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The Annals of Glen Forkovian

The Shadowdim

a category for my solo Shadowdim campaign

The Thothians

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Character Snapshots

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

Party Stats At Levels 1 & 2

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

Shadowdim 2: Taking Stock

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It has been three hours since Dorn and Exie encountered Jorun Fielenghast and Vida Moinder in a large cavern of stalactites and stalagmites. Father Aele 'Zorvin' Truemas — a long-term friend of Dorn's — has stayed with them. They have eaten and are continuing to pass among themselves a two-quart wineskin. It is mostly now empty and has gone a long way toward easing tension, loosening tongues, and creating seeming warmth in the cool environs of the Deep Down.

Taking stock

Exie Swift has built a small fire with the limited fuel she carries. "That's it. That's all the kindling I brought with me. So enjoy the fire while you can. It may be a long time before we enjoy another."

"It's chilly," Father Zorvin Truemas acknowledges. "But at least it's not likely to get any colder: down here we'll not be subjected to the snowstorms that will soon plague the Exarchate." He warms his hands before the flames, and asks, "How well are we provisioned?"

Dorn grunts. "Well, we now have two bullseye lanterns. The one we brought with us is half-empty." Dorn has trimmed that lantern to a very low flame, given the illumination from the fire. "The other lantern is about three fourths full. And between the oil we brought and what you carried with you," he says to the priest, "we've enough to refuel each lantern three more times."


Lantern Fuel: Usage die d12


"We have two pounds of jerky, three pounds of cheese, and a dozen hard biscuits. That won't last the three of us long," Dorn says, then drinks again from the wineskin.

"Yeah, sorry. I just didn't think to pack more provisions," Zorvin says.

"It's okay," Exie shrugs. "Mobility is our first priority, so we can't be laden down. There's food to be had. Sometimes it can be hard to find, and sometimes when you do find it you have to take it away from someone ... or something..."

Dorn nods. "There just wasn't time and opportunity to plan this out better, else I'd have stashed us a cache or two of supplies in some of the side tunnels we've passed. I spent some time down here about eight years ago, just before I joined the Blackfists. If I remember right, another half hour walking will bring us out into an immense cavern that contains a giant pyramid."

"I'm glad you know a little about the place. I don't know squat about it," Exie admits.

Zorvin accepts the wineskin from the young woman and thinks for a moment after savoring another swallow. "I've not been down here before myself, but I have treated adventurers who have been here, over the years. Two main differences here in the Deep Down: the Lost Races are here, and magic is alive here."

"Lost races?" Exie clearly is intrigued.

Dorn nods, "When The Disaster happened, untold generations ago, magic on the surface was suppressed; at least, in Arandia it was. I don't know about the other continents. Something else happened, but nobody really knows exactly when. It may have been right at the time of the Great Disaster, or a good while later."

Father Zorvin takes up the tale, "Right. What we're pretty sure about is that many centuries ago, either as part of the Great Disaster or maybe a completely separate, unrelated event, something killed off the demi-races, those that were on the Surface, you understand? Halflings, aelves, dwarves."

"I've never met a halfling," Exie says. "Or an aelf or dwarf."

"The aelves may be extinct," Dorn said. "There's been no sightings for centuries. Or, some may have survived underground. The Glittering Canopy in the far northern Arandian forest known as Greatmoss is deserted. There are thousands of aelven skeletons. I saw parts of it as a recruit under Captain Ruven. Eery as fuck. I'm not superstitious, but I swear the place is haunted."

"Interesting," says Zorvin. "I never knew you'd been that far north."

"But magic isn't totally dead, right?" says Exie. "I mean, you can still heal people," she directs at Zorvin.

"Well, that's not magic, that's faith. Magic is a ... a force that some lucky few are able to wield as a tool — a very powerful tool. What the Church clergy are able to do is by the will of Cromm, who Sees All."

"Did the other gods die out, like the demi races?" Exie asks before tipping up and emptying the last of the wineskin into her mouth.

"Nobody knows." Zorvin leans closer to the fire, which is beginning to burn lower. "Cromm must know, but he is silent on this, and always has been. In fact, he gets downright cross when asked about it, according to the Book of the White in Karstbridge Cathedral."

