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The Annals of Glen Forkovian

Dorn finds a quiet, shadowed corner near the edge of the market to perform the "split." His fingers, seasoned by years of handling illicit coin and appraising loot, move with a rhythmic efficiency. He doesn't need a scale; he knows the "fire" of a high-quality emerald by its weight and the way it catches the fading light.

He distributes the 2,000 gp in gemstones as follows, ensuring each hero has a hidden pouch tucked away:

Hero % Share Value in Gems Description of Parcel
Dorn 40% 800 gp two large, deep-green emeralds
Aele 40% 800 gp collection of clear saphires; one 'heart' emerald
Cabe 15% 300 gp handful of small sapphire chips
Thistle 5% 100 gp a single, modest emerald and a few sapphire fragments

Dorn grins at Cabe's wide eyes as he receives a share of precious gemstones. Aele hands Thistle his parcel. "Don't be flashy with these, lad."

Thistle shakes his head. "I've never been this wealthy!" Thistle looks at his 100 gp emerald with wide eyes. "I've spent years copying scrolls for two copper a page," he whispers, tucking the gem into a hidden seam in his new chainmail. "Dorn, I think I like this 'Brother Briar' fellow more than the last guy I was."

Cabe nods, satisfied with the light weight. "Easier to run with these than a 50-pound golden chest-piece. And if we get cornered, a man can swallow 300 gold easier than he can hide a maul."

Aele secures his share, his mind already drifting to the Sealed Map. "The distribution is wise. If one of us falls or is taken, the wealth of the mission survives with the others. But we should not linger. The Crow-Feathers are curious, and the air in Newmarket is thick with eyes."

The Current Standing of the Delve Brotherhood

  • Liquid Assets: 2,000 gp (Gems) + 240 gp (Voss's Coin) + 45 gp (carried by Dorn) + 800 gp (hidden in their Gosterwick townhouse) = 3,085 gp Total.
  • Current Gear: Dorn still carries the Resonance Chisel; Thistle is now armored in Chainmail & Buckler.
  • Next Goal: The Way-Station on Level 4 via the Screaming Vents.

Dorn purchases additional delving supplies for the group. Rather than paying for a room in a town where the "Crow-Feathers" know they've just come into wealth, Dorn and Aele decide it is safer to put some miles between themselves and the market.

The four men spend the evening hiking back toward the Swift River. By the time the twin moons of Issenda rise, they are back in the familiar, rugged foothills leading toward the megadungeon. They find a defensible spot—a limestone cleft that masks their firelight.

Dorn spends an hour scraping the last of the "merchant soot" off his gear. He’s no longer pretending to be a destitute sellsword. He polishes Swift, and the blade glows with a faint, blue light that reflects in his eyes. He feels the weight of the Resonance Chisel in his pack—a tool that might be the key to the entire fourth level.

Cabe maintains the active bond between himself, Dorn, and Aele. He sits on the edge of the light, eyes darting toward the shadows. He knows that while they escaped Newmarket, the Gosterwick Magistrate will eventually realize Captain Voss isn't coming back.

Aele takes a moment during the quiet of the evening camp to observe Thistle. He reaches out with the mental and spiritual "tether" of the blood-bond, attempting to weave the young cleric into the shared connection he holds with Dorn and Cabe.

However, as the bond approaches Thistle's mind, it encounters a strange, crystalline resistance—not a wall of hostility, but a hum of psychic static. It’s the signature of Thistle’s nascent psionic talent. Like two magnets of the same pole, the primal magic of the blood-bond and the raw potential of Thistle’s mind simply cannot occupy the same space.

Thistle looks up, blinking as if shaking off a mild headache. "I felt... something, Aele. Like a distant bell ringing in my ears. But I don't think I can join that circle of yours. My mind is... a bit crowded, I suppose."

Cabe nods solemnly from the shadows. "The bond is a heavy weight, lad. Perhaps it's for the best. You'll be our 'quiet' observer—the one whose thoughts aren't echoed in our own."

To determine if the night passes in peace or peril, we must consult the dice. The author rolls a d6: on a 1, the darkness brings a visitor.

The Roll: [4]

The night is quiet. The only sounds are the rhythmic rush of the Swift River and the soft, metallic clink of Thistle adjusting his new chainmail in his sleep. The "psionic static" around the young cleric seems to act as a strange, silent ward; perhaps the local predators sense a mind they cannot easily categorize and choose easier prey.

The Brothers of the Deep stir as the first light touches the limestone cliffs. After a quick meal of dried rations, Aele leads the group through the morning rituals.

