HTMLy

The Annals of Glen Forkovian

The Shadowdim

a category for my solo Shadowdim campaign

The Dawnstriders

- Posted in The Shadowdim by - Comments

In the massive megadungeon of The Halls of Arden Vul, the Dawn Striders are an adventuring company that serves as a potential faction for players to interact with, join, or use as a narrative springboard.

Unlike the ancient, monstrous, or undead factions that live permanently within the halls, the Dawn Striders are a contemporary group of explorers and "fixers" operating in the region.

Role and Identity

The Organization: They are depicted as an established adventuring guild or company. In many campaigns, they serve as a "home base" or sponsoring organization for the player characters.

Leadership: A key figure associated with the group is Rudigar Red-Nail, a veteran who often acts as a mentor or quest-giver (appearing in Volume 4 of the setting materials).

Local Presence: They maintain a presence in the nearby town of Gosterwick. Their primary local contact is often Astableon the Scribe, a librarian/bookstore owner who uses the code phrase, "The pen marks a deeper truth," to identify fellow members.

Primary Objectives The Dawn Striders generally focus on:

Exploration & Mapping: Systematically cataloging the various levels of the Halls.

Containing Threats: They are particularly concerned with the "hopper" (Heqeti) threat and the malevolent influence of the Ziggurat.

Intelligence Gathering: They collect rumors, historical dossiers, and tactical information to ensure their agents don't go into the dungeon blind.

Narrative Function For a GM (Referee), the Dawn Striders are a "Lawful" or "Good-aligned" anchor in a very hostile environment. They provide:

A "Safety Net": A source of rumors and basic supplies.

Replacement PCs: When a character dies, a new one can easily be introduced as a "Dawn Strider reinforcement" sent from Gosterwick.

Direction: They provide hooks to specific locations, like the Tower of Madness or the Ziggurat, which helps players navigate the overwhelming scale of the megadungeon.

The Dawn Striders do not have a massive, fortified guildhall in Gosterwick. Instead, they operate with a focus on secrecy and intelligence.

Primary Contact & Base: Their local agent is Astableon the Scribe, who owns and operates a bookstore in Gosterwick. He serves as the party's handler and primary source of information.

The Code Phrase: To identify themselves as Dawn Striders (or allies), members must use the phrase: "The pen marks a deeper truth."

Services Provided: From this bookstore, Astableon provides "dossiers" of rumors, historical context, and tactical information about the halls. He is the link to the broader organization's resources, often acting as the gatekeeper for missions related to the "Hopper" (Heqeti) threat.

Relationship with the Archonteans The relationship between the Dawn Striders and the Archontean Empire (and its local representatives) is complex and defined by the "Lawful" alignment of both groups, but with different priorities.

Shared Heritage: The Dawn Striders are largely an Archontean organization. They share the Empire’s interest in reclaiming the glory of the "Golden Age" of Arden Vul and preventing ancient evils (like the demon prince Kauket) from destabilizing the region.

Operational Secrecy: Despite their shared goals, the Dawn Striders often work in the shadows and away from the direct oversight of the Drome (the Imperial government) or power-hungry Archontean lords. They believe that if the true extent of the secrets in Arden Vul leaked to certain Imperial factions, it would trigger a reckless and dangerous power struggle.

The Green Lady (Alexia Basileon): The Dawn Striders generally coexist peacefully with the local Archontean authority in Gosterwick, led by the "Green Lady." However, their mission to "Cleanse the Ziggurat" is often treated as a clandestine operation to avoid drawing the attention of rival Imperial agents who might want to exploit the Ziggurat's power for themselves.

Relationship with Other Factions The Heqeti (Hoppers): The Striders are sworn enemies of the Heqeti. They view the frog-men’s attempts to summon dark entities as the primary existential threat in the region.

The Halfling Goons/Local Thieves: While the Striders are focused on high-stakes "save the world" missions, they often have to navigate the more mundane criminal elements of Gosterwick, like the halfling "tax collectors" who demand fees from anyone entering the dungeon.

In summary, while the Archonteans provide the historical and cultural framework of the setting, the Dawn Striders provide the active "mission control" for players who want a clear objective in an otherwise sandbox-style megadungeon.

Astableon the Scribe

- Posted in The Shadowdim by - Comments

Astableon the Scribe: Visit his bookstore The Silver Scroll in Gosterwick. He is a key agent for the Dawn Striders and often has dossiers or leads on specific items like the "Chambers of Thoth." Astableon is a 9th level, mostly retired, Sage. The Sage is an NPC-only class. Astableon is a historian and antiquarian, and an expert on the Thothians.

Gosterwick

- Posted in The Shadowdim by - Comments

Gosterwick (referred to a Vertucaster by imperials) is the essential "home base" where most adventuring parties lick their wounds and spend their hard-earned gold during downtime between delvings into Arden Vul.

The Logothetes of Gosterwick

These officials were personally selected by Lady Alexia. They are often viewed with a mix of respect and fear because they report directly to the Azure Keep.

Valerius Scaurus (Logothete of Trade): * Role: He manages the town's economy, taxes, and the influx of artifacts coming out of Arden Vul.

The Vibe: He is a shrewd businessman who doesn't care much for "adventuring glory"—he cares about the 10% tax on all treasure recovered from the Halls.