Dorn finishes repacking his pack, adding, "If we survive long enough down here, we may learn some answers to at least some of these questions. Let's move on, now that we've eaten. Be on the lookout for any creatures, and be on guard. But remember, not everything down here has to be a foe. Some are just trying to survive and bothering nobody. Let's befriend them, when we can."

Exie nods in agreement, adding, "And kill the rest."


A few minutes later, the trio is another quarter mile down the Gullet, and perhaps four miles from Arden's Mouth, when there is a loud but distant rumble. All three freeze in midstride, regarding one another uncertainly.

"Probably falling rock," Dorn opines. "Sure hope it hasn't cut off our route downward." Exie shivers and adjusts the short bow on her back.

Lantern usage check on d12 (a 1-2 results in a reduction): 10. A die gets added to the Danger Pool. Danger Counter at 1.

After a thirty-count with no further rumbling noises, Dorn quietly says, "Let's continue. Take vanguard, Exie. You're the quietest."


Twenty minutes later the trio pauses at the opening to a large cavern. After listening silently for a full two minutes, Dorn speaks quietly, his words clear given the acoustics. "I'm going to turn up the lantern now and open the shutter. I want you to see what is in this cavern and listen very closely, because our lives depend on it."

Add a die to the Danger Pool. Danger Counter is now at two. Rolled a 1 on Lantern Usage. Die drops from d12 to d10.

"You see those stalagmites?" Dorn says, after sliding open the shutter on his lantern. "See how large they are in comparison to the stalactites hanging down from the ceiling? That's because they aren't stalagmites at all. They're monsters."

"And you know this, how?" asks Exie.

Dorn chuckles. "I'm forty years old, and I've only been in the Blackfists for the last eight years. Before that, I was an ... explorer. This is a location I explored about fifteen years back."

Aele Zhorvin add, "What he means is, he was smuggling goods through here from Prelm to Gosterwick."

"I never said I was only exploring," Dorn retorts. "These are 'ropers'. It is thought they are a side effect of The Disaster — one of many. If you look closely, you'll see what look like vines growing up around them. They're not vines, they're tentacles. And they are sticky as tripled tar. Aele, do you have a sharp blade?"

"Yes, of course." The priest-mage produces a belt knife.

Exie snorts, hands Aele an axe after untying it from her backpack. "Here, use this if it's needed."

"Needed? Surely we aren't going in there?"

Dorn looks at the other two. "When I was here years ago, there was a very narrow, unmarked safe passage through them. The problem is, it's been a long time. I believe they're taller than I recall, and that means their tentacles might be longer. I will try to thread through them. If I get entangled, I'm counting on you two cutting me free."

"Without getting entangled ourselves," Exie adds. "Nothing simpler."

"Are they vulnerable to fire?" the priest-mage asks.

"Good thinking," Dorn says. "Yes, highly vulnerable." He nods approval as Aele retrieves flammable oil flasks from his pack. "Just don't use them if you don't have to," Dorn adds. "I'm vulnerable to fire, too."

This calls for a good dose of luck, but also it's important to see if Dorn's memory is accurate. Let's make an Intelligence check against his INT 10: result is 11. That's a failure, meaning there is a 1 in 12 chance he remembers the safe path through the ropers wrongly. I rule that there's also a 1 in 12 chance the monsters tentacles have grown longer (they're abberant rock elementals, so growth is slow). So, d12 roll and let's hope to avoid a 1 or 2: result is 1. Shit! We'll sacrifice one of Dorn's Fortune Points to re-roll: result is 10. Whew! And Dorn's Fortune Points are 2 of 3 until after a long rest.

"I'll go next." Exie lights a torch. "Ae—" She catches herself as she's about to use his intimate name. That'd be okay for Dorn to do that, but she's just met the priest-mage. "Zhorvin, if this goes bad, you bust a flask of oil on me and the roper."

"You could burn to death!" the older man says, shocked. "Surely there's—"

"You're a priest of Cromm. Heal me. Besides, you've got healing potions, surely?"

