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The Annals of Glen Forkovian

The Shadowdim

a category for my solo Shadowdim campaign

The Hall of Records

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Located on the lower periphery of Level 3, the Hall of Records is a pocket of Thothian architecture preserved from the encroaching rot. Unlike the chaotic, organic tunnels of the Mushroom Forest, this area is defined by sharp angles, polished basalt, and silent, dust-choked air.

The Entrance: The Gate of Feathers The stone door is a massive slab of black diorite. In its center is a deep indentation in the shape of a scarab, set within the chest of a carved Ibis. Without the Heart-Seed Scarab, any attempt to force the door triggers a Symbol of Hopelessness (DC 16), as the weight of all forgotten history crushes the intruder's spirit.

Danger Description
The Ink-Bound Wraiths The spirits of scribes who died clutching their scrolls. They appear as shadows dripping with black, caustic ink. Their touch doesn't just drain life; it erases the victim's prepared spells or recent memories (1d4 hours of memory lost on a hit).
The Dust of Ages A thick layer of grey powder covers the floor. If disturbed, it rises as a suffocating cloud. Characters must pass a DC 14 Constitution Save or be Blinded and Silenced for 1 minute as the dust cakes their throat and eyes.
The Cinnabar Golem Standing guard over the central codex is a small, heavy construct made of toxic cinnabar (mercury ore). It emits a poisonous aura, and its strikes deal additional psychic damage as it "writes" the pain of the blow into the target's mind.

The hall does not contain paper books. Instead, it houses thousands of clay cylinders etched with micro-cuneiform. If Aele uses the Scarab here, he can "hear" the cylinders whispering. One cylinder specifically contains the true name of a demon currently imprisoned on Level 4, which could be used as a powerful bargaining chip later.


As Aele steps into the Hall of Records, the silence is absolute—a dry, heavy vacuum that seems to swallow the sound of your footsteps. Rows upon rows of basalt shelves stretch into the darkness, lined with thousands of terracotta cylinders.

When Aele holds the Heart-Seed Scarab aloft, the agate stone begins to vibrate. The vibration isn't physical; it’s a psychic hum that resonates with the clay. Suddenly, the silence is shattered not by sound, but by a thousand overlapping mental voices—the Whisper of the Cylinders.

The Collective Echo At first, it is a chaotic cacophony—the accounting of grain harvests, the lineage of minor nobles, and the architectural measurements of forgotten tombs. But as Aele focuses his will, the Scarab acts as a tuning fork, silencing the mundane and pulling one specific, jagged thread of information to the forefront.

A single voice, cold and rhythmic as a falling chisel, drowns out the others:

"Record 774-Theta: The Bound Betrayer. Let it be known that the Flesh-Stitcher, Vhal-Gorgoth, remains interred within the Obsidian Font on the floor below. His physical form is sundered, yet his shadow hunger persists. He cannot be slain by blades, for his life is tethered to the three Bronze Canopic Jars hidden in the alcoves of the Wailing Stair."

The voice turns into a wet, rasping cough before continuing:

"Should the seals fail, speak the word 'Khem-Ur-Shatter' to bind his limbs for the space of twelve heartbeats. Do not speak it twice, for the name is a toxin to the living tongue."

The Aftermath The psychic resonance ends abruptly. Aele, you feel a sharp, metallic tang in the back of your throat, and your hand holding the scarab goes momentarily numb.

The Knowledge Gained:

The Name: You now know the True Name and command word for a powerful entity below (Vhal-Gorgoth).

The Weakness: You know his life is tied to three Bronze Canopic Jars on the "Wailing Stair."

The Cost: Aele must make a DC 12 Constitution Save. On a failure, he cannot speak for the next 10 minutes as his tongue feels like it has been turned to dry clay.


Kicking aside a pile of shattered terracotta, Dorn finds a rotted leather satchel—the remains of a thief or scribe who perished centuries ago. Inside, tucked away from the fungal rot, is a small, heavy pouch containing six heavy coins made of "Sun-Gold" (Electrum).

The Mark: Each coin is stamped with the Scales of Ma’at on one side and a stylized desert sun on the other.

The Property: These are not mere currency. They are Soul-Obols. In the depths of Arden Vul, certain ancient spirits or mechanical guardians may accept these as "payment" to bypass a room or gain information, sparing the party a deadly fight.

Value: To a collector, they are worth 50gp each; to the denizens of the deep, they are priceless.

The Guardian Awakens: The Cinnabar Golem The moment Dorn’s fingers close around the coins, the stillness of the room is broken by a sound like thick liquid being poured onto stone.

In the center of the hall, a statue you assumed was merely a decorative pillar begins to lose its shape. It is a humanoid figure, roughly seven feet tall, but its surface is a swirling, hypnotic metallic red. It does not have a face—only a smooth, rounded head that reflects your torchlight in distorted, crimson streaks.

The Toxic Sentry As it steps forward, the air around it begins to shimmer with a heavy heat haze. This is a Cinnabar Golem, a construct forged from solidified mercury and alchemical sulfur.

The Mercury Stride: It doesn't walk so much as flow; its limbs elongate and contract with terrifying fluidity. One moment its arm is a fist, the next a jagged, heavy blade of shimmering red metal.

The Poisonous Aura: As it approaches, both Dorn and Aele feel a sudden, pounding headache. The golem emits mercurial vapors. (Anyone within 10 feet must succeed on a DC 13 Constitution Save at the start of their turn or be Poisoned).

The Crimson Strike: It strikes with a heavy, wet thud. Its attacks deal 2d8+4 bludgeoning damage, and the impact leaves behind a smear of toxic red dust that seeps into armor and skin.

The Golem raises a heavy, shapeless hand toward Dorn, its entire body vibrating with a low, metallic hum that mimics the sound of a tolling bell. It is not here to talk; it is here to "sanitize" the archive of those who do not belong.

The Heart-Seed Scarab

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Item: The Heart-Seed Scarab

Wondrous Item (Holy Symbol), Rare (Requires Attunement by a Cleric or Paladin of Thoth)

This thumb-sized scarab is carved from translucent green agate, pulsing with a faint, internal amber light. It feels strangely warm to the touch, unlike the cold dampness of the Fungal Court.

Resonance of the Ibis: While holding the scarab, you have Advantage on Intelligence (History) and Intelligence (Religion) checks related to the Thothian Empire and the ruins of Arden Vul.

Echo of Lycandrus: You can use the scarab as a spellcasting focus. When you cast a spell that restores hit points, the target gains 1d6 temporary hit points as a thin, protective film of translucent spores coats their skin for 1 minute.