Domitius Afer (Logothete of Public Works): * Role: Responsible for the rapid construction and infrastructure of Gosterwick.

The Vibe: A man under immense pressure. He’s the one who has to make sure the walls are reinforced and the roads can handle the massive merchant caravans.

Theodora Komnene (Logothete of Records): * Role: She manages the town’s archives and the registry of "Wardens."

The Vibe: If you want to become an official Warden of Vetucaster, you have to go through her. She is famously detail-oriented and likely knows more about your party's background than you’d prefer.

The Knights of the Azure Shield

These aren't just your average town guards; they are an elite military order dedicated to the Green Lady.

The Commander: Sept Commander Horatius Gesellion. He is a veteran warrior who commands about 60-70 knights stationed at the Azure Keep.

Their Jurisdiction: They generally don't patrol the streets for petty crimes (that's for the town watch); instead, they deal with high-level threats, dungeon-delver riots, or external attacks.

Equipment: They are recognizable by their polished plate mail and bright blue shields emblazoned with a golden sun.

Rumor: The Green Lady’s Secret "Logothete" There are whispers in the back corners of the Yellow Cloak that Lady Alexia has a fourth Logothete whose name isn't on any official ledger. This individual supposedly handles "special acquisitions"—meaning they hire adventurers to go into Arden Vul to retrieve specific items that Alexia wants for her private collection.

In Gosterwick, justice is a tiered system based on the Archontean legal code. While the Thesmothete Eusebia Phokas handles day-to-day civil and criminal disputes, the Green Lady (Lady Alexia Basileon) reserves "High Justice" for herself.

If you are a Warden or a prominent figure, you do not want to end up in her court. Here is how the punishments break down:

  1. High Justice (The Green Lady’s Jurisdiction) This is reserved for treason, murder, arson, or any crime against the state—which includes breaking a Warden’s oath.

The Sentence: Fines followed by death.

The "Inventive" Part: Lady Alexia is notorious for making executions "public and slow." Rumors suggest she uses magical or alchemical means to prolong the process, ensuring the condemned serves as a visceral warning to the rest of the town. For a Warden who betrays her, this is often viewed as a "breach of contract" that requires an "equalizing" of the debt through suffering.

  1. Justice of the Body (Thesmothete's Jurisdiction) Handled by Eusebia Phokas, this covers assault, slander, and wounding between citizens.

The Sentence: Punishments vary based on the severity of the harm but frequently involve amputation (losing the offending hand) or heavy fines. If the crime is severe enough to border on High Justice, the death penalty is on the table.

  1. Justice of the Domus (Property Crimes) Handled by the proedroi (Eusebia’s assistants), this deals with theft, burglary, and inheritance disputes.

The Sentence: This is where the punishments get particularly Archontean. Depending on the value stolen (usually over 50 gp), you can expect:

Fines: Often triple the value of the stolen goods.

Mutilation: Specifically blinding (for peeping or spying) or castration (for certain domestic crimes).

Amputation: Standard for repeat thieves.

  1. Low Justice (The "Commoner" Courts) Handled by the chartoularii (clerks) in the public square, this is for petty crimes and disputes involving non-citizens (non-Wardens).

The Sentence: Usually swift and summary. Expect time in the stocks, a public flogging, or immediate expulsion from the town. For non-citizens, the law is far less patient; if you can't pay a fine, you might find yourself "recruited" for dangerous labor details.

In Gosterwick, the specific official you need to see for real estate depends on whether you are looking for the right to buy land or the actual purchase and registry of that land.

As a Warden of Vetucaster, you should focus on these two officials:

  1. Aedelwine the Fair (Logothete of the Private House) While other logothetes handle trade and public works, Aedelwine is the official responsible for the Private House.

The Role: In Archontean bureaucracy, the Private House traditionally manages the properties and estates of the imperial family (or in this case, Lady Alexia).

The Function: If you are looking to purchase land or a house, Aedelwine is the one who handles the administration of these holdings. He ensures the property is vacant, legally cleared for sale, and that the transaction aligns with the Green Lady’s interests.

  1. Theodora Komnene (Logothete of Records) You cannot close a deal without her involvement.

The Role: She maintains the town's official archives.

The Function: Once Aedelwine has brokered the sale, Theodora registers the deed. More importantly, she verifies that you are a Warden in good standing. Without her "stamp of approval" on your citizenship status, the sale cannot be finalized.

Key Financial Tip: The Warden’s Discount Don't forget that one of the primary perks of being a Warden of Vetucaster is a massive 50% discount on the purchase of land within the town walls.

Standard Price: Real estate in a boomtown like Gosterwick is incredibly expensive due to high demand from merchants and adventurers.

Warden Price: Lady Alexia uses this discount to ensure the "elite" of the town (the adventurers she can call upon in a crisis) are the ones who actually own the physical buildings, keeping the town’s defense in capable hands.

Where to find them? Both officials operate out of their respective offices near the Thesmothete's Townhouse, located in the more affluent northern section of Gosterwick, moving toward the Azure Keep.

Two days have passed, during which time our heroes have taken advantage of the hospitality of the small contingent of Thothian Wizard-Priests on Arden Vul's third level. Aele has been almost beside himself with revelatory awe: first he has learned that Thoth and Cromm are in fact the same deity. He still has not gotten a satisfactory answer to some of his questions, but he has some direction now as to where those answers might be found.