"Three, only three." He sighs, nods his agreement. "I'll stand ready with the flasks." As long as Exie doesn't get a Critical Failure (a 20) on a Dexterity check: result is a 19 (that was close), but Exie makes it through. Aele is clearly unnerved as he watches the tentacles strain to reach the young woman ... and then she's through, safely, and snuffs out her torch, stepping closer to Dorn and the light of his lantern.

"Cromm, preserve your servant," Aele prays. Dex check result: 18 — not a Critical Failure. a tentacle makes contact with the mantle of his robe, and he lurches onward, tearing it and leaving a strip of cloth with the creature. "Whew!" he says, joining the two fighter-thieves.

"All right, good," Dorn assesses. "Just a short distance ahead, the tunnel forks. Going left leads to an underground lake, from which there is no known outlet — which isn't to say there isn't one someone underwater. We're going to take the right tunnel. It angles upward for three miles and exits atop the cliff of Arden Vul, fifteen hundred feet above Burdock's Valley. With any luck, we'll camp under the open stars tonight and then continue our journey tomorrow."

Shadowdim 1: It Begins

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Three thousand years after the gods fled, the vast and many lands had only begun to recover from The Disaster. It was exceedingly difficult for sages to track progress in The Recovery, for The Disaster had wiped all details related to its occurrence from collective societal memory and had destroyed any early recordings of its world-spanning impact. All that men knew now was that they had descended from a grander age, from a time in which magic was the lifeblood of society, and the gods no strangers to men.

Three hundred years ago, ongoing after-effects of The Disaster included earthquakes and massive cave-ins of prodigious tracks of surface lands into the seemingly bottomless bowels of the Deep Down. When half of the Exarchate of Prolemion suffered this same fate, Rameses Kal-Leon III made an offer too tempting to resist: any brave soul or group who brought a solution to the world's ongoing breakdown back from the World's Bowels would be given archon status; they and all their family would be deeded access to one of the Sky Islands, lord of their own aerial mini-kingdom.

This was too rich for Deornoth Stelgaard and his lover, Exodore (ex-oh-DOOR-ray) Swift to pass up, especially given that they were hunted by the Surface authorities. They would undertake risk to life and limb in the Deep Down, and perhaps taste Death — but was that not better than rotting in a dungeon or being hanged? And so, which Entrance to use? Arden, Dwimmer, Great-Barrow, Helix, Thracia? They opted for Arden, for it was the nearest.


Welcome to Shadowdim: solo-roleplay in the Deep Down...


"Are we entirely certain, sweet love, that this undertaking is supported by both our research and by common sense?" Exodore inquired, large brown eyes studying the mountain before them from beneath her cloak's hood. "For it cannot be a coincidence that the rumored wealth of ancient, lost Vul hasn't been plundered through the centuries.

"More than certain, dearest. Not only am I pursued by Lord Imla's guards, but the Gatekeepers seek me for tax evasion. And if those were not jointly motivation enough, the guild remains unconvinced of my innocence in the recent embezzlement." Dorn noted Exie's quick turning of her head at this pronouncement, and he hurried on: "Our vault in Lowshelf was endangered by the recent quakes. I merely relocated funds to a safer location in—"

"In one of your hidden caches, in the Catacombs, yes!" she agreed archly. "Did you really think that there was Theo's Chance that Grandmaster Gio—"

"Shh!" Dorn shushed Exie, quickly taking her arm and pulling her down beside him where he now squatted in the tall grass. Fifty yards away, three people came up the Dawntrack and approached Arden's Mouth: a sauntering blond youth with a goatee, a woman with a crossbow slung across her back over leathers, and an older man carrying a walking staff.

“Great...” Exie breathed. “Now we not only have to flee, but we must avoid being seen by those three.” Exxie slowly released an arrow she’d been about to draw from her quiver. “Or maybe they were sent after us by Giodon.” The two watched as the trio made their way into Arden’s Mouth and disappeared into the mountain. The Dawntrack was empty again. Dorn and Exie could hear the waterfall from where it coursed thunderously just beyond sight, perhaps a couple radians northward around the mountain. After ten minutes the two rose and began moving toward the mountain. “I wouldn’t worry too much about those three,” Dorn said, and he grinned.


