of polished bronze. Once per day, the wielder can command it to flash; all enemies within 10 feet must Save vs. Spells or be blinded for 1d4 rounds.

    Potion of Gaseous Form: Contained in a fragile glass vial shaped like a cloud. It tastes like wet fog.


    Deep within the humid gloom of Arden Vul’s third level, the Mushroom Forest unfolds like a fever dream of alien biology. Towering, shelf-like caps of colossal Agarics reach toward the vaulted ceiling, their stalks thick as ancient oaks and slick with a pale, weeping nectar.

    The air here is heavy and sweet, shimmering with a suspended haze of bioluminescent spores that drift like embers in colors of toxic violet and neon emerald. Underfoot, the floor is a spongy carpet of mycelium that sighs and yields with every step, occasionally rupturing to release puffs of pungent, mustard-colored gas.

    A rhythmic, low-frequency hum vibrates through the damp air, seemingly pulsed from the gills of the largest fungi. Clusters of fist-sized puffballs line the cavern walls, glowing with a rhythmic internal light that mimics a slow, steady heartbeat. Every surface is coated in a fine, slippery dew, and the silence of the halls is replaced by the unsettling, wet "thwip" of distant fungal growths expanding in the dark.

    The party stuffs their packs with edible shrooms, as well as some sort of greenish plant that might be Underworld asparagus or hogweed. And Sulla shows the party a dark, oily vine that can be wrapped around a stick or club and makes a decent torch.

    Shadowdim 3: Well, Rats!

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    Ask the oracle: does the party make it to the cliff top without mishap/encounter (somewhat likely)? Answer: No! Let's see what happens to Dorn, Exie, and Aele.

    It's a goblin patrol! Ask the oracle: how many (2d4); Answer: 5. Great, we're outnumbered! Still, the tunnel isn't terribly wide. Exie gasps, "We've got company!" Light flares as Dorn unshutters his lantern fully. "Blinded goblins. Let's take advantage of that!" he yells as he sets his lantern down, rips his sword from his scabbard, and advances.

    Checking initiatives, the goblins all have 1, Dorn is 3, Aele is 1, and Exie is 5. The goblins are AC 14 and +1 BAB with short swords. Exie gets an additional +1 bonus this round because the suddenly flaring bullseye lantern is painfully distracting to the goblins. Exie's normal full attack bonus is +2 (0 BAB plus a +2 mod for Dex 17). She'll get +3 now, and her d20 roll result is a 19, a strong hit. Damage is 1d6 with shortsword, then +2 bonus from Strength 16. Damage 1d6+2 results in 2. The southwesternmost goblin is now at 2/4 HP. Dorn, with the next best initiative, feints toward the goblin directly in front of him, but then thrusts his long sword at the goblin that Exie has injured. Dorn is specialized in the longsword, +4 to both hit and damage, and he'll get another +1 this round due to the sudden lantern light's effect. His attack roll vs AC 14 is only 11, however (a miss). Aele launches a Spirit Bolt (when a PC's iniative ties that of a non-boss foe, the PC acts fractionally faster) at the injured goblin, dealing it another 4 damage, killing it.

    Now the goblins act. The one closest to Dorn attacks him. Dorn has AC 14 and the goblin gets +1 to hit. It's attack roll results in 20 (natural 19) — that's a hit, for 3 damage, dropping Dorn from 12 to 09 hp. A second rank goblin steps forward past the corpse of its slain fellow and attacks Exie, with a to-hit result of 16 versus her AC 14, a hit for (fortunately) just a single point of damage, dropping her to 7/8 hp. The remaining second rank goblin lunges past its fellow with a spear, attacking Dorn with a to-hit roll of 6 (a miss). The rear goblin doesn't have a projectile weapon, and is too far away to bring its spear to bear. Round ends:

    Round 2. Exie leads the action, stabbing at her immediate foe: she misses. Dorn attacks his nearest foe, killing it, and another steps forward, taking it's place. That's 2 dead goblins and our heroes are only scratched. Rear goblin needs to make a morale roll, and remember that other than to-hit and saving throws, we want to roll low; it gets a result of 1 — cool as a cucumber. Aele launches another Spirit Bolt for 6 damage to the goblin menacing Exie, killing it, and giving the rearmost goblin an opening to step forward into the fray. A goblin attacks Dorn: miss! The other attacks Exie: a hit for 3 damage, dropping her to 4 hit points.