  • Thoth’s Balm & Comfort: Aele prepares these as per his habit.
  • Thoth’s Champion: Prepared and ready for the first sign of trouble.
  • Blood-Bond: Cabe re-attunes the connection.

He feels the familiar, steady heartbeats of Dorn and Aele, while Thistle remains a distinct, isolated presence—a "blind spot" in the collective sensory web.

Cabe says, as the foursome march north, paralleling the Swift River, "Should we invest in potions? Is there even anywhere nearby they can be acquired?" He looks at Aele as if addressing his question primarily to the party's senior priest.

Aele slows his pace, the Heart-Seed Scarab catching the morning light as he considers Cabe’s question. He glances toward the looming shadow of the mountain where the Sign of the Broken Head sits, a beacon of (relative) civilization in the waste.

"A prudent thought, Cabe," Aele replies, his voice carrying the measured tone of a scholar. "In the Hall of Records, we saw canopic jars that might have held ancient elixirs, but those are as likely to be poison as they are panacea after ten thousand years. For reliable draughts, our options are limited."

"The innkeeper there, a man of many secrets, often keeps a small stock of Healing Salves or Anti-venoms for desperate delvers. They are expensive—expect to pay double the guild price—but they are tested."

"We could have found them in Gosterwick, but given our recent 'business' with Captain Voss’s gear, returning there now would be... unwise. We wouldn't anybody to connect his disappearance with our reappearance."

"There are rumors of a blind herbalist who dwells in the Mushroom Forest on Level 3. Since we carry the Sovereign’s Scarab, he might be inclined to trade with us, though his 'potions' often have... side effects."

Thistle speaks up. "We will meet someone in the Halls that can help us in this regard."

Aele studies him for a moment. "Care to explain?"

Thistle shrugs, "I don't really know how I know that. But there is a place in my mind where sometimes strange knowledge bubbles up."

"Like something unpleasant? A memory you have buried way down deep?" Cabe asks.

"No, not really. It doesn't happen often, but when it does, it's information I'd have never guessed a poorly scribe from Burdock's Valley would know."

Aele’s eyes narrow, but not with suspicion—more with the clinical curiosity of a man who has spent his life studying the unseen. He looks at the "psionic static" he felt earlier, realizing that Thistle’s mind isn't just a closed door; it’s a radio tuned to a frequency the rest of them can't hear.

"The Akashic drift," Aele murmurs, referencing an obscure Thothian theory. "Sometimes the soul taps into the collective memory of the world, or perhaps the dungeon itself is speaking to your latent talent, Thistle."

Cabe shifts his weight, his hand resting on the hilt of his weapon. "As long as it’s a 'healer' and not a 'horror' your mind is conjuring, I’m willing to trust the hunch. But if that 'strange knowledge' starts telling you to open doors we’ve specifically marked as Do Not Touch, we're going to have a talk."

The party decides to make a brief stop at the Sign of the Broken Head before the final descent. The stone walls of the inn are thick, scarred by centuries of use and the occasional siege. As they push through the heavy oak doors, the smell of woodsmoke and sour ale greets them.

The common room is sparse. A few grim-faced mercenaries sit in the corners, their eyes tracking your gear—especially Swift at Dorn's hip and the unmistakable Heart-Seed Scarab on Aele's chest.

A man with a face like a crumpled map and a missing ear leans over the bar. He wipes a glass with a rag that has seen better decades.

"Thothians," Barnaby grunts, his eyes lingering on Thistle’s new chainmail. "Don't see many of your lot coming back from the deeps with their skin still attached. You looking for a room, or are you just here to breathe air that doesn't taste like tomb-dust?"

Dorn steps forward. "Information first, Barnaby. And perhaps a look at your private stock. We're heading back down—Level 4. Heard anything about the Screaming Vents lately?"

Barnaby spits into a bucket. "The Vents? You’re brave or suicidal. Word is the Cabal of the Violet Eye has been moving more 'sentinels' into the pipes. They’re looking for someone—or something—that breached the Hall of Records a few days back. Some say the 'Weight of Ma'at' was lifted."

He looks Aele dead in the eye. "If that was you... you’re walking into a hornet's nest."

Dorn notices that while the Iron-Jaws are focused on their fatigue, the hooded duo at the back stopped whispering the moment that he mentioned the Screaming Vents.

Barnaby leans in closer, his voice a low gravelly rasp. "The lads by the fire just came up from the second level. Said the goblins are stirred up because something 'purple and glowing' moved through the lower ventilation shafts. If I were you, I’d be careful who I talk to about 'lifting weights' in the Hall of Records. Walls here have ears, and ears are often attached to people who get paid in Gilder silver."