The Vault Key: The scarab is the only physical key capable of bypassing the "Weight of Ma'at" seal on the Hall of Records.

Given to Aele by The Sovereign of the Mushroom Forest on Level 3 of Arden Vul (2.6.2026)

This magic item grants access to the Hall of Cylinders. It is likely that Aele and Dorn will go there at some point.

The Thothian Enclave

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Key Figures of the Thothian Enclave

Thalas: The High Priest of Thoth. He is the supreme authority within the enclave and is primarily focused on the restoration of ancient knowledge and the maintenance of the Great Library.

Setmose: A senior priest who often handles the more practical (and sometimes martial) defense of the temple’s interests.

Nanefer: A prominent priestess and scholar known for her deep understanding of the arcane and the history of the Arch-Mage Arden Vul himself.

Khamet: Usually encountered as a secondary official, often involved in the administration of the lower-ranking scribes and the preservation of scrolls.


Understanding Their Role

The Thothians aren't your typical "evil cult." They see themselves as the rightful inheritors of the mountain’s secrets. When dealing with them, keep these three things in mind:

Neutrality: They generally don't care about the surface world's politics unless it threatens their library.

The Thothian Scribes: Below the named priests are dozens of scribes. While mostly non-combatants, they are the "eyes and ears" of the enclave.

The Thothian Guard: They employ specialized warriors (and occasionally constructs) to ensure the Priests can study in peace.

Note for Adventurers: Bringing them lost scrolls or ancient artifacts is the fastest way to gain their favor, but be warned—they rarely let a "borrowed" book leave their sight.


Since Arden Vul is one of the most massive "mega-dungeons" ever published, the stats for these priests are quite beefy, reflecting their status as high-level masters of the Old Vothian ways.

Here is a breakdown of the key stats and the types of missions they usually hand out to "expendable" adventurers.

Common Quest Hooks If your party approaches the Enclave peacefully, they won't just give you gold; they’ll trade in Information or Magic.

The Translation Fee: The priests have the only known key to certain ancient dialects. To get a map translated, they may demand you find a fresh source of "alchemical ink" found only in the lower levels.

The Arch-Mage’s Legacy: Because they study Arden Vul (the man), they are obsessed with his personal belongings. They may hire you to recover a mundane item—like a comb or a quill—simply because it belonged to him.

The Rivalry: They have a deep-seated hatred for the Priests of Set. Any quest involving sabotaging the Setians will immediately earn you "Library Credits."

  1. The Primary Entrance: The Pyramid of Thoth (UP) The most direct way to reach the priests is via the Great Pyramid of Thoth (AV-15) on the surface.

The Trap Door: A hidden trap door inside the pyramid leads directly down into the northern section of Level 3.

The Statue Puzzle: Room 3-1 (the landing area) contains the first of many Thothian statues. Meticulous players who manipulate these statues in specific sequences can unlock hidden caches and shortcuts.

  1. The Northern Sector: The Temple Complex The northern half of Level 3 is the traditional domain of the Thothian Priests, though it is currently a "contested zone."

The Great Hall: This serves as the central artery for the Thothian ruins. To reach the actual enclave of the priests, you typically head North through the hall and West through the tombs.

The Library/Enclave: This is the most "civilized" part of the level, where the priests like Thoththas and Nanefer reside. It is heavily guarded by Thothian Guardians and stone constructs.

The Haematite Doors (177): Massive black doors inscribed with Thothian symbols. They are magically sealed and require a password (one of the "Seven Names of Thoth," such as "Light of Comprehension") to enter.

  1. Key Tactical Locations The Ziggurat/Halfling Checkpoint: Nearby, a gang of halflings (led by Roskelly) often extorts travelers coming from the surface. The Thothians tolerate them as a "buffer" against casual intruders.

The Secret Library: A highly sought-after location hidden behind illusory walls and magical wards. This is where the highest-level lore and the most powerful priests are found.

The Pillar Room (3-123): Contains a blue pillar used for teleportation to other levels of the dungeon, including the Forum of Set (Level 4) and the Obsidian Gates (Level 5).

Geographic Dangers While the Priests "own" the temple, the map is heavily encroached upon by rivals:

South: The Great Cavern of Mushrooms, ruled by a wizard claiming to be a reincarnated Thothian priest.

East: Beastmen patrols who inhabit the "H-shaped" barracks and guard the Long Stair connections.

In-Between: Small pockets of Set Cultists who hide in secret shrines, looking for any chance to assassinate a Thothian priest.

DM Tip: On this map, Graffiti is a mechanical feature. Rooms like 189 contain inscriptions that act as a "player's guide" to the level, giving directions to the Temple or warnings about the mushroom creatures.

The Chamber of Rectitude

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Chamber of Rectitude and the combat profile for the Albino Baboons.

  1. Location: The Chamber of Rectitude (Room 3-14) The Thothian Focus Stone (the carnelian heart) is kept here. This room is the spiritual nerve center for the Thothian Remnants on this level.

Coordinates: It is located in the northeastern quadrant of Level 3.

The Guardians: The room is guarded by 4 Thothian Zealots (1st level Fighters) and 1 Thothian Initiate (2nd level Cleric).

The Trap: The stone sits on a pressure-sensitive altar. Removing the stone without placing an object of equal weight (exactly 50 coins/5 lbs) triggers a portcullis that seals the room and begins venting sand from the ceiling.

  1. Creature Profile: Albino Baboons These aren't just monkeys; they are the "Hounds of Thoth." They are fast, mean, and highly coordinated.

AC: 6 [13]

HD: 2 (9 hp)

Attacks: 1 × Bite (1d4) + 1 × Club/Stone (1d6)

Special: Screech. When more than four baboons are present, their collective screeching requires a Save vs. Spells. Failure means you are "Shaken" (-2 to hit) for 1d4 rounds.

Morale: 8 (They are brave, but will flee if their alpha is killed).

  1. Tactical Map: The "Heart" Run To get from the Chamber of Rectitude to the Great Statue (Room 3-24) effectively:

The Choke Point: You must pass through the Hall of Pillars. This is where the Set Cultists often set up ambushes.

The Halfling Shortcut: There is a secret door on the south wall of the Hall of Pillars. It leads to a narrow "crawlway" that bypasses the Setite main camp and puts you right at the back entrance of the Statue room.

Cost: The Halflings will demand a "finder's fee" (usually 100gp or a magic item) to let you use it.