Why can't Surface races cast spells? Why are enchantments under the sky erased or suppressed, while those in Underearth are intact, and more potent the deeper one descends? While Dorn and Exie have hunted stirges and giant rats, and Sulla has left to report in to Roskelly, Aele has spent long hours in conversation with multiple Wizard-Priests, but none moreso than with Thalas, the high priest of the Thothian Enclave.

The high priest Thalas and Nanefer the Arcanist have taken a meal with Dorn, Exie, Aele, and Sulla, and now drink a wine found a decade ago in one of the crypts that the enclave discovered — a bottle with an estimated age of 200 to 225 years! It is a fruity, heady delight.

Thalas has traded upon Dorn's not well-concealed desire to travel to Gosterwick for downtime by describing a contact he has in the town, one Astableon the Scribe. "I would like for you to deliver a book to Astableon in Gosterwick. He will have a package to send back to me in your care. If you agree, I will provide one thousand imperials up front if you will agree to this task, and another thousand when you deliver the package to me."

Aele sits forward eagerly, but holds his tongue and looks to Dorn.

"I am not opposed to the idea," Dorn says, thoughtfully. And I am damn sure not opposed to being paid. "But how will we get out of the dungeon without the halflings interferring?"

"I can teleport you to the base of the Great Stairs, and from there you can make your way overland to Gosterwick."

Exie leans forward, "I got all of that except ... teleport..."

Nanefer sips wine. "It is an ancient way to use magic called a spell. Their use has been lost for centuries on the Surface, but here in the Deep Down, I have rediscovered them. By using one of these spells, I can instantaneously move you to the valley floor."

Thalas adds, "Sulla, we are putting much trust in you to be speaking so freely of 'the halflings' in your presence. Please ensure that our trust has not been misplaced."

"Oh, it hasn't been, believe me," Sulla declares. "I just wish that I could go with you," she says, looking wistfully at Father Aele Truemas, who quickly blushes scarlet, and diverts his gaze to intense scrutiny of the food on his plate.

"Perhaps someday my research will find a way to make that possible," says Nanefer. "As things stand right now, though, you'd be dead within a few days of being exposed on the Surface."


Twelve hours later, the trio are ensconsed at the Inn of the Lost Archon in Gosterwick. After a meal, they travel to The Silver Scroll bookstore and are greeted by a middle-aged, short, wizened man with gray hair and a goatee.

"Welcome to the Silver Scroll," he says, and his voice is surprisingly deep. "Please feel free to browse, or ask about anything of particular interest." Dorn spends a minute gazing at scrolls and books. "This is quite the collection you have here. I have always been a man of action rather than of letters, but of late I've come to believe that the pen marks a deeper truth..."

Astableon doesn't seem to react. He putters around the bookstore a a couple minutes, then moves to the door, locks it, and flips over a sign so that any customers who approach will read it: "I'll Open Again Soon!"

"Well," the wiry scholar says after joining the others at one of the bookshelves, "I certainly agree. The pen does mark a deeper truth. And words are more than audible wastes of breath. Thoth himself didn't cast spells; he penned them in the ink of the celestial effluvium. How can a simple bookstore owner be of service?"

Exie removes her backpack, opens it, and pulls forth a bundle wrapped in purple cloth. Astableon accepts the package and moves to the nearby counter where he unwraps it and runs a finger over the leather binding of a sizeable tome. "Oh, how wonderful! This is a historical text called The Lost Celestial Ephemeris. It is a text that links the stellar movements to historical events. Since I don't know you, I can only guess that you accepted this pickup and delivery task for the Thothian priesthood in Arden Vul." His tone does not frame this in the interrogative.

"You guess correctly," Aele confirms. "I am Aele Truemas, a priest of Cro— of Thoth."

"Well!" exclaims Astablion, hands coming together before his chest, palms pressured together as if that is the only thing preventing him from bursting from enthusiasm. "It has been years since Thoth gained a priest." He retrieves a locked wooden box from beneath a counter and hands it over to Aele. "Thalas will have told you to deliver the package to me, and that I would send him something back with you, in turn."

Aele accepts. "Yes, exactly so." The priest pauses, then says, "We may be in Gosterwick for a few days, not much more than a week, I imagine. I trust that short delay will not prove problematic in this item's delivery?"

"No, indeed," the sage says. "He's been waiting on this for several weeks. A few more days shouldn't matter. But I do have a quest for you, if you're interested."

Exie turns from the bookshelf. "Let's hear it."

"Some years ago, I lost a notebook while in Arden Vul. If you can find it and return it to me, I will pay fifteen hundred gold imperials. It is bound in a monster hide that is rough to the touch and black in color. It bears the initials A.G.H. in silver inlaid on the spine of the notebook, and it will be found in pristine condition — clean and dry and intact, regardless of the environment from which you retrieve it. You should not attempt to open it but should return it to me at your earliest convenience after finding it."

Dorn has been listening intently and now turns from looking out a window. "Is the notebook rightfully yours, and are there or could there be others seeking it — others with whom we might ... come into conflict?"