Dorn pays 5 gp for a round of decent liquor for everyone. "Let's eat a good meal, boys. We don't know when the next hot one will be coming our way." After Barnaby takes their orders, he leads the party to a booth about fifteen feet from the solemn pair of figures in dark, hooded cloaks. Far enough away to not appear to be eavesdropping, but close enough to keep a careful eye on them and see if the free drinks elicit any response.

Barnaby's eyes light up at the sight of the gold. He moves with surprising agility, pouring a round of "The Black Drop"—a potent, dark-aged brandy that smells of peat and burnt sugar.

"To the Brothers of the Deep!" Barnaby calls out, setting the glasses on the bar.

The Iron-Jaws at the fireplace raise their mugs with weary nods of appreciation; they aren't much for conversation, but they respect a man who buys a round. The Lone Scholar barely pauses his pen, though he pulls his glass toward him like a reflex.

The response from the Hooded Figures is more calculated. They don't raise their glasses in a toast. Instead, the one leaning back reaches out a gloved hand and slowly slides the glass toward the center of their table. He doesn't drink. He simply looks toward your booth, his face obscured by the deep cowl, and offers a slow, deliberate nod of acknowledgment.

It wasn't a "thank you." It was a "we see you."

Barnaby brings out four bowls of a thick, savory stew made of root vegetables and salted mutton, along with a loaf of crusty black bread. As you eat, the low-level hum of the common room provides a perfect acoustic screen. Dorn uses his thief-trained hearing to filter out the crackle of the fire and the scratching of the scholar’s pen.

Even from fifteen feet, Dorn catches snippets of the hooded duo's conversation. They aren't talking about Gosterwick or bounties.

"...the resonance is shifting," the whispering one says. "...if the Chisel is active, the seals on the Fourth Cylinder will be brittle."

The other one responds in a voice like dry parchment: "The Thothians are dead. If someone has the tool, they are either ghosts or fools. Either way, the High Priest wants the Eye to follow the vibration. We wait for the signal from the Vents."

Thistle, sensing the shift in the room's psychic energy, leans in close to Aele. "The 'static' is getting louder," he whispers, his voice barely audible over the clatter of spoons. "Those two... their minds feel like cold iron. They aren't here for the drink."

Cabe keeps his back to the wall, his hand resting on the bench near his side. He is ready to activate the Blood-Bond at a moment’s notice.

Dorn spoons stew and thinks: The hooded duo know about the Resonance Chisel and the Vents. They are likely agents or scouts for the Cabal of the Violet Eye or a rival faction interested in the Fourth Level. Dorn's fine-honed underworld skills tell him something more: They seem to be waiting for a "signal" before moving.

Dorn makes eye contact with Cabe. As the big fighter stuffs another piece of bread in his mouth, he momentarily lays three fingers alongside his nose. Cabe sees it and scratches an ear to acknowledge the silent message: danger nearby; we may be attacked.

Unfortunately, the founding members of the Brothers of the Deep haven't had time to teach Thistle this secret language. But Cabe waits until Aele makes eye contact and then dips his index finger momentarily into his ale.

Aele catches the signal instantly. The "dip of the finger" is an old tactical code within the bond—a warning that the waters are about to get murky. He subtly adjusts the Heart-Seed Scarab at his chest, ensuring the focus is ready for an immediate ritual or surge.

Thistle, despite being the "blind spot" in the group's secret language, isn't oblivious. He sees the sudden, sharp intensity in Dorn’s gaze and the way Cabe has stopped chewing, his jaw tight. The young cleric feels the "psionic static" in the room rise to a piercing hum. He doesn't need a hand signal to know that the atmosphere has shifted from a tavern meal to a pre-combat standoff.

The hooded figures remain motionless, but the one who nodded to Dorn now has his hand hidden beneath the table—likely on the hilt of a blade or a concealed focus. The "High Priest" they mentioned and their knowledge of the Resonance Chisel marks them as something far more dangerous than simple street thugs. These are Inquisitors of the Eye, or perhaps agents of the Cabal, and they are currently evaluating whether to strike you here or follow you into the dark.

Barnaby, sensing the sudden drop in temperature in the room, quietly slides a heavy iron bar onto the shelf beneath the bar. He’s seen this play out a hundred times.

Dorn finishes his drink, the glass hitting the wooden table with a deliberate clack.

"Good stew, Barnaby," Dorn says, his voice loud enough to carry. "Almost makes a man want to stay on the surface." He looks directly at the hooded pair. "Almost."