    Round 3 begins. For map clarity, I'll hide the slain goblins. Also, I forgot to give Exie her specialization in short sword, and have corrected it.

    Exie misses, rueing the cramped space. Dorn hits and kills his goblin, at which point the remaining goblin tries to turn and flee, only to be taken out by Aele's Spirit bolt.

    End of Combat Report: Dorn at 9/12 hp, Exie at 4/8, Aele at 7/7. Five goblins slain. Total party XP gained: +75. Adding that to the 400 XP for negotiating past the ropers, total party XP now is at 475. Chaos Factor drops back to 5. Danger Dice pool now at 3. Lantern usage die d10, Aele's remaining daily Surges: 0/3. Let's see if the goblins have any valuables: 50 cp and 210 sp, plus a blue quartz worth 10 gp.

    Our three heroes patch one another up as best they can, deciding to forego using the only three healing potions that Aele is carrying. Exie 5/8, Dorn 10/12, Aele 7/7.

    Ask the oracle: any more encounters between here and cliff top (Very Unlikely)? Answer: No. Good deal! They make it to the top of the cliff and begin to make camp.

    "Keep an eye peeled for goblins. Those in the tunnel may not have been alone," Dorn says, pounding a tent peg into the hard clay.

    Aele glances skyward. "It'll be dark soon, and it will snow tonight."

    "How do you do that?" Dorn asks, shaking his head.

    "Do what?" Exie inquires.

    "Korvin has the touch when it comes to weather. He's never wrong."

    "One of my many talents," the wizard-priest says as he continues setting up tinder and kindling for a fire.


    Not long after, the three are sitting around a crackling fire. "So who keeps firewood stocked here on the tree-less cliff top?" Aele asks.

    "There's a group out of Gosterwick that frequents this area in the Spring and Summer, catering to adventurers. They keep potable water, firewood, stuff like that in good supply up here as a courtesy for the Exarch's approval for them to conduct business here. There's a dungeon entrance nearby. This whole cliff-top was once the site of a thriving city," Dorn expounds.

    "You hear that rushing sound?" Exie asks Aele? That's the Arden-Flow River waterfall about a three miles from here. The river flows out of the Dragon Peaks to the northeast."

    "Oh, I've sent it from the Valley before," Aele says, nodding. "I've just never been up here on the clifftop."

    Dorn nods. "I wish we had more of that wine you brought, Zorvin." The big balding man is using the priest's familiar name simply to encourage Exie to do the same — even though their long association enables Dorn to use 'Aele' without giving offense. "The tunnel we took from the Mouth of Arden travels underneath Burdock Valley, so we bypassed it entirely."

    "I'd like to see it, someday," Exie says, breaking cured meat and other hardtack out of her pack, and passing it around.

    "Oh, it is truly magificent," Zhorvin says. "The falls are two hundred yards across, and bounded by the Colossal Defenders — the largest statues in all of Arandia."

    "I thought the river was named The Swift," Exie says.

    "It is," Dorn replies, after the Falls, but upriver from there, it's called the Arden-Flow. Don't ask me: I didn't get consulted on that or a good many other choices." All three chuckle at this, and then Exie asks, "So tell me more about the area. I've not been more than a stone's throw from Prelm in the last decade."

    Dorn continues, "The old Imperial Road runs along the east side of the Swift River and eventually leads to Newmarket. It is made of large rectangular cobblestones, and originally boasted curbs and drainage. Today it is largely overrun, cracked, with grasses and small shrubs growing out of it. Within five hundred feet of the Falls it is slick and treacherous."

    Ask the Oracle: do the PCs have any overnight encounters on the plateau atop the cliff (unlikely, given that it's the cold season — but, then again, the goblins in the tunnel probably came from up here)? Answer: No.

