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Arden Vul #1 - The Green Lady's expedition

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Schedule: Alternate Thursdays. Arden Vul Blog Page:&nbsp; <a href="http://smons.blogspot.com/2022/08/arden-vul-and-gosterwick.html" rel="nofollow">http://smons.blogspot.com/2022/08/arden-vul-and-gosterwick.html</a> PCs 1. Solith &nbsp;(Bill) - male Dragonborn Redemption Paladin 4 of Yig 2.&nbsp; Storm-Cloud &nbsp;(Judith) - female Windrider Rogue 1 / Horizon Walker Ranger 3 3.&nbsp; Scale &nbsp;(Matt) - male Dragonborn Light Cleric 4 of Mitra 4. Einar (Kermit) - male Human Cold Dragon Sorcerer 4 5.&nbsp; Maatkare &nbsp;(Jelly)&nbsp;- female Amazon Human Fiend Pact Tome Warlock 3 of Feninva Retired? 1. Viabra Ori - female Human Thief Rogue 3 2.&nbsp; Grymnir &nbsp;of Malikarr (Chris) — male&nbsp; High Orichalan Human&nbsp; Warlock 3 (Hexblade) &nbsp;Azure Knight (joins M11/52, retd end 4452) Fallen Lady Messoria (Judith) Paladin 3 &amp; Azure Knight - to Beastmen, in the above ground ruins. Sir Nameless &nbsp;(Chris) - Fighter 4 &amp; Azure Knight - to Invisible Stalker, on level 3. Timeline - Adventure Start 22-23/8/52 AV1 enter Arden Vul ruins. Encounter Dalton's Darlings, killing one, then overnight at the Broken Head. Viabra Ori joins. Next morning in the ruins meet 4 Beastmen. Messoria killed.&nbsp; 30/8/52 AV1 defeat wyvern on road, meet &amp; defeat unfriendly ghost in the Tower of Madness, who ages most of the party. Rest in the Tower overnight. 1/9/52 AV1 enter Arden Vul ruins 'Basement', defeat centipedes, meet Lakonios the Mad Hermit, defeat a giant constrictor snake &amp; 3 stone monkeys. Find the black iron spear:&nbsp;Nightwind, Bane of the Foes of Man. 8/9/52 AV1 pass several goats, and return to Arden Vul. Discover how to work the Hand of Arden, and are lifted up. Explore more of the Basement, defeat Carrion Crawler. Defeat&nbsp;clacking skeletons. Clear dungeon level, rest 1 week at Broken Head then return to Gosterwick. Sell Thothian relics. _______________________________________________________________ RUMOURS OF ARDEN VUL (18-22/8/4452) City Ruins The road is reportedly solid enough, but a Wyvern has been seen flying over the cliffs... and previous expeditions have fought ape-men, and things that might be Beastmen. Yes, two adventurers have established an Inn of sorts in the city ruins, the Altani Kronos Kettle-Belly, and his lover Estelle. Lady Nemead led a recent scouting expedition which stayed there without incident, however she reported there seemed to be some dubious sorts staying there also - scavengers and treasure-hunters, as well as merchants come to buy statuary taken from the ruins. The ancient Nerathi priests of Thoth constructed a shrine to their god in the valley of Arden Vul. Although all nonbelievers who tried to visit the shrine were stoned on sight, one tale has it that that the shrine contains full layouts of the Thothian precincts under Arden Vul. &nbsp; The Pyramid of Thoth The Pyramid of Thoth is said to hold entry to the undercity, but you may find other routes. &nbsp; The Chambers of Thoth The Howling Caves: a series of natural caves abutting the old precincts of Thoth. They take their name from the howls and moans that emanate from them.&nbsp; Most attribute them to the hunger of a battalion of ghouls created from the corpses of long-dead priests. Others claim the howls are produced by mutant dogs that roam the caverns. All, however, say that it is best to exercise extreme light and noise discipline when exploring the precincts of Thoth. &nbsp; The Great Chasm The Great Chasm is an important route to the lower levels. Or so my sources said. The problem? A tribe of trolls lives in the chasm. They ride on top of tamed giant spiders so they can scamper up and down the chasm walls. Avoid it, my friend! It's death to try the chasm. The Halls of Arden Vul hold the bones of many great heroes of Old Nerath. They say that Lucius Cornelius Scriptor, who wrote the authorized life of the great Archon Marius Tricotor, idolized his subject so much that he had his tomb prepared nearby that of Marius. But the tombs are said to only be accessible from the wall of a great chasm, running through Arden Vul. One of the greatest Archmages of the ancient empire, a student of Dyson named Pol the Devious, went insane from too much exposure to the orange mineral found in Arden Vul. His impenetrable tower, which is located near the tomb of Marius, has remained empty ever since. It is said that Pol's spirit inhabits the very stone of