Dorn’s performance is masterful. He catches his foot on the leg of the bench, letting out a slightly-too-loud laugh and a lazy wave to the room. To anyone watching, he looks like a mercenary who’s just spent a significant portion of his payday on liquid courage.

Barnaby, playing his part in the dance of the tavern, catches the 200 gp Dorn slides across the scarred wood. With a practiced motion, he ducks under the counter and produces two vials of thick, swirling crimson liquid. "Safe travels, 'Brother Briar,'" Barnaby says with a knowing grunt, tucking the gold away.

As the group shifts toward the door, Cabe and Aele form a loose "V" around Thistle, shielding the young cleric from any sudden movement from the back of the room.

The two hooded figures don't move. They watch Dorn’s "stumble" with the cold, unblinking focus of raptors. The one with the gloved hand doesn't reach for his glass; his fingers remain motionless under the table. They aren't buying the act, but they aren't stopping you either. They seem content to let you lead the way into the Maw.

As the party push through the heavy front doors, the chill mountain air hits their faces, snapping the group, if possible, into a state of even higher alert. The sun is high, but the interior of the Great Maw—the entrance to Arden Vul—looms just a hundred yards away, a dark hole in the world that seems to swallow the light.

The heroes stand at the entrance of the ruins. Behind them is the relative safety of the tavern; ahead is the descent toward the Pump Station and the Screaming Vents.

"They're going to follow us," Cabe whispers, his hand tightening on his weapon. "They aren't going to let that 'signal' go to waste."

Thistle looks at the dark entrance, his brow furrowed. "The static is quieter now that we're outside, but it's changing pitch. It's... humming. Like the map Aele was showing us."

After the Brothers of the Deep are fifty yards from the inn, moving toward The Maw, Dorn says, "Change of plans. Those two are part of a cabal, or perhaps servants of the Cult of Set. I heard them mention 'the high priestess', and word is the Set Cult has a high priestess. They might be able to track or sense the resonance chisel. I doubt it. More likely, they're simply hunting for it and I drew their attention by stupidly mentioning the Screaming Vents out loud. Sorry guys. But I think we have an opportunity to play two sets of enemies against each other. Here's what we're going to do..."

And Dorn quickly outlines the plan: rather than heading for the Screaming Vents, the four will instead descend to Level 3 and seek out the halflings. "We let on like we've just come from the Inn and overheard a pair of hooded sorcerers planning to wipe out the halflings and take their place as extortioners in the dungeon. You know that's the sort of thing they surely fear will happen."

Aele catches on. "Ah, and if the hooded ones follow us there, they are either extraordinary trackers or else have some magical means of tracking us, such as a fix on the Resonance Chisel."

"Clever," says Cabe. "If they follow us, the halflings will likely attack first and ask questions never. "We may even gain credibility with the Small Ones."

Dorn’s grin returns, though this time it’s sharp and predatory. The "stumble" from the inn is gone, replaced by the low-slung, efficient stride of a man who has spent years outmaneuvering the Prelm city watch.

"Exactly," Dorn says, glancing back toward the stone silhouette of the Broken Head. "If they're tracking the Chisel, they'll walk right into a hornets' nest of halfling sling-stones and traps. If they aren't tracking it, we’ve successfully shaken them and bolstered our standing with the only folks in this hole who have a decent trade network."

The party adjusts their heading. Instead of the direct mechanical descent toward the Pump Station, they navigate the upper-level "Maw" bypasses to reach the Great Stairs.

Aele keeps the Resonance Chisel wrapped in a lead-lined pouch he used for spell components, hoping to dampen any "leakage" of its harmonic signature.

Cabe stays at the rear, eyes fixed on the shadows behind them. He’s looking for the tell-tale shimmer of a displacement spell or the silent footfalls of the hooded duo.

Thistle seems remarkably calm. "The halflings... they have a village in the Mushroom Forest, right? My mind... it’s telling me they have a brewer there who makes a tea from white caps that clears the head. Maybe that’s the 'help' I was sensing."

As they approach the outskirts of the Fungal Forest, the air turns damp and sweet with the smell of spores. The flickering light of small, well-placed lanterns begins to appear in the high crevices—the perimeter watch of the Halfling "Small Ones."

A sharp whistle echoes through the cavern, followed by the dry snick of multiple cross-bows being cocked in the darkness above.

"Hold!" a high, gravelly voice calls out from a mushroom-thicket. "That’s the Thothian and the big man who drinks like a dwarf. And a new one... a little cleric?"

Dorn steps forward, hands open and away from his weapons. "It’s us. We’ve come from the Broken Head with a heavy warning. There are two hooded vultures—sorcerers or cultists—creeping down the stairs behind us. We overheard them talking about 'clearing the forest' to set up a new base for their High Priestess. We ran to warn you before they could get the drop on your scouts."