Astableon smiles. "You are a shrewd customer. That bodes well, for it will make you more careful in the dungeon. Yes, the journal is rightfully my property. And it could possibly bring risk upon you if you accept this quest. More than a dozen years ago, I found a way, alchemically, to extend life. The notebook contains the details of my research methodology and how to produce the needed elixir. Somehow, word spread — though I am most discrete. A necromancer nearly destroyed me and the other members of the Dawnstriders; two of us were killed, and the rest of us escaped — barely.

So yes, you could be putting yourself at risk; that is, more particular risk than the general risk you're already taking by entering Arden Vul at all."

Dorn nods, and mentally tables three other questions that have come to mind. He glances at his companions to read their body language. After a moment, Dorn says, "We'd stand a better chance of success if you could provide some of those fifteen-hundred imperials to us up front for provisioning..."


The party has enough XP from (a) combats in Arden Vul and from fulfilling the quest that Thalas gave them, to advance to 2nd level. The 1,000 imperials they collected from Thalas before departing the megadungeon brought total party wealth to 2,716 imperials. Astableon wound up fronting them 700 of the promised 1,500 imperials, bringing party wealth to 3,416 gp.

Let's roll Dorn's additional hitpoints, using Advantage. A pair of d10's, the results come up 2 and 8. That's 8 new hit points added to his previous maximum of 12, but don't forget to add 2 more for his Constitution bonus; for a new HP max hit points of 22.

Having already taken Fleet at level 1 (for improved Initiative), Dorn's choice for a free Knack at level 2 is Great Strike, which gives +1 to all weapon damage.

Saving throws won't change until level 3.

Base Attack Bonus improves to +1. Damage with unspecialized weapons are +3 damage.

Longsword (specialized) is now +5 to-hit and +5 to damage.

And that's it for Dorn's leveling.


I rolled with Advantage for Exodore's additional hit points, and got a 5 and a 7. She should have had 13 hp at first level (max the d10 +3 more for Knack: Tough). I had mistakenly given Exie a d8 instead of the appropriate d10 for a Gestalt Fighter-Thief; therefore, max hit points increase from 13 to 20. Not too shabby.

I'd also erred on Exie's to-hit, by failing to assign weapon specialization: short sword. At first level, given her stats, she'd have been +2 to hit and then improve that to +3 due to specialization. She'd have been +2 to damage, then another +2 for specialization. So her shortsword at level 01 should have been +3/+4. Gaining 2nd level improves her BAB +1, so now she is +4/+5 with shortsword — almost as good as Dorn's +5 to-hit +5 to-damage with his longsword.

Knack: Tough raises max hp at level 02 to 20. Knack: Resilience improves saving throws.


Initially, I wasn't entirely sure about keeping Aele, but I've used Ewen Cluney's Entanglements [tool][6] and have a good vibe for the wizard-priest now. For Aele's 2nd level additional hit points, I rolled with Advantage and got 3 and 5, so max 2nd level HP are 17.


Full stats for all three player-characters are here.

During their week of downtime in Gosterwick, Dorn and Exie pair off as sparring partners, training hard to stay in form.

Exie makes a 2d6 check at the end of the week. She is a fighter-gestalt, so will add 1/3 of her level (rounded up) as a bonus — that comes to a +1. And since she has a partner (Dorn), she gets another +1. She rolls 2d6+2 and gets a total of 10. Woohoo! Exie chooses to benefit from a bonus of one point to her armor class, to-hit rolls, and damage rolls until her next downtime. This will mean that functionally Exie will be:

AC 15, +5 to hit with shortsword, and shortsword damage will be 1d6+6. Sweet! Let's see how Dorn fares:

He rolls 2d6+2 and the result is a 9; not quite as nice, but it entitles him to pick two benefits, and he chooses a bonus of one point to his AC and his to-hit rolls until his next downtime. This means that functionally Dorn will be:

AC 17, +6 to hit with his longsword, and damage will remain 1d8+5:

Aele does the wizardly/priestly equivalent of combat sparring to stay in top form. He studies at the Gosterwick library, meditates at the temple of Cromm, and prays for guidance and protection in the trials that lie ahead for the party. Let's see how he comes out at the end of the week of downtime. He is in good standing with Cromm-Thoth, for a +1 modifier.

He rolls 2d6+1 and gets a total of 12. Rock on, Aele! He may choose three of the following to benefit from until his next downtime:

  • +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

He chooses (a) +1 to all saving throws, (b) +2 to Spell saves, and +1 to Surges. This will mean that Aele's functional saving throws till the next downtime will be:

Poison 13(11), Breath 14, Poly 12(10), Spell 11(9), Magic Item 10(8)

Summary:

Dorn: AC 17; +6 to hit with longsword and deals 1d8+5
Exie: AC 15; +5 to hit with shortsword and deals 1d6+6
Aele: Poison 13(11), Breath 14, Poly 12(10), Spell 11(9), Magic Item 10(8)

I'll add the above info at the top of the next Actual Play write-up as PCs Under Downtime Perks. Ah, level 2. It really is more than twice as nice as level 1. See you in the next Actual Play!

Fray Dice in Shadowdim

- Posted in The Shadowdim by - Comments

The following was written after round #1 in Dorn and Aele's encounter with beastmen and Set cultists at a defiled shrine a couple miles outside of Gosterwick.