Three minutes later, the duo were inside the mountain and a few dozen yards down the gullet, as Dorn chose to think of it. Arden's Mouth, Arden's Gullet. He grinned. He raised his unsheathed longsword as a shadow advanced upon him from down-tunnel, then saw from the faint lichen illumination that is was only Exie, coming back from silently scouting ahead. She signaled to Dorn in the barely adequate illumination, using the sign language particular to the Black Fists mercenaries: nearby ahead, nobody spotted but crosses a boundary. The descent steepens; hazards include razor-rock and slick stone.

Dorn nodded his understanding and gestured for Exie to lead onward. They each wore the tough but supple leather boots of the guilders, and their equipment — though mundane — was of high quality workmanship. It was generally believed, and this seemed born out by lived experience, that most magic across the surface of Issenda had been undone by The Disaster. That was the supposition. There were notable exceptions. Dorn was nearly certain that Guildmaster Giodon Thales wore an enchanted cloak that somehow embellished the man's already prodigious talents.

A couple dozen yards further down the Gullet, the descent steepened, and Exie pointed out scratch marks on the walls of the tunnel. The graven sigils were ancient, and neither man nor woman could decipher them. But what was known from the reports of previous expeditions — when someone actually returned from one, which wasn't often — was that these markings indicated a boundary between the surface lands and ... elsewhere. Crossing the boundary, they both felt it: a deepening of the brooding darkness, a further drop in temperature, and a screaming recognition in the hindbrain that one was now in Dangerous Territory.

The darkness was now so thick that Exie reluctantly lit a hooded lantern. She adjusted it so that it produced a thin arc of light directly ahead of her, a beam that she played upon the floor of the tunnel as she carefully picked a way forward, ever vigilante for slippery stretches of stone and razor-rock, a combination that had been the undoing of many who had plumbed these depths over the centuries. "I hate the necessity," she said quietly, raising the lantern momentarily to indicate her meaning. "The light will make us a target, but there's nothing to be done about it."

Dorn grunted, cutting off a length of jerky with his belt knife and passing it to Exie. "Legends tell of a now extinct species that could see perfectly well in darkness. Aelves they were called. They were descendants of The Visitors."

"And who were they?" asked Exie.

"A race that visited Issenda in the very distant past." He retrieved a block of cheese from his pack, cut each of them a chunk of it.

"Oh, so they were the ones who left the portals, such as the Prayer Gate of Wynthia, then?"

Dorn chewed, swallowed, then drank deeply from a wineskin before passing it to Exie. "Perhaps," he answered, "or maybe they used some other means of coming to our world, a great galleon that plied the void between worlds. That's what Ender of the Collegium believed."

"Ender the Heretic," Exie said, and finished off the wine, discarding the now empty skin amid a pile of shale on the right hand side of the tunnel. "You surely don't believe his theory."

Dorn shrugged. "I've not studied at the Collegium, but I'd not presume to know better than someone who had. Perhaps someday I'll get the opportunity." What he didn't say, but what they both were thinking, was that it was of questionable likelihood whether they either one would get much of a future. If the dangers of the Deep Down didn't take their lives, a return to the Surface likely would — unless of course they could outlive both Imla Falsta and Giodon Thales.

Dorn stroked the stubble on his chin, thinking, then turned to Exie. "Here's what we're gonna do..."


Half an hour later, Dorn stood in the center of a large cavern that is riddled with stalagtites and stalagmites, some of which joined to form eerily flowing stone pillars. He held a torch aloft. He only raised his voice a little, but his words carried well in the echoing chamber. "You may as well come on out. I saw you entering Arden's Mouth, and I know you're seeking me. Let us therefore palaver. There is one of me and three of you, and as you can see my sword is sheathed."

A baritone voice from somewhere to Dorn's left: "Hail, Dorn. Father Zorvin of Cromm. I am accompanied by Jorun Fielenghast, nephew to Lord Falsta, and Vida Moinder, guardswoman of the Prelm Gatekeepers. We bear a court summons demanding that you surrender yourself to our custody and return with us to the city."