While Aele and Thistle spread the ancient vellum of the Pump Station Map (Cylinder 89-B) across a stone plinth, Dorn and Cabe set to work on the grim task of stripping the fallen Gilder captain.

Voss's Gold Plate: Dorn carefully unbuckles the gold-tinted +1 Plate Armor from Kaelen Voss's corpse. At a value of 2,500 gp, this is the crown jewel of your current haul.

Voss's Maul: Cabe retrieves the gold-filigreed Masterwork Maul (Value: 150 gp).

Letter of Marque: They also secure the legal document from the Gosterwick High Magistrate, which may prove complicated if presented to the wrong authorities on the surface.

Dorn stands amidst the fallen Gilder mercenaries and the broken remains of the Archive Warden, his voice echoing through the vaulted Hall of Records. He turns to the two goblins who have been trailing the party since their rescue from the Beastmen in the pipes.

With the gravity of a seasoned leader, Dorn delivers his instructions. "Return to King Weskenim and tell him that his allies, The Brothers of the Deep, have won a great victory over his foes, the Beastmen."

The goblins, eyes wide at the sight of the defeated Kaelen Voss and the shattered stone construct, nod vigorously. They understand the weight of this news; the defeat of "The Gilded" and the securing of the Thothian Archive significantly shifts the balance of power in this sector of Arden Vul.

As the goblins scurry off toward the Mushroom Forest to deliver the message, the party prepares for the ascent:

  • Loot Secured: Dorn and Cabe have finished packing Voss's Gold Plate (2,500 gp), the masterwork maul (150 gp), and the pouch of Gosterwick coin (240 gp).
  • Intel Gathered: Aele and Thistle have the Pump Station Map (Cylinder 89-B) and the Gosterwick Lineage (Cylinder 112-D) ready for study on the surface.
  • Protection: Dorn’s Silver Heart-Feeding Locket is fully charged, ready to restore 2d8 HP should he fall in battle.
  • Thistle’s Growth: Now at Level 2, Thistle carries Aele’s iron mace and wears his new studded leather armor.

"I really need to rest, both my body and my mind," Aele says.

"Indeed," Cabe agrees. "And our young friend Thistle," he claps the acolyte on the shoulder, "must tell us more about these Gilded we have defeated, and about the order to which Thistle belongs. Do we camp here?"

"No," Dorn decides. "The scuppers we used to get here are perfect. Let's rest there, where we have a handy bottleneck in case we get attacked. We'll put you and Thistle in the back, Aele. Cabe in the middle, and I'll rest at the mouth of the duct so I'll be the first any enemies or wandering monsters meet."

The goblins have disappeared into the darkness toward King Weskenim. Aele has secured the cylinders, and Thistle is staying close to the center of your formation.

Dorn leads the way into the ventilation scuppers, his superior strength allowing him to boost the others up into the narrow, dusty maintenance ducts of the "Shadow-Path." The air here smells of ancient copper and ozone.

The party retreats into the narrow, elevated confines of the ventilation scuppers. These stone-lined conduits are cramped but provide an excellent defensive position; the only way in is through a single-file opening that Dorn can easily hold with his 18 Strength and high AAC.

The Brothers of the Deep settle in, the adrenaline of the battle with Kaelen Voss finally cooling. They consume their rations and water, the silence of the Archive only broken by the distant, rhythmic ticking of the Thothian machinery.

Aele's Recovery: After eight hours of meditation and rest, Aele’s connection to the Thothian resonance is fully restored. He regains all spent Surges.

Ritual Preparation: As per his habit, Aele spends the end of the rest preparing his defensive rituals.

Moving through the ventilation scuppers proves to be a cramped, dusty ordeal, but it offers the one thing the main corridors cannot: anonymity.

As The Brothers of the Deep ascend the narrow vertical shafts, the map from Cylinder 89-B guides them through the "Shadow-Path." These are the literal veins of the megadungeon, designed for the maintenance constructs of the Thothian Empire rather than the soft flesh of explorers.

Dorn takes the lead, his 18 Strength making light work of the vertical rungs even while hauling the Gold Plate and the Resonance Chisel. He sets a steady pace, pausing frequently to listen for the clatter of Beastmen or the hum of a Violet Eye.

At about the midpoint of their journey, the heroes pass a massive brass grating that looks out over the Great Pump Station. From this height, the machinery is a dizzying array of churning pistons and glowing conduits. They can see groups of Beastmen patrolling far below, completely unaware of your presence in the walls above them.