In the rules for Shadowdim, if the three of more player-character heroes are acting as a unit in combat, then they do not get to use a Fray die. Acting as a unit does not necessarily mean they are arranged in a phalanx. They might be separated from one another by several yards, but if they have the ability to move freely about the battlefield, they don't get a Fray die.

If only two heroes are together in a combat, they are allowed to use a Fray die. However, damage done by the Fray die is applied to foes' hit points, not their Hit Dice. This is the case as long as the two heroes have the ability to move freely about the field of combat, such that they potentially could close ranks with one another, fighting side by side or back to back. If some magical effect, physical obstacle, or other impediment precludes the two heroes' ability to close ranks with one another, then their Fray dice do damage to foes Hit Dice, rather than foes' hit points.

If a single player character hero is alone and fighting one or more foes, that hero's Fray die damage is always applied as Hit Dice damage.

Fighter-Rogue gestalts use a d6 Fray dice that can only target foes with whom the PC is in melee range of; Wizard-Priest gestalts use a d4 Fray die that can hit any foe, even one that has more Hit Dice than the Wizard-Priest has levels, and the Wizard-Priest's Fray die can be used at range — up to 30 feet away.

Shadowdim Goblins

- Posted in The Shadowdim by - Comments

Goblin Hit Dice: 1d6 (4 HP) AC: 14 Attack: +1 to hit, 1d6 (shortsword) Alignment: Chaotic XP: 15

The goblin community in Arden Vul occupies Levels 3 and 5, and Sub-Level 4. They are ruled by King Weskenim.

King Weskenim

- Posted in The Shadowdim by - Comments

King Weskenim is the ruler of the Long-Nose Tribe and holds court in The Goblin Halls (specifically Level 4, area 22). He is well known for his extensive harem (found in Level 4, areas 20-21), which is a key part of his social standing and a major location in the goblin-controlled levels. He has several lieutenants, most notably Killik (the "Big Boss of the Wet Caves"), who manages the outskirts of his territory.

Political Power: Unlike many "monstrous" kings, Weskenim is a savvy political player. He often enters into treaties with other factions—and even adventuring parties—if the tribute is high enough.

Appearance: He is typically found lounging on a throne of pillows and rugs, surrounded by his guards and advisors.

The Beastmen frequently complain about the "laziness" of other factions (like the Varumani advisors) and maintain a tense, militaristic presence that directly challenges Weskenim's softer, tribute-based control of the upper-middle levels.

AC 14 (typically wears chainmail or fine leather/shield) Hit Dice: 3 (15 hp)

Attacks: 1 × weapon (1d6+1 or by weapon); full atk bonus +2

Movement: 60’ (20’)

Saving Throws: D12 W13 P14 B15 S16 (Fighter 3)

Morale: 9 (Goblins within sight of him gain a morale bonus)

Alignment: Chaotic (often played as Lawful Evil or savvy Neutral)

XP: 50

Key Combat & Roleplay Traits: Tactical Command: As long as Weskenim is conscious and visible, his goblin subjects typically check morale at a 9 instead of their usual 7.

Tribute & Negotiation: Weskenim is famously motivated by coin and status. He usually demands a tribute of 10 gp per person from "surface-worlders" to allow safe passage through the Level 4 Goblin Warrens.

The Scepter of Legitimacy: He is often preoccupied with the loss of his magical scepter. Rumor has it that recovering this for him is the fastest way to gain his "friendship."

Royal Guard: He is rarely alone. He is almost always accompanied by 2d6 Bodyguards (2 HD each) and his major-domo, Palestrim (who uses Hobgoblin stats).

Note on Stats: In Arden Vul, "Imperial Goblins" (like those in Weskenim's court) are often more disciplined and better equipped than "Wild Goblins." They may speak fluent Archontean and wear bits of scavenged imperial armor.

Dorn admires the shiny brass-rimmed and spiked shield, and asks Aele, "You're sure it's enchanted?"

"Oh yes, without a doubt. Magic may mostly be surpressed on the Surface, but as a devotee of Cromm — whom it turns out is simply a more recent aspect of Thoth — I cannot be mistaken. I am also gifted to be able to discern curses, and the shield carries none."

Dorn smiles, studying the shield. "And you're sure neither of you wants to claim it?" He grins like a kid with a new toy. "What's this word inscribed on the spike?" He scrutinizes it, then tries to pronounce it: aurimignos. A blinding flash of light elicits surprised oaths from everyone in the hidden chamber — and none more loudly than Dorn himself.

"I guess that answered that question," Aele observes drily, humor in his tone. He studies the potion recovered from the chest. "Unfortunately, I don't have the knowledge or tools to guage this potion's properties, but I know a sage in Gosterwick who can do it, the next time we leave the dungeon for some downtime."

"I love how confidently you toss off 'leaving the dungeon'," Exie says. Then she turns to Sulla. "In my book, you have proven yourself. You got to Dorn and dosed him with that healing potion in the skeleton fight. I won't forget that."

"My thanks as well," Dorn says.

