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.