Using the Heart-Seed Scarab to cast a dim, amber light on the map, Aele ensures that the party avoids the "Vent-Screamer" shafts—sections where the air pressure would have been enough to throw the party back down the stairs. After several hours of climbing, the air loses its smell of ozone and copper, replaced by the scent of damp earth and the cool, stagnant draft of the upper ruins.

Our four delvers emerge through a heavy stone floor-plate that slides aside with a groan of long-unused counterweights. You are now in the Surface Ruins of Arden Vul, specifically in a collapsed courtyard that was once a temple to a forgotten Thothian deity. The sun filters through the jagged ceiling, casting long shadows across the broken marble. "Remember this location," Dorn says. "If we ever need to sneak into the dungeon, it could be very valuable."

As the party hikes toward Gosterwick, Dorn asks Thistle, "This Kaelen Voss that we killed, was he well known in Gosterwick?"

Thistle adjusts the strap of his newly acquired mace, looking back toward the receding silhouette of the mountain. He looks up at Dorn, his face a mix of lingering adrenaline and the weariness of the climb.

"Kaelen Voss?" Thistle echoes, a grimace flickering across his face. "He wasn't just known in Gosterwick, Dorn—he was the steel hand of the High Magistrate. People called him the 'Gilded Enforcer' because of that armor. It was his signature. If you saw that gold plate reflecting the morning sun on the Imperial Road, you knew someone was about to lose their land or their life to a 'legal' seizure."

Thistle kicks a loose stone into the brush. "He was a veteran of the Archontean campaigns, or so he claimed. He used that Letter of Marque to operate outside the common law, hiring those Gilder mercenaries to do the dirty work the town guard wouldn't touch. To the wealthy merchants at the Stunned Acolyte, he was a necessary safeguard. To everyone else... he was a predator."

He looks at the heavy bundle on Dorn’s back containing the armor. "Walking into Gosterwick with his plate is going to be like carrying a lightning rod in a thunderstorm. Half the town will want to thank you, and the other half—the half that signed his paychecks—will likely see it as a declaration of war."

Aele slows his pace, joining the conversation. "Which is why we must be careful with that Letter of Marque, Cabe. It proves Voss was there on official business. If we show it, we admit to killing an agent of the state. If we hide it, we're just tomb robbers who murdered a high-ranking official."

After considering Thistle's tale and Aele's words, Dorn says, "That's what I feared." The Brothers walk along in silence for a quarter mile. Dorn decides, "Okay, let's head south a few miles along the Swift River, then cut east through the foothills. Speed isn't essential, so we'll cover seven, maybe eight miles today then camp overnight. Tomorrow morning, we'll use soot from the fire to smudge up Voss' armor and cover over the gold."

By late afternoon, the deep delvers have covered roughly 7.5 miles. As they settle into a secluded camp tucked into a limestone overhang, the sunset paints the sky in bruised purples and deep oranges—reminiscent of the violet eyes in the Halls Below.

Thistle helps Cabe gather dry wood for a small, smokeless fire. Cabe asks, "Thistle, are you well-known in Newmarket?"

"In Newmarket?" Thistle gives a small, self-deprecating shrug. "I’m a ghost there, Dorn. I spent most of my time in the libraries and the lower scriptoriums of Gosterwick. To the thugs and brokers in Newmarket, I’m just another stray acolyte. They might see the Thothian symbols on my robes and think I’m a student of Aele’s, but they won't know my name."

He looks over at the bundle of gold armor. "That’s a good thing. It means I can move through the markets and scout for a buyer while you and Cabe stay with the gear. I can find out who’s looking for high-end plate and, more importantly, if anyone is asking questions about a missing Gilder captain."

The party prepares for a quiet night. Cabe and Dorn split the watch, allowing Aele and Thistle uninterrupted sleep. The fire crackles low under the limestone overhang as the sun dips below the horizon. The first watch passes without incident, the rhythmic sound of the Swift River masking any minor noises from the camp.

***

As the pale morning light hits the foothills, Thistle and Aele set to work. They gather the fine, black ash from the center of the cold fire, mixing it with a small amount of grease from their morning rations to create a thick, adhesive paste.

With steady hands, they smear the mixture across the ornate filigree of the Gold Plate. What was once a shimmering, regal suit of armor is transformed into a dull, blackened set of heavy plate, looking more like the gear of a destitute sellsword than a high-ranking enforcer. To a casual observer, the armor now looks like soot-stained iron. Only a close inspection (or a determined cleaning) would reveal the 2,500 gp treasure beneath.