"You're welcome," Sulla says, continuing to sort some of the items that the party gathered earlier in visiting the mushroom forest cavern to the southeast. She ties off a bundle of the green, asparagus-looking vegetables and hands them to Exie. "They're better cooked, but can be eaten raw." Next she divvies up some edible mushrooms. Enough oily vine — Sulla calls it firevine — is available to make three torches. Sulla does so, then passes one to each of her companions. "They won't burn as brightly as regular torches, but they last longer. This is what the goblins use in King Weskenim's domain."

This brings each companion to three torches — two brought from the surface, and each now has a firevine torch. They've been using Dorn's lantern and saving the one carried by Aele. Usage check on d10 results in 1, and **usage die** decreases from a d10 to a d8. Overall, Dorn is pleased with their lantern oil conservation. Food usage die rises from d8 to d10.

Dorn files away 'King Weskenim' for follow-up later, rubs his eyes. "I'm tempted to try to get this haul and us out of here. By my estimation, it's worth, not counting the shield, well north of fifteen hundred imperials. But it's not quite enough to make it worth the effort, and I'm a wanted man. Besides, I've a promise to keep." He looks at the wizard-priest of Cromm-Thoth. "We have to explore the Halls of Thoth. But first, let's get some sleep." He pulls a small hourlgass from his pack, cups it in his palm. "I'll take the first watch. Bed down, get some shut eye."

Exie wraps herself in her heavy woolen cloak. Too heavy for wearing in combat, it is worth the extra bulk and weight when sleeping. "We should try to use the copper pieces here in the dungeon — for bribes, for gear, food. Their value-to-weight ratio is quite low."

"Your right," Dorn agrees. "We'll divvy it up after we rest. Get some sleep, love. You're next on watch."


Several hours later, the four are rested and have packed. Exie crabwalks back down the short, crumbling stone stairs after listening with an ear pressed to the 'ceiling' of the hidden chamber. "I can't hear anything, but be ready to kill once we exit. We can't afford for others to learn of this location."

Once they emerge and confirm nobody lurking nearby, Sulla quickly leads the group north. "We're going to come upon a statue of a creature. Don't touch it, and don't get any closer to it than I do."

"What sort of creature?" Dorn asks.

"Uh, well ... usually it looks a little like you, but sometimes another creature ... what is it called when something swords through the air, not falling, but going somewhere..."

"Flying, and I think you mean soars, not swords," Exie supplies, helpfully.

"Yes, sometimes a creature is flying and lands on it, and that creature looks like the one on his necklace," she answers, pointing to Aele. He pulls out his holy symbol, a silver ibis. "This was given to me by my grandfather, when I was confirmed as a priest of Cromm. And I can tell you that until this very moment, it has always been a crown atop a mountain. I can't explain this change, unless the symbol is magical and I somehow have never detected that fact — something I find very hard to credit."

Sulla smiles impishly. "Many things change within Arden Vul. Items, minds, allegiances. Perhaps it is not that your necklace is magical, but that this place itself is..."

Rounding a corner in the passage, the party enters a large chamber. Directly ahead is a statue of a baboon, a creature none of the adventurers has ever encountered before.

"When will we enter the Thothian area?" Aele asks.

"Beyond this chamber," Sulla answers, gesturing toward the passage that exits this chamber behind the baboon statue. She says, "Don't move, anyone," then she takes one step forward. The eyes of the baboon statue light up, eldritch blue. It's mouth begins to open. Sulla takes one more step forward and the baboon raises both its arms above its head, ready to bring them crashing down.

"It's enchanted," Aele observes.

"Yes," Sulla agrees, taking two steps back toward her companions. The statue's mouth closes, it's arms lower, and then slowly the glow of the eyes begins to fade.

"I can probably find a way to disable it," Exie says, thinking as she studies the ten foot statue.

"But do we risk it?" asks Dorn. "Fail to disarm it and get squashed like a bug. That thing must weigh double what the four of us do combined.

"I could act all mysterious, but I am working on gaining your trust," Sulla says. "I have seen another way to bypass it." She turns to Aele. "Your holy symbol on your necklace. It identifies you as a priest of Thoth, and you yourself recently said it has become clear to you that Cromm is a modern aspect of Thoth. You are the second priest of Thoth I have met. The first one wore a symbol just like yours. Approach the statue, Zhorvin."

The priest regards the halfling, appreciating her use of his familiar rather than his intimate name.

"It's a hell of a risk, Aele," Dorn cautions.

"As is all of life," the priest answers, and Aele takes two steps forward. A fluttering comes from a dark corner somewhere beyond the baboon statue and close to the chamber's ceiling, then into the light of the lantern an ibis swoops, lands atop the baboon's head, and before everyone's eyes becomes part of the statue.

"Amazing!" Aele breathes, right hand holding his holy symbol.

"It's a guardian golem," Lexie says. "A Thothian guardian that recognizes one of its own," and she regards Aele with new eyes. "Will it let us pass?"

"Yes," Sulla answers, "now that it sees we are escorted by a Thothian."

Dorn shakes his head. "I'll be damned. I'm best friend to a Thothian."


The City of Prelm

- Posted in The Shadowdim by - Comments

Seventy years ago, the Great Collapse occurred, presaged by a massive earthquake that destroyed many structures in the city of Prelm. An entire westernmost neighborhood fell into the Deep Down, forever lost. The remainder of the city was divided into Upper Shelf to the east, and Lower Shelf in the west. The height difference is two hundred feet.