"Oh?" Dorn's voice clearly conveyed he had raised an eyebrow at this. "Well then, Cromm care for and keep you, Father."

"Cromm care for and keep you," came the priest's reply. "Will you surrender yourself peacefully? If you will do so, I will stand surety to your fair handling and will see to it that you have legal representation."

"Show yourself, priest. Let us converse like men, face to face."

A portly, gray-robed man with a tonsured pate and graying hair emerged from behind a stone column where the slow deposits of geologic time had conspired to form a natural pillar. He approached and handed Dorn a scroll. "I believe you'll see everything is in order, if you will read the summons."

Dorn extended a hand. "Hold my torch, would you?" Then he unfurled the scroll and began reading: Deornoth Stelgard, inasmuch as considerable coinage has gone missing from a secure holding of the Black Fists Guild, and given that you additionally are changed with evasion of taxes, you are ordered on the authority of Devis Prelm to present yourself before the magistrate at City Hall on Conqueror's Street, City of Prelm, forthwith."

Dorn tsk-tsked, rolled up the scroll, and handed it back to Father Zorvin. "You have the wrong man. I don't know who Deornoth Stelgard is, but I am Deornorth Stelgaard, with two consecutive letter 'a's in my surname. I'm sure that you know that this error makes this summons not legally binding. But I must confess to curiosity: how did you predict that I would be entering Arden's Mouth today, for I told no one my intention?"

The priest was still apparently processing Dorn's claim that the summons wasn't legally binding. "Well, I... well, you see..."

Out from behind a rather broad stalagmite stepped the young man, hair blond, goatee neatly trimmed and coming to a ridiculous point below his chin. He worked something he was carrying, and a window of light bloomed from his bullseye lantern which had heretofore been shuttered. "Allow me to introduce myself. I am—"

"—Lord Falsta's nephew, yes — the priest already said so," Dorn interrupted.

"Well, in that case, you'll know that I am—"

"—not yet a barrister, if the priest's description was accurate. As I understand it, you are in training, a mere student of legalities and therefore unable to act as an officer of the court. You—"

"—Now see here!" huffed the young man. "My father is Lord Imla Falsta and you would do well to be careful in how—"

"Perhaps you are," Dorn interrupted, "but was he married to your mother when you were conceived? If not, that would make you a bastard, and only a partially educated bastard at that. Why, I would hazard to guess that—"

"Vida, arrest this man now! On my father's authority!" The youth's voice had grown shrill, and the lantern jangled metallically in his now shaking hand. A woman approached from elsewhere in the cavern, not yet within the torch or lantern's light, and Jorun — angry eyes locked on Dorn — instructed her: "Put him in irons, and be none too gentle in so doi—"

The youth's words abruptly cut off, as a dagger's point pressed to the spot where the back of the skull joins the neck. "Vida is indisposed at the moment," Exie explained, "and you are two inches of steel away from an untimely death." She paused for a moment, then: "And you apparently need medical attention for incontinence, but that isn't your most immediate concern," she said. Urine continued to dribble onto one of the dandy's boots, then pooled on the cavern floor.


A couple of hours later, a trio sat warming themselves at a small, unadorned metallic cube some six inches on a side. Most enchantments, at least on the Surface, had been broken by The Disaster, but various pieces of tech left by some Visitors in the distant past still worked. What Dorn appreciated the most about this small device was that it produced heat without simultaneously emitting light.

Dorn's torch had long since burned out, but they had the bullseye lantern, thanks to Jorun. Exie laughed, "I can't believe how smoothly that went; how did you manage it, Zorvin?"

"Ah, it was easily done. The Gatekeepers merely do what they are told, and have raised lack of curiosity into an art form. And young dandies like him ... well, they're far too absorbed in their daydreams of climbing the social ladder to piece things together. Father Sovrast was so appreciative when I offered to cover his shift at the temple. He blessed me for offering, and that was that. I was just the right man in the right place, when this was all put into motion."