The party breaks camp and strikes out east. The foothills are rugged, but the path is secluded. By midday, they crest a final ridge and see the sprawling, chaotic sprawl of Newmarket in the distance. Unlike the orderly stone of Gosterwick, Newmarket is a patchwork of canvas tents, wooden shanties, and repurposed ruins centered around a massive open-air plaza. Smoke rises from a dozen smithies, and the distant sound of shouting merchants and braying pack animals carries on the wind.

The heroes reach the "Toll-Gate"—which is little more than two bored-looking mercenaries sitting under a sun-bleached awning. They eye your group—specifically the massive, soot-covered warrior (Dorn) and the two men in Thothian robes.

"Five copper a head for entry," one of them grunts, not even looking up from a piece of wood he’s whittling. "No brawling in the Inner Circle, and if you're looking to sell stolen goods, keep it to the Gray Stalls. We don't want the Gosterwick tax-men smelling the blood."

Dorn forks over not twenty coppers but twenty-five coppers, pausing to ensure the mercenaries notice. Then he asks, ""Who’s running the Gray Stalls these days? We’re looking for someone who appreciates Thothian craftsmanship."

The extra five coppers have an immediate, grease-like effect on the situation. The mercenary whittling the wood stops mid-shave, deftly catches the coins, and slides them into a pocket with a practiced flick of the wrist. The bored slouch vanishes, replaced by the sharp-eyed attentiveness reserved for "high-value" travelers.

"Generous of you, friend," the mercenary grunts, leaning back and gesturing toward the chaotic sprawl of the inner market. "Twenty-five says you're either looking for trouble or looking to avoid it. Since you asked about the Gray Stalls, I'll assume it's the latter." He spits a bit of wood pulp into the dust.

"The Gray Stalls are split three ways, but for 'Thothian craftsmanship,' you want Master Orym. He’s an old man with a pedigree longer than your sword, runs a shop called The Gilded Archive — there's some that say he has aelf in his lineage. Don't let the name fool you—he doesn't care about the Gosterwick law, only the weight of the silver and the rarity of the find.

"Keep your soot-stained friend close," he adds, nodding toward Dorn’s armor. "Orym is fair, but the Crow-Feather Gang watches the paths to his shop. They like to 'tax' anything that looks like it came out of Arden Vul before the merchant even sees it."

Dorn chuckles. "Appreciate the tip, friend. I eat crows for breakfast, and I've not had breakfast yet," the big fighter says.

The mercenary’s eyes widen slightly at Dorn’s casual threat. He gives a stiff, respectful nod, realizing he’s dealing with more than just a well-funded traveler. "Then you'll find the market quite to your appetite," he mutters, returning to his whittling.

The "streets" are narrow corridors of mud and timber, packed with people from across the Issenda map: Archontean deserters, lizardfolk traders, and shadowed figures in heavy cloaks.

As you walk, Aele whispers to the group, "Orym sounds like a collector. If he’s an elf, he may have lived long enough to remember when the Thothian influence was still a living memory. He’s our best bet for the Resonance Chisel and perhaps a discreet buyer for the Gold Plate."

"Sounds right," Cabe agrees. "Let's find this Gilded Archive..."

Aele and Thistle keep their robes and holy symbols (Aele found a spare Thothian holy symbol in the Halls for Thistle) visible, to suggest they are on official Thothian business, potentially scaring off low-level street thugs. Aele tells Thistle, "Preen a little bit, like you think you're King Shit of Turd Mountain. We want everyone to see we're here on official Thothian business, and not to be delayed."

Thistle takes the instruction to heart with surprising enthusiasm. He pulls his shoulders back, chin tilted at an angle of supreme unconcern, and lets the spare silver Thothian holy symbol—the ibis-headed disk—rest prominently over his chest. He adopts the haughty, rhythmic stride of a high-caste scribe who has never had to wait in a line in his life.

Aele, meanwhile, carries himself with the quiet, terrifying gravity of a man who actually knows the words to end the world. Together, they project an aura of "divine bureaucracy" that makes the local thugs hesitate. The Crow-Feathers on the rooftops don't just see a group of adventurers; they see a potential diplomatic nightmare.

Master Orym finally looks up from his pottery shard as the Thothian presence fills his shop. His bored expression wavers, his eyes darting from the soot-blackened armor on Dorn's back to the unmistakable weight of the Heart-Seed Scarab hanging from Aele's belt.

"Official business, is it?" Orym says, his voice losing its condescending edge. He sets down his lens and straightens his silk robes. "I haven't seen an Ibis-symbol worn with that much... conviction since the Gosterwick purges. And that scarab..." He pales slightly. "That is not a replica."