the dungeon levels. They say the great king Weskenim rules trolls and other monsters from a huge cavern deep within the Halls. All those seeking to pass through the lower levels need his approval. Strange creatures that looked like snakes with legs [have been] glimpsed near the bottom of the cavern { I assume&nbsp;this is the&nbsp;chasm??? }. They're faster than they look and are definitely NOT animals, as they were wearing belts and used wands. Somewhere within the Halls of Arden Vul is a duelling arena: A dueling arena exists on the seventh level beneath the cliff. It is accessible through a gate set into the Great Chasm. The arena hosts bouts between gladiators and monsters. If you can't pay your gambling debt, you have to face a hydra in the pit. &nbsp; A massive ziggurat exists at the floor of the Great Chasm; it’s inhabited by undead giants. &nbsp; The Forum of Set The Set cult was long associated with Arden Vul even back in the days of Old Nerath. They favored blood-red armor in an archaic style, with breastplate, greaves, and helmet. They said the Set priests of Arden Vul are slavers. Anyone they encounter on the 'Long Stairs' leading to the Forum is liable to be enslaved. &nbsp; The Forum ( Is this the same as the Forum of Set?? ?) I met some dodgy-looking tinkers and tradesmen at the Head, they were making their way to something they called ‘the Forum’, saying that 'Stephania' paid good money for the most basic supplies. They said: “If you want to go to the Forum, shine two lanterns from the left side of the river at night-time. Then look for the basket on the cliff face. They said the Set priests of Arden Vul are slavers. Anyone they encounter on the 'Long Stairs' leading to the Forum is liable to be enslaved. If you make it to the Forum, though, you're safe. &nbsp; Personalities Yes, two adventurers have established an Inn of sorts in the city ruins, the Altani Kronos Kettle-Belly, and his lover Estelle. Lady Nemead led a recent scouting expedition which stayed there without incident, however she reported there seemed to be some dubious sorts staying there also - scavengers and treasure-hunters, as well as merchants come to buy statuary taken from the ruins. I heard a rumour that the best source of information on their location is the Sage of the Middle Levels, a strange fellow named Gog. They say feed him some beast-flesh, and he'll set you straight! At ‘the Forum’, it is said that 'Stephania' paid good money for the most basic supplies. Zhorak, the great dwarven smith, was enticed to Arden Vul by the City Archons. He set up his forge, however, in a completely inaccessible region, surrounded by dangerous caves. One could only safely visit his forge by teleportation. No one has made it past the Obsidian Gates since even knock spell is unable to open them. The best treasures are said to lie behind those gates. &nbsp; Lord Burdock (younger half-brother of the Green Lady) used to be an adventurer, and he’s interested in mounting an expedition into the Halls. He’ll split any proceeds 50-50. Apply at Castle Burdock. &nbsp;
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There are several shallow caves on the trail winding up to the Ruins of Arden Vul.&nbsp; At the back of Cave 11 (near the top) we found a well concealed secret door. The Obelisk of the Sun (Obelisk 5) is covered with writings in the old Mithraic tongue. The Inn in the ruins of the city is called the Sign of the Broken Head, run by Kronos Kettle-Belly and Estelle (who is a priestess of Tyche-Nephthys - powerful enough to cast Revivify).&nbsp; It's also the base of operations for a gang of opportunists called "Dalton's Darlings".&nbsp; After a fight where their rogue Isidor was killed, a wary truce currently exists between them and the party. Building 17 - apparently the ruins of an Imperial government building - has been partially looted by Dalton's Darlings.&nbsp; They reported fighting numerous vermin (but as we've discovered, Dalton should not be relied on for an honest report...) The PCs have allied with an apprentice rogue - Viabra Ori - affiliated with the Benevolent Brotherhood.&nbsp; Her adventuring colleagues abandoned her at their first sight of the Broo. Two wyverns are known to frequent the ruins...&nbsp; There are also reports of a green dragon, though none recently... The Pyramid of Thoth contains an entrance to the caves below - allegedly down to Level 3 of the caves - but a gang of renegade halflings charges a fee for passage. Some years ago the Temple of Set within Arden Vul was corrupted by the Black Sun...