Summary Checklist for Activation [ ] Obtain the Stone: From Room 3-14 (The Chamber of Rectitude).

[ ] The Weight: Ensure you have a 5lb counter-weight (50gp works) to swap for the stone.

[ ] The Phrase: Memorize "Ma’at thon-takar thon-vahl."

[ ] The Offering: Place the stone in the Statue’s left hand while chanting.

One final warning: The Set Cultists have a spy among the Thothian Remnants. If you spend more than 2 turns in the Chamber of Rectitude, a runner will alert the Setite Priests, and they will be waiting for you at the Statue.


The Priest’s Inventory:

Item Desc Property
Asp-headed Mace +1 silver-plated, +2 vs lawful a stylized striking cobra
Onyx Serpent Eye palm-sized, polished black stone key to Lv 4 sluice gates
Pouch of Star-Leaf A pungent, herb used in Setite rituals worth 50 gp/distracts baboons
Tithe Bag leather purse embroidered with gold thread 150-gp in ancient coins

For defeating the priest, 3 wardens, two cobras, and 4 baboons: 400 xp

The "Arden Vul" Factor: Gold is XP In Arden Vul (and most OSR games), the bulk of your experience comes from Gold Pieces (GP) recovered, rather than blood spilled. 1 GP usually equals 1 XP.

Potential Treasure XP:

Setite Tithe Bag: 150 XP

Star-Leaf Pouch: 50 XP

Signet Ring/Misc Jewelry: 50 XP

Censer of Choking Coils: ~500 XP (If sold or valued as a magical trophy)

The Carnelian Heart: 1,000+ XP (This is a major quest item; the XP is usually awarded when it is successfully placed in the Statue).

Estimated Total Potential XP: ~2,150

If the heroes manage to detect/stop Kaelen the Spy: +100 XP more


Here is a cinematic "Victory Description" to read to your players once the Thothian Focus Stone is placed and the mechanism is triggered:

"As the Carnelian Heart settles into the open palm of the Great Statue, a low, resonant hum vibrates through the flagstones beneath your feet. For a heartbeat, the ruby-red stone flares with an inner light, casting long, dancing shadows of the towering pillars against the chamber walls.

From deep within the statue’s stone torso, you hear the heavy grind of ancient counterweights. Slowly—almost reluctantly—the great idol begins to rotate. Following the secret lore you recovered, you guide the ivory head of the Thoth-beast until it gazes directly toward the darkening West.

There is a sharp, metallic clack.

The floor directly behind the statue’s pedestal does not merely open; it uncurls. Stone slabs slide into hidden recesses to reveal a perfect, tight spiral of silver-veined marble steps winding down into the lightless depths. The air that wafts up from below is different—cooler, smelling of dry papyrus and a strange, metallic ozone.

Behind you, the snarling screeches of the Albino Baboons fade into frustrated whimpers, and the distant shouts of the Setite cultists echo uselessly through the Hall of Pillars. The way to the Inner Sanctum is open, and for the first time in centuries, the path of the Rectitude is yours to tread."


If the heroes fail to rotate the statue’s head to the West, or if they are chased onto the stairs by the Setites and lose their footing, the "Crushing Descent" triggers. The spiral stairs flatten into a smooth, steep slide, dumping the intruders into Room 4-01: The Pit of Eternal Hunger.

The Environment: A Grave of Gluttony The pit is a 30-foot-deep, circular shaft located directly beneath the Great Statue. The floor is not stone, but a three-foot-deep layer of pulverized bone and dry husks.

The Smell: A cloying, sweet scent of rot mixed with the musk of a thousand reptiles.

The Sound: A constant, dry rustling—like autumn leaves being stirred by a wind that isn't there.

The Inhabitant: The Great Ouroboros Spawn At the center of the pit lies a Giant Albino Python (the "Eternal Hunger"). It is bloated, nearly 40 feet long, and blinded by centuries in the dark. It senses its prey through heat and the vibrations in the bone-pile.

Attribute Stats
AC 13
HD 5 (22 hp)
Atk 1 bite (1d8+constrict)
Spec constrict (2d4/round)
Weak Blind

The Hazard: The Bone-Sands The layer of bones on the floor acts like quick-sand.

Movement: Any character in the pit moves at 1/3 their normal speed.

The Sucking Sound: Every round a character moves more than 5 feet, they must make a Dexterity/Save vs. Paralysis. Failure means they sink to their waist and are "Entangled," giving the Python an automatic hit on its next turn.

The "Only" Way Out The walls of the pit are smoothed and greased with snake bile. Climbing them is impossible without magic or specialized gear (Climb Walls check at -30%).

The Feeding Chute: There is a small iron grate in the wall 10 feet up. This is where the Setite Priests drop "sacrifices" (usually halflings or prisoners). It leads to the Setite Lair on Level 4.

The Hidden Lever: Buried deep in the bone pile is a rusted bronze lever. Pulling it causes the "slide" to turn back into stairs for 3 turns—but finding it requires a turn of searching while the Python is active.

The "Grisly" Reward If the heroes kill the Python and sift through the bones, they find:

A tarnished Silver Amulet: Shaped like an Ibis (25gp).

A +1 Dagger: Clutched in the skeletal hand of a previous victim.

The "Digested" Key: A heavy brass key inside the snake’s stomach that opens the iron grate to the Setite Lair.

If the party falls victim to the pressure plate trap on the stairs beneath the statue, see The Blasphemy of the Maw.

It is the fifteenth day since Dorn and Exie entered the tunnel known as Arden's Mouth and took it to a secret debouchment within the ruins of Arden Vul atop a 1,500 foot cliff overlooking Burdock's Valley. The party of three heroes are ensconced with the Thothian high priest, Thalas, in a strategy session.

"So, let me get this straight," Exie says, leaning over a battlemap and speaking to Thalas. "You fear that you have a Setite spy among your ranks, and so you have therefore kept this 'Heartstone Run' mission, as you call it, secret from others in the Enclave?"

"That is correct."

Dorn chimes in. "I see," he says, looking at the map. "And you expect an ambush here," he points a finger, "in the Hall of Pillars, which we must pass through to reach the Chamber of Rectitude. Any idea how large a force of cultists we may be facing?"

Thalas nods. "The Setites have been patrolling the westernmost halls for several weeks. Based on what we have observed, their patrols generally include a priest and three or four fighters. Any fighting will also draw the attention and the ire of the baboons, who lives in caves and ancient side chambers nearby. There is no telling how many of them might appear. But ... it will take them some time to get there."