    The Next morning dawns windy and with three inches of snow as our companions emerge from their tents. They retrieve heavy woolen cloaks from their packs and don them, then quickly break camp. "We can eat while traveling," Dorn decides. "We're lucky to have been unbothered during the night." Each had spent four hours tending the fire and keeping a lookout.

    "Which way?" Exie asks.

    "Follow me," Dorn says, and the three head off across the plateau, the noise of the waterfall slowly receding behind them.

    Some ten minutes later the trio draws up abruptly as a vast edifice seems to emerge loomingly from the blowing snow. The Pyramid of Thoth rises majestically amidst the surface ruins of Arden Vul, its ancient stone façade adorned with intricate carvings that depict hieroglyphs and celestial motifs. This monumental structure, dedicated to the god of light, healing, wisdom, magic and knowledge, serves as both a shrine and a gateway to the mysteries hidden within the megadungeon’s depths.

    Surrounding the pyramid, the remnants of crumbled buildings and tangled vegetation hint at a once-thriving civilization drawn to the pyramid's allure. Dorn says, "The Temple of Thoth. Inside, adventurers discover a series of chambers filled with eerie silence, punctuated only by the soft echo of their footsteps on the granite floors."

    "Oh my, you'd make a great tour guide," Exie says, slapping Dorn on the shoulder. Aele hasn't spoken. He's moved apart from the other two and is staring up at a massive statue of a baboon who holds a staff in its right hand. An ibis perches on the baboon's left shoulder. A carved necklace rings the baboon's neck, and from it an ankh depends. "It's Cromm," Aele breathes in awe.

    "If you say so," Dorn says, stroking his chin stubble. "But scholars say this depicts the ancient god Thoth." Aele turns to his old friend. "I was trained that Thoth is one of the Twelve, and that he is no more. But this is his iconography — all of it. Strange, and now that I see it I recall an argument years ago among two factions of the temple. One insisted that Cromm is the ancient one, Thoth..."

    "Well, you did say yesterday afternoon that you sought answers to questions, in joining us. Perhaps we'll learn more inside. Lead us in, Dorn."

    The group picks its way around snow-covered statuary, fountains, other plinths and plaques, but none as large and imposing as towering statue of Cromm/Thoth. Just before they enter the great pyramid, Aele looks back at it, and it seems the baboon stares into his soul. The priest steadfastly ignores his hindbrain as it screams that the statue has turned to look at him.

    Inside, Aele lights one of the bullseye lanterns and turns up its intensity, holding it aloft and close to the walls as he studies the glyphs. He moves slowly, reading carefully. Exie draws breath, perhaps to encourage haste, but Dorn lies a hand on her shoulder and when she looks at him, he shakes his head no, give the priest some time...

    Here and there amid the carvings in the walls are chalk or charcoal writings, added centuries after the pyramid was constructed, some of them perhaps in just the last few years. One reads: "Beware the smithered fecking half-men!"; another "The secrets of the Paleologue will not remain hidden. Look to Gog for directions." As the group approaches the chute-link, time-worn stone steps to descend, Aele reads another piece of adventurer-penned graffiti: "The feathery blessing of Maat fends off the walkers! Do not ignore her soft offering!"

    Aele shakes his head ruefully. "I wish I had brought parchment and charcoal, to record these, make rubbings of engravings..."

    Dorn nods and says reassuringly, "Perhaps we can find such supplies within, and no doubt we will make trips to Gosterwick from time to time, to consult sages, to hopefully sell valuables, and to rest."

    And to pray someone there can remove curses Exie thinks, but does not say aloud. Regretfully, the wizard-priest turns down his lantern as Dorn takes the lead with the other lantern. "Now, to find a way down," Dorn says. But ten minutes later no way downward has been found. Exie sees the tension on Dorn's face and wisely says nothing.

    After a few moments, Aele says, "Oh, the statue, of course!" and leads his two curious companions back to the baboon and ibis statue. "I should have thought of this earlier. Cromm loves trap doors. Try moving the staff. Exie, try one leg. Dorn, help me with this free arm. One of the statues' arms moves grudgingly a few inches as both Dorn and Aele apply their strength, and a square section of pavement slides aside behind the statue, revealing a set of stairs leading downward.