The shift from a unified city to one literally divided by elevation—and the constant threat of the "Deep Down"—creates a palpable sense of vertical tension. Prelm is a place where geography is a constant reminder of a traumatic past.

The Anatomy of Prelm

The city is defined by its sheer drops and the precarious nature of its foundation.

Upper Shelf: The original city level, now bordering a massive precipice to the west. It houses the elite or those who can afford the "safety" of height. Then there are the Sky Islands that appeared for the first time after the Great Collapse. They float at various heights above the city, and drift — never colliding — in a circular area roughly three miles across.

The Great Drop: A 200-foot vertical cliff face created by the quake, separating the two halves.

Lower Shelf: The sunken district that survived the fall. It is now shadowed by the Upper Shelf and exists in a permanent state of literal and figurative "under-ness."

The Void-Scar: The westernmost gap where the neighborhood was lost entirely to the Underearth—a dark reminder that the ground isn't always solid.

Lingering Questions of the Deep Down

When a city is literally broken in half, the social and physical infrastructure has to adapt in fascinating ways. As DM, even in a solo campaign, I'm curious about a few details:

Connectivity: How do people move between the Shelves? Are there massive industrial elevators, treacherous winding staircases, or perhaps even a bucket-and-pulley system for goods?

The Atmosphere: Does the Lower Shelf suffer from poor air quality or permanent shadows because of the 200-foot wall to its east?

The "Deathly Below": Is the Underearth a physical place people attempt to explore, or is it treated as a graveyard that everyone pretends doesn't exist?

In Prelm, the Void-Scar is not just a geological wound; it is the city's spiritual drainpipe. With no space for traditional graves, the citizens have turned the very thing that swallowed their ancestors into a ritualistic necessity.

The Funerary Rites: The "Weightless Walk"

Because the Void-Scar is believed to be "bottomless," the people of Prelm do not bury their dead; they release them.

The Lead-Lining: Before a body is sent to the Scar, it is wrapped in heavy, salt-cured canvas and weighted with "Sinker Stones"—black river rocks from the Occoro Bay. This is to ensure the body descends quickly and does not "tumble" in the updrafts, which is considered a bad omen.

The Sky-Caskets: For the wealthy of the Upper Shelf, the dead are placed in ornate, vented iron cages. These are lowered by silver chains over the edge until they disappear into the mist. Once the chain goes slack, the mechanism is released.

The Silent Drop: In the Lower Shelf, burials are communal. At dusk, the "Pall-Carriers" wheel the deceased to the edge of the western docks. No prayers are spoken aloud, as residents fear that sound attracts the "Echo-Takers"—the malevolent spirits said to live in the Deep Down.

The Supernatural Fear: The prevailing superstition is that the Void-Scar is a "living hunger." Many believe the neighborhood that fell 70 years ago didn't die, but was transformed into a subterranean mirror-city: Pelrm (pale-URM). They fear that if a body is dropped without proper weights, it will be caught by the "Lost Ones" and its soul will be prevented from ever reaching the afterlife.

Architectural Style: The "Anchor & Rust" Aesthetic The Lower Shelf cannot build out, and the ground is too unstable to build up traditionally. This has resulted in a style called Pendent Architecture.

Suspended Tenements: Many buildings in the Lower Shelf are literally bolted to the 200-foot cliff face of the Upper Shelf. They resemble iron-and-wood barnacles, supported by massive tension cables anchored into the "stable" rock above.

The Foundation-Less: On the ground level of the Lower Shelf, buildings are constructed on "Sled-Plates." These are massive iron rafts designed to distribute weight. If the ground shifts again, the building might tilt or slide, but it won't immediately crumble into the Underearth.

The Damp-Gothic: Due to the 200-foot shadow cast by the Upper Shelf, the Lower Shelf is perpetually damp. Architecture features heavy use of corrugated copper (which turns a ghostly green), bioluminescent moss-lanterns, and steep, slanted roofs to shed the constant condensation dripping from the Upper Shelf’s drainage pipes.

The Vertical Economy: The "Weight and Pulley" Trade Wealth flows down, but resources flow up. This has created a unique economic symbiosis based on gravity.

  1. The Gravity-Train (Down-Market) It is incredibly cheap to send goods from the Upper Shelf to the Lower Shelf. Waste, greywater, and industrial scrap are "exported" downward via a system of gravity-chutes. The Lower Shelf has built its entire economy on salvage-refining, turning the Upper Shelf's trash into usable "Reclaimed Iron" and "Sifted Coal."

  2. The Great Winch (Up-Market) The Lower Shelf borders the sea, making it the city's primary port. However, the Upper Shelf owns the processing plants.

The Lift-Tax: A massive portion of the city’s gross domestic product is spent on the energy required to winch fish, salt, and foreign luxury goods 200 feet up.

Winch-Barons: The most powerful families in Prelm aren't politicians; they are the owners of the Great Steam Winches that bridge the two halves. To control the winch is to control the food supply.

  1. The "Mist-Farming" Because the Lower Shelf is shaded and humid, they have a monopoly on Fungiculture and Mist-Silk. They grow rare, light-sensitive mushrooms and harvest silk from cavern-spiders that thrive in the shadows of the Great Drop. These are luxury items that the Upper Shelf "elites" crave but cannot produce in their sunny, dry heights.