"How do we get to the Chamber of Rectitude from the Hall of Pillars?" Aele asks. "I don't see any passages or doors marked on the map."

"There is a secret door on the west wall of the Hall of Pillars; you'll have to find it, but it's near the center of the west wall," Thalas says. "And the danger isn't that the Setite priests will already be there in the Chamber of Rectitude. Rather, they have a presence further west and south on this level from our own domain — but they are close — and most likely scrying on the Hall of Pillars to detect any activity there."

"All right," says Dorn. "Let's go with the assumption that we will be observed once we enter the Hall of Pillars, or even sooner. How much time do you think we'll have to find the secret door before a force of cultists arrive?"

"Maybe no more than a minute," Thalas answers. "A few seconds if you're unlucky, five ... ten minutes if you aren't."

Exie leans over the table, studying the map. "Is there any way to reach the Chamber of Rectitude without passing through the Hall of Pillars?"

"Not that I'm aware of," the high priest admits. "If there is a secret way, I'd sure like to know about it. In fact, it'd be worth another ... 300 imperials." Dorn's mind registers this: that'd be 3800 imperials!

"Okay," Dorn says, thinking strategically. "I'm a pretty good hand at finding traps and secret doors, and Exie is even better. One of us can focus on the western wall, seeking the secret door to the Chamber of Rectitude, while the other checks elsewhere for secret passages."

"No problem," says Exie. "I'll find the secret passage if there is one. But say we have bad luck, or underestimate the force that the cultists throw at us. Is there an escape route from the Hall of Pillars?"

"No," Thalas decides, "not unless there's a secret passage." He assesses the frowns on the heroes' faces. "Aele, I will teach you the ritual known as Thoth's Comfort. It will be a boon to your efforts, and a tool you will always have thenceforth. And, I will send Certracles, one of my temple guards, with you as an extra blade.

"We sure could use some healing potions," Exie says, looking pointedly at the high priest, while not mentioning that each of our three heroes currently has one such potion (1d8+1 restored).

Thalas grins. "I will have Setmose provide you a sealed letter that will authorize our quartermaster to release some potions. I'll also have him fit the two of you," he looks at Exie and Aele, "with bucklers, and he can find a hauberk for you, Aele."

"I am obliged," says Father Truemas.

Thalas nods. "When you have accessed the Chamber of Rectitude, you will see the great Carnelian stone on a pedestal in the center of the room." He hands Exie a purple sack. "This bag of coins has been carefully weighted to match that of the Stone. It is critical that you substitute the bag of coins immediately as you remove the Stone."

"Critical in what way?" Exie asks.

Thalas gazes at the petite fighter-thief for a few moments. "If you don't time it correctly, Bad Things Will Happen. To be honest, I don't remember the exact details. But Plutark was in charge of magical contingencies for that chamber, and he was always a thorough one."

"Was?" Aele queries.

The high priest nods. "Yes, he perished some years ago in a major confrontation between our forces and the Setite cultists. A very sad business, that."

"I don't know," Father Aele says, staring at his boots. He looks up, "Even with one of the Thothian warriors with us, we could still easily be outnumbered by Set cultists." The trio were conferring in a private chamber within the Thothian precinct of the third megadungeon level. It had been set aside for their use.

"And don't forget the baboons. Thalas said they're drawn to noise, so if combat ensues with cultists..." Exie adds.

Dorn queries, "But the baboons, aren't they the Thothians' pets?"

"Pets?" asks Aele, raising an eyebrow.

"Well ... guardian beasts," Dorn returns. "Won't they recognize you as a Thothian and then leave us alone?"

"Unfortunately, no," Aele answers. "There is a ritual that can be performed to bring them to heel, but in recent years as the Thothians have grown strong and confident in their holdings here, use of the ritual dropped off and the baboons were allowed to go feral."

"Well, that's not good," Dorn says, showing his mastery of the obvious. "But at least they'd pose a threat to the Set cultists too."

"Not necessarily," Aele counters. "The Setites could easily have some magical defense or way of controlling the creatures."

Exie intrudes, "Do the cultists actually have that kind of power? I thought the gods had fled Issenda centuries ago — except for Cromm, I mean."

Aele shakes his head, bemused. "Many of the things I thought I knew are being called into question. I've learned that Cromm, whom I have served for thirty years, is but an aspect of Thoth. Apparently, Set is alive and well, too. Were he not, the Thothians would already have crushed the cultists."

"Okay," Dorn decides. "The deck could be stacked against us, so we need to add a few cards of our own. Who fancies a jaunt to the Mushroom Caverns?"

The party has left the Thothian precinct on Level Three of Arden Vul behind and has angled a bit southeast through halls and passages, making for the great fungal forest.

Aele hands out small, thumb-sized silver ankhs in the likeness of a ibis. "Thalas' gift. No doubt he hopes to convert the two of you and induct you as acolytes. And although I figured that to be unlikely, they're made of silver, so..." *Each ankh is worth 5 golden imperials, on the Surface. "Keep them handy. The symbol of Thoth might avail us in various parts of Arden Vul."

As the trio leaves the immediate environs of the Thothian Enclave, they are forced to light a lantern due to the absence of burning torches in sconces. The area we'll be passing through on the way to the Fungal Forest is hotly contested. There's a three-way power struggle among the halflings, the beastmen, and what Thalas terms The Southern Transit."

"I thought the Thothian Enclave was the major power on this level," Exie says.

"They want to be," the priest agrees. "They could probably wipe out the halflings with a concerted effort, but the Set cultists and Deino's beastmen are altogether different."

"How so?" Dorn asks.

"The Beastmen claim the southern halls by ancestral right, the Halflings want to control the 'toll road' into the fungal forest to tax anyone passing through, and the Cult of Set views the entire level as their holy ground. Thalas tells me the Setites have a hidden temple somewhere on this level. Set's power must have waxed indeed if the Thothian High Priest cannot divine the location of the cult."

"You mentioned someone named Deino..." Dorn prompts.

Aele nods. "A powerful witch who is believed to have dwelt in Arden vul for more than thirteen decades. She rules the beastmen; some say she created them."

"They're not just native monsters?" Exie asks.

"Sources disagree," the priest explains, "but I remember reading in a history text a few years ago in Wynthia that an entire phalanx of imperial soldiers got trapped in Arden Vul when the old Archontean Occupation was being overthrown. Thalas says that those soldiers fell under the witch's power and that she transformed them into beast-men.