Faintly visible in the mostly shuttered lantern's illumination, Exie shook her head in amusement. "But now you've gone and done it. You'll have made an enemy of Lord Imla, and that isn't nothing..."

"To be truthful, I've been growing more and more disaffected with the politics of the temple, its collusion with the government. I was ready for a change. And there are matters of both history and faith I would investigate here in the Deep Down. Besides, the other half of the Exarchate is liable to fall off anytime. It's a good time to be leaving Prelm."

Dorn clapped the priest on the shoulder. "We're glad to have you. You're sure the guardswoman will be all right?"

"Oh yes, she wasn't unconscious long, but my was she trussed up like a pig." He looked at Exie. "Where did you learn knots like that?" When she didn't answer, he went on, "They'll make it back safely. I gave them an extra torch. They should be able to get clear of the Mouth just before darkness falls." He turned back to Dorn and said, "What's our itinerary?"

Arden Vul Staircases

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  • south of the entrance to the catacombs, west of the Hall of Judges, north of the Glory of Thoth beneath the pyramid

  • due east from Thoth the Knower of Secrets at the north end of the chasm

  • near there, beyond a hidden door in the southern wall of the Room of the Ibis Guardians

  • beyond a secret door east of the Greater Hall of Columns, where the corridor turns north to the Lesser Seat of Contemplation

  • west of our glorious Temple of Thoth lies the Temple of Set, and west of that are stairs down to the Halls of Set

  • the residence of the Overseer of Truth is up the great spiral staircase to the south-west of the Great Hall

  • north of the bridge across the chasm on the level of the Obsidian Gates, there is a stair down warded by statues of legendary heroes

  • north-east of the Tomb of Marius Tricotor, a stair down to the administrative complex

  • at the northern end of the administrative complex, a spiral stair down to the clerical offices near the Court of the Troll Thegn

  • the clerical offices north-west of the Court of the Troll Thegn have a passage to Marius’ outpost at the floor of the chasm

  • The Forum
  • The Inn of the Lost
  • The Arena
  • The Troll Market

Shadowdim Campaign Maps

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Cry Out To Cromm

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"Crying out to Cromm" is, in recent years, the only supernatural means most people are aware of by which they might receive healing. While most gods fled millennia ago, it is believed by many that Cromm remains attentive in this sphere and often answers those who call upon him. Unfortunately, those in political power soon saw Cromm as a means to an end, and in many locales worship of Cromm is state-sponsored, and the state controls the church and its officials.

When you cry out to Cromm for healing, make a Wisdom or Charisma check. If successful, you are healed of 2d6 points of hit point damage. For each successive call out to Cromm in a given day (between long Rests), apply a -3 penalty. If you are crying out to Cromm in the midst of combat or while being chased, apply a -4 penalty. Penalties stack.

Characters were created by deriving rules from the Beyond the Wall system. Character concepts come from two personae in an early 1990s AD&D 2e campaign.

Overlaid onto a majority of BTW's rules are the following house rules:

  • Fortune Points
    • these points are restored after a Long Rest
    • sacrifice a FP to re-roll a failed saving throw
    • sacrifice a FP to re-roll a failed attack roll
    • sacrifice a FP to re-roll critical damage before doubling
    • sacrifice a FP to re-roll a failed ability check
    • sacrifice a FP to cry out to Cromm for healing (2d6)
    • sacrifice a FP to give an ally either a re-roll or advantage on next roll
  • Leveling
    • Character Advancement is unlimited in levels
    • Every five levels, increase one stat by one point
    • after level 10, you only gain Con bonus to HP
    • Dorn & Exie gain in FGT/THF when leveling
    • Zorvin will gain in CLE/WIZ when leveling
    • PCs use the better saving throw vs each type of save
    • FGT/THF gains 7+Con bonus HP upon leveling
    • CLE/WIZ gains 5+ Con bonus HP upon leveling
    • FGT/THF gain a Warrior Knack at levels 1, 3, 6, and 9
  • Undead
    • Levels aren't permanent drained by powerful undead
      • restore one level whenever you:
        • get (a) full day of rest and (b) a remove curse