    They are steep and cramped. They descend more than thirty stories. The stairwell walls are blackened with soot, grime, and desecration. Little meaningful is left to decipher, and in many places the touch of living hands has deposited oils which over time has faded whatever writings may once have been here.

    Finally exiting the staircase, the three find themselves in a long pillared hall. It is not well-lit, but further into the hall are four burning torches, placed on sconces about three feet above the floor. Dorn decreases the flame intensity in his lantern. Usage check on d10 results in 4. All three heroes are back to 3/3 Fortune Points. Overnight, they each regained 2 hit points: Ale 7/7, Dorn 12/12, Exie 7/8.

    Intelligence checks to fathom the significance of the torches' sconce heights. Aele - 20, Dorn - 8, Exie - 20

    Dorn cautions, "Watch out. Others are here, or nearby," he says, nodding toward the torches.

    Ask the Oracle: Is the party surprised by the three giant rats that attack from the shadows? Answer: Yes! Giant rats have been semi-trained/tamed by the halfling thugs here to act as guards and shock troops. Dorn and his companions have been set upon from all sides. And not only are they outnumbered, but they're also surprised. The rats are a single hit point each and inflict 1 damage on a hit, with a 10% chance of passing disease the first time a foe is bitten, and 5% each time thereafter. They have AC 12.

    Dorn and Exie each get bitten once, and somehow Aele doesn't. Neither contracts disease.

    On the first non-surprise round, Dorn kills a rat, as does Exie, but Aele misses with his mace, then the rats attack: everybody's getting bitten. Nobody contracts disease. First regular round is over. On to round 2: all three PCs miss with their attacks. Aele gets bitten twice more (no disease, though). Round 3: Dorn misses but Aele and Exie each kill a rat, and then the remaining three rats attack: Dorn gets bitten and drops to 8 hp; Aele gets hit with a critical for 2 damage and drops to 2 remaining hit points!

    Round 4: Dorn kills a rat, Exie misses, and Aele cries out to Cromm (Thoth?) for healing and regains five hit points and is back at maximum health. Two rats remain. One bites Dorn for another point of damage and the other misses Aele. Round 5: Dorn misses, but Exie hits, killing the rat that attacked Dorn. Father Truemas kills the remaining rat, and the PCs are victorious!

    Slow, mocking, languorous applause comes from the shadows, and then mutliple halflings come into view. One steps forward, though not within melee range. "Welcome friends, my name is Roskelly; just call me Rosk." The other halflings spread out, and have crossbows trained on the PCs.

    Rosk continues, "I regret the loss of my pet rats, but it won't be difficult to acquire more. They're abundant on this level, and most fecund. Oh, some of you are bitten. My apologies. They aren't ... weren't ... housebroken. On behalf of my boss, welcome to Arden Vul. I just need to collect the appropriate fees and issue you your explorers' licenses. Let's see, there are three of you, so that comes to ... seventy-five gold coins."

    Dorn draws himself to his full six feet and glares down at Rosk. "How do you do? Where are your parents? We'll speak to them."

    The Thothians

    - Posted in The Shadowdim by - Comments

    In the context of the Halls of Arden Vul, the Thothians are the remnants and followers of the ancient Archontean cult of Thoth, the god of knowledge, secrets, and magic. They are one of the most powerful and intellectually driven factions in the megadungeon.

    In your campaign, they are essential for players who want to deal in high-end magic items or deep dungeon lore.

    Who they are The Identity: They are primarily Archontean humans (and some intelligent constructs or spirits) who view themselves as the rightful keepers of the "Light of Comprehension."

    Alignment: They are generally Lawful or Neutral, but they are highly isolationist and "Lawful" doesn't mean "nice." They are arrogant, valuing ancient scrolls and historical artifacts far more than human life.

    Aesthetic: Their areas are heavily influenced by ancient Egyptian/Archontean motifs—expect to see carvings of ibises, baboons, and multifaceted eyes.