"Before we proceed further, let me enact a ritual." The priest pulls coins from a belt pouch: one golden imperial, one silver, and a copper piece. "This is called Thoth's Comfort." Holding the coins in his left hand, he deposits the copper piece into the upturned palm of his right hand, and intones, ""Thoth's most freely given gift, valued not nearly enough, is wisdom."

As his two companions watch, the copper piece dissolve into cupric ash in the priest's hand and blows away on an unseen, unfelt breeze. He then places the silver coin in his palm. "Thoth's eyes are upon his faithful. His words chime in their minds like the tinkling of silver bells." The silver piece undergoes the same transformation as did the copper.

Finally, Aele places the imperial gold coin in his right palm. "May Thoth bequeath the hidden knowledge to his servants. "O Logos En-Amenti, Thoth-Hermes, Psuche-Stratos—Vibrate the Hidden Key." The hair on the back of Dorn's neck stands up and Exie draws in her breath sharply. "Ah, you felt that, did you?" Aele asks. "The ritual is complete, and is hanging, requiring only a word or gesture from me to activate it."

"What happens when you do that?" Exie asks.

"When I trigger it, the three of us will draw Thoth's eye and blessing, briefly. We will gain in vitality, in enhanced puissance in defending ourselves, and will even enjoy somewhat enhanced resistance to harmful magics."

"Most impressive," Dorn comments. "Exie, scout ahead. We will wait here in the shadows for your return."

The woman is gone for five minutes, then ten. Then she is back, and reports, "there are some narrower passageways ahead. I thought I caught a glimpse of two figures wearing red robes. And there's a musky odor that intensies the further south you go."

Aele nods, "Beastmen. They're rank. The red-robed figures may have been Set cultists."

After a few seconds, Dorn says, "All right, light and vocal discipline here on in. Keep your eyes peeled." And the three set off southward.

Ask the Oracle Do we encounter foes before making it safely to the Mushroom Forest? Answer Yes, and** ... it's a sizable force.


Five minutes later, the party is ambushed. Thanks to Lexie's hissed warning, they aren't entirely surprised. Beastmen have surrounded the trio just as the three heroes have reached a four-way intersection of passages. Some of the beastmen carry lit torches. Dorn throws open the window on his own bullseye lantern. "Shit. There are a lot of them. No wonder it smells so rank."

Remember, our heroes benefitted from training during their recent Downtime and so have the following statistics (as Aele triggers the hanging ritual, each PC gets +1 to HP, AC, and Saves):

Dorn: AC 18; +6 to hit with longsword and deals 1d8+5
Exie: AC 16; +5 to hit with shortsword and deals 1d6+6
Aele: AC 15 Poison 13(11), Breath 14, Poly 12(10), Spell 11(9), Magic Item 10(8)

"Shinker's Scabies!" Exie curses, drawing her short sword. There are doors (see white rectangles on the battle map) along the hallway."

"Forget it," Aele cautions. They'll be traps in those rooms that they're hoping we'll flee headlong into."

"He's right," Dorn agrees. "Aele, stay out of direct melee as best you can, so that—"

—Dorn doesn't get to finish that thought before the nearest beast men charges and gores Exie with horns (8 damage, Exie drops to 12/20)

The lead goat-headed beastman to the northwest hurls a spear at Aele, but the priest bats it aside with his mace. Unfortunately, the spear's path is redirected straight into the left eye of Certracles, the Thothian temple fighter. He drops, stone cold dead.

And then the heroes' initiatives come up: Exie, Dorn, Aele — in that order. Exie whips a dagger from a leather sheath on her wrist and flings it all in one smooth motion (Fray die: 7 for 2-HD damage and the caprine is slain, a dagger in its eye). Eyeballs don't seem to be faring too well in this combat, so far.

Dorn takes a 5'-step and positions himself between Exie and the goat-headed beastman that is charging from the southeast. He waits one second, then almost a another full second, and then whips his serrated longsword upward in a sweeping arc, but the goatman blocks it with his shield.

Aele lobs a glob of eldritch fire at the beastman closing with him, but it manages to duck out of the way. The beastmen from the southwest and southeast passages time their approach, closing with Dorn simultaneously in order to flank him: the first scores a light hit (Dorn at 21/22) and the other misses.

Aele makes his non-Fray die attack with his mace but misses. Exie thrusts with her shortsword, but the distracting pain of her injuries makes her attack ineffectual. Dorn makes his non-Fray melee attack. No luck!

End of round. For the sake of clarity, I'll move the slain beastman to an unoccupied room even though it really lies at Exie's feet just northeast of her position.

Round 2: Exie has the best initiative, followed by Dorn, then Aele, then the beastmen.

Exie lashes out (Fray die) and injures her foe (beastman to NE of Exie has 1 HD remaining) and quaffs a healing potion with her regular action, regaining two hit points (now 14/20 Hp); Dorn lashes out (Fray die) injuring the beastman south of him, then pivots and overhand chops the head clean off of the beastman west of him and due south of the priest: "You're welcome!"

That's Dorn and Exie's round two actions. Aele summons a glob of holy fire and hurls it; it spatters against the beastman northwest of him, catching its fur afire and eliciting an animal cry of pain; then the priest follows up with an attack using his mace (sacrificing a Fortune Point to gain Advantage), and still manages to miss.

Now the beastmen continue to press the attack. Aele is assaulted from the northwest but the hauberk and buckler supplied by the Thothian Enclave saves him from harm. Exie likewise deflects the attack from her assailant. Dorn also escapes harm.

Round 3: Exie's Fray die slays another beastman, and she immediately draws her shortbow and fires off a quick shot to the northeast and misses. Dorn hits (1d8+5 yields 7, which converts to 2 HD damage: another is slain). Dorn has killed two foes in one round! Between his Fray die and hitting with his mace, Aele puts down the beastman that has been menacing him from the northwest.

Beastmen keep coming! The one attacking Aele misses. Exie narrowly avoids getting gored again, and Dorn gets attacked by two from opposite sides and somehow dodges one and parries the other! End of round three. Let's refresh the map:

Exie misses with her shortsword and is ineffectual with her Fray die. In contrast, Aele succeeds with both his Fray die and mace, killing another beastman. Dorn also slays another foe. A beastman attempts to head-butt Exie and she blocks with her shield. A beastman charges Dorn and he stops it with a perfectly timed kick that snaps its head back. End of round 4.

Round 5: the heroes all hit and injure another foe, and their foes all three fail to pierce the heroes' defenses.