Aele steps forward, his voice calm and resonant. "We are the Brothers of the Deep, Master Orym. We have recently returned from the lower levels of Arden Vul—specifically the Hall of Records. We find ourselves in possession of items that require a curator of... flexible loyalties."

Dorn doesn't wait for an invitation. He unslung the bundle and places the Resonance Chisel on the mahogany counter. The copper and brass of the tool hum faintly in the quiet room.

Orym’s breath hitches. "A Thothian harmonic breach-tool. Functioning. This belongs in a museum—or a very well-guarded vault."

Then, Dorn begins to untie the leather straps holding the soot-stained plate. As the blackened metal is revealed, Aele leans in. "And then there is the matter of a certain 'Gilded' captain who no longer has a use for his finery. We are looking to exchange these for liquid assets—gold, gems, or perhaps information on the deeper levels."

Orym walks around the counter, his fingers hovering just inches from the Chisel, then the armor. "I can offer you 1,200 gp for the tool. It is niche, but for the right 'architect,' it is worth double that. I will take the risk of holding it."

He scrapes a tiny bit of soot away with a fingernail, revealing the +1 enchanted gold beneath. "Voss's skin. My, my. You didn't just kill him; you plucked him. This is dangerous to sell. I can't give you full market value because I'll have to melt it down or ship it to the Southern Satrapies to hide the provenance. I can give you 1,800 gp for the set, provided the Masterwork Maul is included in the deal."

Dorn shares a brief look with Aele and Cabe, then makes it a point to catch Thistle's eye (the new kid needs to feel included too). "We can probably make Option 2 work, if you have a decent set of chainmail and perhaps a small buckler for ... Brother Briar," he says, squeezing Thistle's shoulder in a big-brother sort of way. The pressure of Dorn's grip tells Thistle to go along with the fake name.

Thistle’s eyes go wide at the sudden weight of Dorn’s hand, but he’s quick on the uptake. He offers a solemn, slightly pained nod—the "pious young acolyte" role suiting him well. "The road has been... unkind to my vestments, Master Orym," he adds, his voice cracking just enough to be convincing.

Orym’s gaze lingers on "Brother Briar" for a moment, then he allows a thin, knowing smile to touch his lips. He recognizes a "rebranding" when he sees one.

Orym gestures to a rack of well-maintained gear at the back of the shop. "Chainmail and a buckler for a holy man on the move? A small price to pay for the pleasure of seeing Voss's legacy melted down."

Orym gestures to a rack of well-maintained gear at the back of the shop. "Chainmail and a buckler for a holy man on the move? A small price to pay for the pleasure of seeing Voss's legacy melted down."

He pulls out a bundle of supple, finely linked Chainmail (sized for Thistle) and a Polished Steel Buckler embossed with a simple sunburst—neutral enough to avoid attention, but sturdy enough to turn a blade.

A Deal is Struck:

The BotD Give They Receive
Voss' Gold Plate +1 2,000 gp in emeralds/sapphires
Voss' maul sealed map to 4th level way-station
for 'Bro. Briar' chainmail and a steel buckler
Dorn keeps / carries resonance chisel

As Orym begins to count out the gems onto a velvet cloth, he leans in closer to Aele. "A word of advice for the 'Brothers.' That map shows a path through the Screaming Vents. It is a shortcut to the Way-Station, but it is haunted by the ghosts of the Thothian laborers who died building the pumps. If you hear a rhythmic tapping on the pipes... do not tap back."

The deal is struck. The weight is off Dorn's back, and the party's purse is heavy with gems. As they step back out into the smoky air of Newmarket, the Crow-Feathers are still there, but they seem to be reconsidering their tactics now that the BotD have been seen doing high-level business with Orym.

Aele lingers and is last to leave Orym's shop. "Today you have helped a humble priest who serves a wise god that sees all. Thank you for your discretion and your time, Orym."

Orym pauses, his long, slender fingers hovering over the velvet cloth where the soot-stained gold plate now rests. He meets Aele’s gaze, and for a fleeting second, the mask of the cynical Newmarket broker slips. He looks not at the priest, but at the Heart-Seed Scarab pulsing with its faint, amber light.

"Wisdom is a rare currency in these lands, Priest," Orym replies, his voice dropping to a low, melodic hum. "Most who come to me are looking for the power to destroy. It is... refreshing to deal with those who simply wish to remember."

He offers a shallow, graceful bow—one that acknowledges Aele’s station as a true Wizard-Priest of Thoth. "May your 'Way-Station' be quiet, and may the eyes that see all look kindly upon your journey back into the dark."

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.