    Where to find them The Plaza of the Priests (Surface/Level 1): The ruins of their once-great temple complex.

    The Hall of Shrines (Level 2): A grand hall of polished marble where they maintain active religious sites.

    The Temple of Thoth (Level 3): Their primary stronghold within the upper levels. It is heavily trapped and guarded by magical constructs.

    Thothian Teleportation Rings: These are scattered throughout the dungeon. The Thothians are the only ones who truly understand how to use the "addresses" (cubes) to navigate the halls instantly.

    Interaction & Trade If you want to trade with them, keep the following in mind:

    Currency: They care little for standard gold. They want ancient books, lost scrolls, and Archontean relics. If you find a piece of jewelry with an inscription in a dead language, they are your best buyers.

    Magic Items: They are the premier faction for identifying magic items. However, they may demand you perform a "service" (a quest to recover a stolen book from the Cult of Set) rather than taking gold for the service.

    The Scrutiny of Thoth: In some areas, the faction (or the god himself) may "judge" those who enter. If you show respect and possess high intelligence, they are much more likely to trade than if you come in swinging a sword.

    The Rivalry They are the eternal enemies of the Cult of Set (the god of chaos and destruction). If your party is seen wearing Setian symbols or dealing with their rivals, the Thothians will likely be hostile on sight.

    Pro Tip: If you find a Thothian Holy Symbol (often an ivory or gold ibis), keep it. It acts as a "key" for many of the magical doors and elevators within their territory.

    Character Snapshots

    - Posted in The Shadowdim by - Comments

    PC Level Gestalt Hp Ac Surges Primary
    Dorn 2 Fgt-Thf 22 16 0 Longsword +5 hit (1d8+5)
    Dorn Saves Poi 13(11) Bre 16(15) Poly 12 Spe 15 MagIt 14
    Dorn Equip Le haub Shortbow Longsword knife lantern
    Dorn Knacks Fleet Great Strike (none) (none) (none)
    Dorn Skills Stealth x 2 Intimidate x 2 Fence x 2 (none) (none)
    Exie 2 Fgt-Thf 20 14 0 Shortsword +4 hit (1d6+5)
    Exie Saves Poi 12 Bre 15(13) Poly 11 Spe 14 MagIt 13
    Exie Equip Le Haub Shortbow Shortsword knife torches
    Exie Knacks Tough Resilience (none) (none) (none)
    Exie Skills Stealth x 2 Pickpocket x 2 Pick-lock x2 (none) (none)
    Aele 2 Wiz-Prst 17 10 3 Mace +0 hit/dmg
    Aele Saves Poi 14(12) Bre 15 Poly 13(11) Spe 12 MagIt 11(9)
    Aele Equip vestments mace torches flasks of oil bandages
    Aele Knacks Tough Adept (none) (none) (none)
    Aele Skills Cooking Forgotten Lore Social (none) (none)

    Party Stats At Levels 1 & 2

    PC Str Dex Con Int Wis Cha Total
    Dorn 17 14 16 10 09 12 78
    Exie 16 17 12 14 09 10 78
    Aele 09 12 17 10 16 14 78

    Playing Card Oracle

    - Posted in Solo-RP by - Comments

    For the Playing Cards Oracle, thoroughly shuffle the 52 card deck. Always reshuffle the deck in between questions you ask this oracle. After shuffling, draw the following number of cards based upon how likely is a Yes answer. If you get at least one face card (jack, queen, or king), it's a "Yes". If you get 2+ face cards (or, if only drawing one card, you get a King), that's a "Yes, but...":

    Likelihood Cards to draw
    Almost certain 12 (97.29%)
    Extremely likely 10 (94.64%)
    Very likely 8 (89.78%)
    Somewhat likely 5 (74.68%)
    Roughly Half & Half 3 (55.29%)
    Unlikely 1 (23.08%)

    The Deep, Deep Down

    - Posted in Solo-RP by - Comments

    The Down is vast. The Down is challenging. The Down is weird. The Down is isolated. The Down is inimical. It is the Underdark, the World Below, the Under-Earth. There is no true rest for surface dwellers in The Down.