Round 6: Exie slays another beastman and injures another. Dorn proves almost completely ineffectual this round, except for the saving grace that he avoids further injury.

Round 7: The heroes slay one more beastman apiece. These are the goat-headed. But down the hallways, the heroes catch a flickering glimpse, in the shadows, of a different kind of beastman. "Shit!" Exie cries, "they're softening us up for their elites!"

"Let them come," Dorn says equably, unperturbed.

Now the beastmen get their attacks: ha! The heroes defense is superb!

Let's refresh the map:

Aele's hauberk saves him from injury in round 7, because he sure as hell didn't get his shield up in time! He makes a mental note: practice with the shield. A larger, more powerful bovine beastman attacks Exie with a huge two-handed club. Exie narrowly avoids the club. Dorn is just showing off: he kills two caprine beastmen. Round 7 ends.

Round 8: Only a couple caprines left, but their more robust superiors are now closing in, and they are bigger, tougher. What's more, given their HD, the heroes' Fray dice cannot harm them. Here is where the battle grows even more serious, and our three heroes are all blooded already.

The bovine beastman takes out a chunk of limestone in the corridor but Exie successfully dodges. Exie ripostes and deals 2 HD damage. Dorn uses his Fray die and slays another caprine, then steps through and hacks at a bovine, inflicting 1 HD of injury. Aele uses his Fray die and slays an already injured caprine, then fumbles his mace as another caprine engages him. The caprine's attack gets blocked by Aele's shield. Exie takes 5 damage from a bovine, and Dorn holds his bovine at bay.

Round 9: Dorn takes a step northeast to close ranks with his friends. Exie almost connects with the injured bovine but it barely manages to evade her blade. Dorn fends off his foe's attack. Aele slays the last caprine with his Fray die, then he steps northeast and attacks the injured bovine beastman that has been menacing Exie. A hit! Aele slays it.

And with that, the remaining beastmen must check morale. They need to roll 9 or less on 2d6 or else choose to withdraw/flee. Roll result: 3; they continue fighting!

Let's update the map, then we'll begin round 10.

Round 10: Exie misses, Dorn too. Aele steps and attacks a bovine beastman and misses. Exie gets nailed for 6 damage and has 3 remaining hit points! Dorn evades his foe's attack, and Aele takes a hit and drops to 12/17 hp. Aele uses a Surge and Exie is healed of 3 damage (rises to 6/20). Exie quaffs a potion and regains a further 5 (rises to 11/20).

Round 11: The remaining foes are heartened when none of the heroes land a blow. However, witnessing Exie go from 'barely hanging on' to 'in fair shape' is disconcerting. They make another morale check: 2d6 result: 3. The fight continues!

Again, all three heroes miss! Exie gets hit and drops to 9 hp. Dorn gets hit for 4 and drops to 17/22. Aele gets hit for 4 and drops to 8 hp. Tough round for the heroes! It would seem the beastmen strategy is working: throw cannon fodder at these new interlopers, then finish them off once they've been tenderized.

The feline beastmen has slinked in and rakes Exie for 1 point, dropping her to 8 hp. She takes her remaining healing potion and only regains 2 hp (now at 10). Aele regains 4 (back to 16/17).

Round 12: Exie attacks the bovine NW of her. Misses. Dorn attacks the bovine beastman SW of him. Misses! Aele burns a Surge, sending holy fire into the beastman to the southeast. His Fray does another 1 HD of damage. The bovine has 1/4 HD remaining. Exie gets hit by a bovine for 4 (drops her to 6/20). She takes 8 more from the feline beastman, killing her! Dorn gets hit by one of two bovines attacking him, taking 7 and dropping to 14/22. Fortunately, Aele is getting better with that shield. He blocks an attack.

Round 13: Exie is dead. Aele misses with his mace but slays his foe with holy fire. Dorn begins to make an attack, having resigned himself to death but believing at least that it will result in reunification with Exodore — but his foe backs away. From another quarter Dorn and Aele hear the feline beastman roar, and then all of the remaining beastmen are withdrawing. New ... creatures have arrived, 7 feet tall myconids, looking like nothing so much as bipedal, humanoid mushroom-men!

Dorn detects an odor of spices laid atop vegetative rot. His sword falls from his grasp and he turns his head with great effort to check on Aele. The priest has already dropped, overcome. Dorn unwillingly follows suit.

Die Result Actor Thread
1 Thalas Collect 800 imperials from Thalas upon delivery
2 Roskelly Extortionists
3 Sulla Tradewell Who can be trusted in Arden Vul?
4 Giodon Thales Bounty on Dorn's head
5 Aele Forge relationships in Gosterwick

"We need a name," Exie opines. The trio are climbing the Long Stair, an arduous task but a necessary one, given that Nanefer isn't present to use one of her spells.

"We have names," supplies Aele.

"No!" Lexie says. "We need a name for our group."

"Of heroes?" asks Dorn over his shoulder as he continues to lead the climb. "I'm a wanted man, remember? I'd just as soon not advertise my presence. Giodon can send an assassin to the dungeon just as easily as anywhere else."

"Yes," says Aele. "In fact, you being killed while delving in such a dangerous site wouldn't really require any explanation or investigation."

"Fine, fine." Silence for a few minutes. Finally they attain the summit and begin making their way deeper into the ruins of Arden Vul. They pass by the spot where they had camped after exiting the tunnel almost two weeks ago. Further in, they pass by the Broken Head Inn. "We've really got to try this place. They say it's pretty good eating, and affordable," Exie says.

"I can always eat," Dorn says.

"Great!" Exie enthuses, and she heads toward the establishment while a bemused Aele shares a look with Dorn.


"I'll have the Goblin Flank Platter with house ale," Dorn orders. He hands his menu to the waiter, a short, tubby, swarthy-looking fellow. "You know what? Scratch the ale; give me Arden's Tears."

"A good choice, sir, and for the lady?"

Exie moues, studying the menu. "Er, I think I'll have the Orc Stew and a side of Kobold Toes. And a house ale. These are just catchy names, right? That's not really the sort of meat?" She looks pleadingly at the waiter.

"I am told the menu is precisely accurate," the waiter says, "and that we pay well for fresh meat delivered straight from the dungeon."

Aele clears his throat a bit uncomfortably and more loudly than is strictly necessary. "For me, the boiled greens and turnips with a melted cheese trencher. And ... do you have something stronger than the house ale but well south of the Arden's Tears?"

"That would be Vul's Decoction," the waiter says, writing on his pad, then looking up. "Very good. Anything else?"