The Winch-Barons: The "Iron Kings" of Prelm

In a city split by a 200-foot wall, the person who controls the vertical movement controls life itself. The House of Vane currently holds the monopoly on the "Great Central Crank," the largest steam-powered lift in the city.

The Leverage of Power: The Vanes don't trade in gold; they trade in "Lift-Credits." Merchants from the Lower Shelf docks must pay a literal "Weight Tax" to get their seafood and imported spices to the hungry Upper Shelf markets.The Counter-Weight Strategy: To save on coal, the Winch-Barons use a clever system: they time the descent of "Upper-Waste" (sewage and scrap) to act as a counterweight to pull the "Lower-Wealth" (fish and silk) upward. In Prelm, one person's trash literally lifts another person's treasure.

The "Fall-Saboteurs": A common fear among the Vanes is the "Snap-Cutter"—political rebels from the Lower Shelf who threaten to sever the cables, which would plunge the Upper Shelf into a famine and the Lower Shelf into a crushed ruin.

Geography: The "Bellows" Effect The physical layout of Prelm creates a unique microclimate between the water and the abyss.

Feature The Upper Shelf (Sun Side) The Lower Shelf (Deep Shadow)
Primary Industry Finance, Governance, Refinement Fishing, Salvage, Fungiculture
Foundation Solid Limestone Bedrock Shifting Silt and Iron Sled-Plates
View The Horizon of Occoro Bay The Looming 200ft Wall of the East
Risk High-altitude Winds / Structural Decay Flooding, Ground-Subsidence, "Echo-Takers"

Mapping the Flow: From Bay to Void To visualize how the city functions, imagine a horizontal line bisected by a vertical cliff:

  1. The Eastern Edge (Occoro Bay): The lifeblood. Cold, salty water where deep-sea trawlers dock. The air here smells of brine and fish scales.

  2. The Lower Shelf Docks: The most crowded part of the city. Everything is damp. The buildings here are built on "Sled-Plates" because the ground near the water is soft.

  3. The Great Lift-Wall: A 200-foot sheer cliff honeycombed with "Pendent" housing. This is where the poorest live—literally clinging to the side of the world in hanging shacks.

  4. The Upper Shelf (The Over-City): A place of marble and dry air. It juts out slightly over the Lower Shelf, creating a permanent "Rain-Line" where runoff falls onto the slums below.

  5. The Western Edge (The Void-Scar): The "Silent Zone." No one builds within 50 yards of this jagged drop. It is a place of white mist and the smell of ozone. This is where the funerals happen.

The "Echo-Takers" and the Ghost-Neighborhood There is a persistent rumor in the Lower Shelf that on nights when the wind blows from the west, you can hear the bells of the sunken neighborhood, Prelrm, ringing from the Deep Down.

The "Lure": It is said that some citizens, grieving lost loved ones, have tried to descend into the Void-Scar using illegal, hand-cranked winches. None have ever returned, and the Winch-Barons have made "Unauthorized Descent" a crime punishable by exile to the Scar itself.

The Supernatural Anchor: People believe that the only reason the Lower Shelf hasn't fallen in yet is because the ghosts of the sunken district are holding it up—waiting for the rest of the city to join them.

DM's Note: create some NPCs for this location and hyperlink to this post.

In the Shadowdim setting, sometimes (though rarely) when a loved one dies tragically, their soul inhabits an item of someone to whom they were especially close in life.

Such a spiritual investiture—a Remnant Bond—transforms a mundane object into a "Soul-Bound Relic."

Upon Exodore Swift's death, Dorn's serrated longsword — already an item of high quality — becomes a Soul-Bound Relic. Since the bond is rooted in their eternal love, the serrated longsword will no longer behave like a cold piece of steel. It becomes a protective, reactive extension of Exie’s will to keep Dorn alive.

Beyond the +1 bonus to attack and damage rolls, Swift (for that is now the sword's name) has these qualities:

  1. The Phantom Guard (Defensive) Exie was always watching Dorn’s back in life; in death, her spirit guides the blade to intercept blows. Effect: While wielding (not sheathed) the sword, Dorn gains a +1 bonus to Armor Class.

  2. Exie's Vitality (Defensive) Whenever Dorn draws Swift from its scabbard, if it has not been drawn in the past hour, it confers temporary hit points. These do not stack, and only apply if previously bestowed temporary hit points have been depleted.

  3. Swift Vengeance (Defensive) Whenever Dorn is wielding Swift and he sustains injury from a beastman, the spirit of Exodore inhabiting the blade lashes out, inflicting 3 hp (or 1 HD) of damage on the offending beastman.

Swift functions only as a mundane, though high quality, sword when anyone other than Dorn wields it. It's powers will scale with Dorn as he becomes more experienced:

Dorn's Level Phantom Guard Exie's Vitality Swift Vengeance
1-4 +1 AC +1d4 temp HP 3 hp (or 1 HD)
5-9 +2 AC +2d4 temp HP 6 hp (or 2 HD)
10-14 +3 AC +3d4 temp HP 9 hp (or 3 HD)
15-19 +4 AC +4d4 temp HP 12 hp (or 4 HD)
20 + +5 AC +5d4 temp HP 15 hp (or 5 HD)