"That's all, for now," Dorn says.

"For appetizer's we have Troglodyte Tongue, Honey-glazed Hobgoblin Heart, and—"

"No, thanks!" Dorn says, leaning forward.

With that, the waiter collects the other two menus and makes a hasty retreat.


Food polished off and each of our three heroes past their first drink, the group is finding recalling their recent carousing in Gosterwick quite funny. Their laughter doesn't go amiss. They are hardly the only well-lubricated patrons in the dining hall of the inn.

In Gosterwick, the group spent a ridiculous 400 imperials on alcohol and revelry (2d4 x Lv + 50, where 2d4 yielded 4)

"I still cannot believe we spent 2700 imperials on a house!" Dorn says, only slightly impaired. The Arden's Tears beverage must be stout indeed, for Dorn has a considerable tolerance for alcohol.

"It's a lot, yes," Aele concurs. "But it's a three bedroom stone townhouse in the section of town that the mayor lives in; it will lend us a sheen of respectability, and will slowly pay for itself in the savings we realize by not paying to be put up at an inn everytime we take downtime".

"Right," Exie agrees. "Besides, the 2700 wouldn't do us any good if we got killed in the dungeon. This way, we funneled it back into the economy."

"We are saintly, indeed," agrees Aele, polishing off the last of his ale. "Although, in truth, the House of Coins and the loathsome, bloated Five Families members would support the economy even without our intervention."

"Careful," Dorn says, just loudly enough to be heard by his companions. "The Empire has many ears. Rameses may have a reputation for tolerance, but let's not test it."


Twenty minutes later the party leaves the Inn of the Broken Head, and moves toward the great pyramid. As they draw near, they see an Imperial Logothete accompanied by a pair of soldiers. "Wonderful," Dorn grates under his breath. "Be cool, and let me do the talking." For a few seconds, Dorn suspects someone overheard Aele's anti-government comment while they were dining at the Inn of the Broken Head. But then he realizes that it's highly unlikely they'd have had time to inform someone and arrange for Dorn and party to be questioned. I'm just paranoid because Giodon Thales has put a price on my head.

As the heroes draw close, the logothete with his conical hat of office greets them: "Hail, in the name of Emperor Rameses Kal-Leon III, Emperor of all Arandia — and soon, the world! I am his loyal servant, Keko of Narsileon." The soldiers on either side of the official wear heavy armor and plumed helmets and carry long spears, with short swords belted at their waists and a shield in their offhand.

"Greetings, Keko, Logothete of the Emperor. How may three loyal subjects be of service to the emperor?" The two soldiers are relaxed but watchful.

"I am visiting from Narsileon," Keko explains. "It has come to the emperor's attention that there is an element within the megadungeon that is extorting adventurers, siphoning off wealth before the emperor's tax can be levied." Here, he pauses, waiting for a response. Exie clears her throat but Dorn gently touches her arm to forestall her comments.

"We have reason to believe that this is indeed the case," Dorn replies. "Would that it were no so! Indeed, we are about to delve into the depths in the hope of finding long lost artifacts that attest to the greatness of Empire, even centuries ago. Should we be successful, there will undoubtedly be coinage as well. We hope to pay a double share of the tax, in support of Empire and its security, and will bring any artifacts to the House of Curation in Narsileon for appraisal."

There is silence for ten heartbeats. "You are well-spoken. Tell me, with whom do I have the pleasure of conversing?"

"I am Thrangir of Belaphas. My companions are Surret of Arcturus and Zorael of Archontos." Dorn cocks his head. "We have traveled far to see the fabled Halls of Arden Vul."

"Indeed you have," Keko agrees. "We are here on behalf of Thesmothete Thrales of Archontos. Our mandate is to survey those entering and exiting the ruins, and to then carry a detailed report back to Archontos. We are setting up a temporary base of operations in the basement of The Inn of the Broken Head. Please report to me there upon exiting the dungeon, that taxes may be assessed."

"Yes, of course," Dorn agrees. "We will hasten there. Is there aught else that we can do to serve the emperor and safeguard the empire?"

"Well, should you find any subversive individuals during your delving, particularly any individuals or groups that may be carrying historical imperial treasures away without license, the emperor has empowered me to reduce your treasure tax. Additionally, I seek information on the Cult of Set. The emperor has long known of a cabal practicing in the ruins. Our intelligence indicates the strength and numbers of the cult have swollen considerably in recent years. Any information you can supply on their activities, plans, strengths, and weaknesses would be well-rewarded."

Dorn bows his head respectfully, then again looks up at the logothete. "Indeed, we will be most vigilant and will seek to gather as many facts as we may. Long live the emperor!"

"Long live the Emperor!" the logothete and the two soldiers say in unison, and then the official dismisses the trio with a wave of his hand and watches as they continue toward the great pyramid.


Fifteen minutes later, the trio are within the pyramid and Aele has provided information allowing Exie to find and activate a hidden door. "It's good to have friends among the Thothians, apparently," Exie comments.

"Indeed," Aele agrees. "Thales put me onto this secret door. I would ask that you share this knowledge with no one else. This route will enable us to bypass the halfling thugs," the wizard-priest says with satisfaction.

"Of course," Dorn says. "Another thing. From now on, unless we are completely alone, we are Thrangir, Surret, and Zorael, of Belaphas, Arcturus, and Archontos, respectively. Got it?" Both indicate their assent.

Ask the Oracle Can the party make it to the Thothian Enclave without being waylaid? Answer: Yes.


Thalas sighs after Dorn has given a summary of recent events. "Well," Thalas says, welcome back, Thrangir, Surret, and Zorael." He runs a hand over the tome that the party has delivered from Astableon. "Here is the remainder of your delivery payment." Four sacks of gold imperials sit in the center of the table, each about twenty pounds.

"I don't look forward to lugging that around," Exie says.

"Why not leave it in the enclave's care until we're ready to leave?" Aele suggests.

"Suits me," says Dorn. Exie: "Me too."

"I appreciate the information about the logothete's presence. For the last couple of years we've expected Empire to set up shop, here. Too much wealth being carried away from the depths for them not to do so. I do appreciate the likelihood that they're concerned about the Cult of Set. I hope their concern is real and not just political. The Cult has grown powerful. They have even made some inroads into the westernmost portion of this level. We are fortunate indeed to have magical guardians and potent magic. We want their toe-hold on this level removed."

"Suggestion..." Aele interjects. "We placate the logothete by shallow, if not deep, cooperation. If the empire is again taking an interest in Arden Vul, then we should take whatever measures we can to cause them to be well-disposed toward you and your priests, Thalas."

"You mean our priests," the high priest corrects. "Yes, we must be careful going forward. I have a quest for the three of you if you're interested. In halls west of here, there is a very large hall with a baboon statue that is three stories tall. It makes the other statue you've already encountered look like a child."

"We're with you so far," says Exie.

Thalas walks over and opens the door into the adjoining antechamber. Satisfied that it is unoccupied, he closes the door and says, "We have not used that statue in a long while, almost two decades. But now we are afraid that the patrols of Set cultists, which keep roaming wider and wider, will grow brazen enough to try to claim the Hall of the Great Statue and ferret out its secrets.

"We've not needed the statue because the enclave's leadership has a means of teleporting into the Great Library beneath the statue. But it now looks like it is only a matter of time before knowledge and use of the statue will resurface. That's where I'm hoping that you can help.

"I know the ancient Archontean pass phrase that must be spoken aloud to activate the statue. However, there is another component required to safely activate the statue, a long-lost carnelian stone the size of a man's fist. The Heartstone. I know it's location." Aele's eyes widen at mention of the Library.

Dorn asks, "You want us to recover the Heartstone, so that in combining it with your knowledge of a passphrase, you will have control of the giant statue. I heard gossip in the Inn of the Broken Head that there's a militant group of beastmen on this level too, who are in conflict with the Cult of Set. If that's the case, can't you just figure out a way to play the two groups against each other?"

Thalas grins, "Exactly, and that's where you come in; it's very dangerous, but if it leads to the Enclave controlling the great statue, I'll pay you three thousand imperials."

"Thirty-five hundred," Dorn counters.

"Agreed!" And Thalas chuckles, pleased.

Cabe Aveda

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Cabe Aveda, Blood-Binder of The Whispering Beast
Level: 03
STR 16(+2) DEX 14(+1) CON 18(+3)
INT 12 WIS 10 CHA 09
1st-level hit points: maxed d8 plus 2 (10)
2nd-level hit points: added 6+2 (18)
3rd-level hit points: added 8+2 (28)
raised Constitution to 18, for +3 hp; max 3rd level hit points: 31
Special Defense: regenerates 1 hp/round

Blood Scent: taste a drop of a creature's blood and Cabe can then track that creature anywhere within the next 24 hours, smelling its fear, approximate distance, and general degree of health.

Crimson Link: closing his eyes, Cabe can see through the eyes of any creature whose blood he has spilled within the past hour.

Exsanguinate & Implode: if Cabe touches a warm-blooded creature that has been dead less than a minute, he may exsanguinate it and implode it as he absorbs the final vestiges of life-force (+1d8 hp — added as temp HP if Cabe already at maximum).

Heart Thrum: Cabe can sense the heart beat of any living creature within sixty feet, thereby detecting the presence of hidden and/or invisible foes.

Flaying Claws: at will, fingernails lengthen and harden into jagged talons that inflict 1d4 and that bypass non-magical armor

Beast Hide: automatic in combat, but won't benefit if suprise-attacked; AC bonus is +4 or Level/3 (round down) — whichever is better. Cannot wear armor.

Red Frenzy: For each 1 hp Cabe sacrifices at the top of a combat round, he gains a +1 to attack bonus and damage until the end of that round; Cabe has a Fighter's BAB. Maximum Red Frenzy bonus is +10.

Vessel Lock: Point at a creature that is wounded (i.e., not at maximum hit points) within thirty feet. Target must save vs polymorph or else becomes vessel-locked, unable to speak, move or gesture the remainder of the round. Cabe can do this as a free action. If Cabe has sampled the creature's blood and has sung its heartsong to The Whispering Beast under a full moon, then Cabe may cause death via the vessel lock; creatures with greater than 4 HD get a saving throw versus spell to negate.

Newmarket

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While the Halls are subterranean, Newmarket is the sprawling, muddy, and chaotic town that has grown up around the ruins above ground. Newmarket is three days' hard march (or ten hours of steady riding) from the Falls of Arden Vul.

The ancient name for this locale is Noviomagus.

The Trading Post: This is the heart of commerce. It’s where you’ll find Master Leifcrim, who manages the storage and the flow of goods.

The Inn of the Prancing Pony (The Broken Spoke): This is where most information is traded over drinks.

Safety Level: It is generally a "Lawful" or "Neutral" zone, though the proximity to the dungeon means there are always spies and cutthroats looking to see who comes out with heavy sacks of gold.

The largest community in Burdock’s Valley, Newmarket lies on the Swift River and is home to over 4,000 people. It is a free town, exempt from the lordship of Lord Burdock and governed by a mayor and council of aldermen. Although at least three days walk from Arden Vul, it is a good site for adventurers to heal, train, resupply, and trade. The major Factors and temples all have a presence in Newmarket. The local villages sell their surplus in Newmarket, and merchants from Newmarket trade downriver to Narsileon.

Shadowdim Expressions & Places

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  • archon - a title of nobility only the emperor can bestow; ruler of a district
  • Arden - one of the Twenty Worthies of the ancient Archontean Empire , and companion of Vul
  • Arden's Mouth - an entrance to the Deep Down two miles west of Prelm City
  • aurimignos - activation word for Dorn's spiked buckler to emit a blinding flash of light
  • Bailiff's Truncheon, establishment
  • Mount Fanghorn
  • Newmarket

The Stunned Acolyte

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The Stunned Acolyte

If the Truncheon is a dive bar, the Stunned Acolyte is a five-star resort. It is the premier inn in Gosterwick, catering to wealthy merchants, high-ranking clergy, and successful adventuring parties who have actually made it back from the Halls with gold to spend.

The Vibe: Elegance, luxury, and exclusivity. The floors are scrubbed, the linens are fresh, and the wine is imported from the Archontean heartlands.

The "Kind of People" Rule: The innkeepers are notoriously snobbish. If you walk in covered in dungeon filth and goblin blood, you will be turned away at the door. You need to look—and spend—like a professional.

Hirelings: You won't find desperate "meat shields" here. Instead, you'll find Specialists: master locksmiths, veteran mercenary captains, and scholars of Thothian lore. They demand high wages and a significant share of the loot, but they won't flee at the first sight of a skeleton.

The Information Hub: This is where you overhear the "high-level" rumors. While the Puddle tells you about goblin raids, the Acolyte is where you hear about the movements of the Green Lady or the secret expeditions of the Archontean Legions.