Journey to Arden Vul&nbsp; &nbsp; 22/8/52, Messoria was killed morning of 23/8/52. Messoria funeral at Gosterwick morning of 25/8/52 with return planned to Arden Vul 1/9/52. Journal of the Warrior Nameless. The cliff face of the escarpment was truly daunting. A winding path beside the thundering falls and betwixt colossal statues of saintly Arden and sorcerous Vul, led ever upwards to the plateau high above. We had to lead the horses supplied by our glorious patron, Lady Basileon (Mitra bless and protect her holy soul) for fear of them becoming elevated in spirit by their fear and perhaps leaping into the abyss, dooming one or all of us to plummet earthwards and be dashed to pieces far below. We passed a ruined tower and an empty excise post, stopping briefly to look down into Arden’s open palm before our interest was piqued by a further strange cave about two thirds of the way up. The keen eyes of my comrades saw that there was something amiss within and with a brief search revealed evidence of a concealed entrance. However it was deemed unsafe to proceed further until our mounts were safely stabled.&nbsp; It was with some relief that we gained the summit. The ancient, ruined city before us and below, the whole world laid out as only those blessed with wings are usually graced to admire.&nbsp; Dusk was falling so it was sooth to first find the tavern which we meant to make our base of operations as we searched for the holy regalia and the missing priestess.&nbsp; We processed through the gathering gloaming among the fallen ruins of antiquity, ever under the shadow of Thoth’s vast pyramid, until from their concealment behind rude walls came uncouth folk demanding our submission and making cruel extortion upon our already meagre purses. We tried to dissuade them of their vulgar intentions but they would not heed our wise council and came to make war upon us. Things did not progress as the villains had anticipated and were it not for the mercy of our brother, Solith (who’s fearsome, scaly aspect doth cloak a most gentle soul) their earthly remains would have this morning greeted Lord Mitra’s blessed first rays. Instead they ignobly fled the field. Unperturbed, we pressed on towards our goal. Pausing but briefly to note a partially collapsed structure where many tracks seemed to lead, we finally reached our destination at the sign of the broken head. Our horses were ably cared for by youths given that task whilst two burly myrmidons showed us in. To our surprise the vagabond- rogues who had set about us were within; regaling all who had ears with tales of their glorious battle and with their very dead acquaintance laid out upon the tavern table for all to see. I feared mischief would be done by bold Lady Messoria but once again our clawed Paladin poured oil upon the turbulent waters. We availed ourselves of the (none-too-clean) accommodations on offer and set to our evening repast during which the strangest of my new friends, a striking but fearsome beauty, Maatkare, who’s witchcraft would prove most adept, had brought a lost sheep into our fold in the shape of a young woman by name, Viabra Ori and by profession an apprentice rogue. We slept well that night following our exertions and met below in the commons for our victuals. Our hosts&nbsp; &nbsp; the Altanian Kronos Kettle-Belly and his Alryan priestess lover, Estelle kept a good table and seemed for now at least, honest. An observation confirmed when a commotion without led them to advise us to delay our departure until a pair of dangerous Wyvern had passed over. Wyvern who they say keep the company of a foul emerald-hued Dragon!&nbsp; This peril having passed and under the gaze of Rogue Dalton&nbsp; &nbsp; and his pack of miscreants we set forth to explore the nearby ruin we had spied previously… a choice we would soon regret. The walls were tumbled down past an ancient statue and there we first encountered those hideous beastmen of which we had been warned, the Broo, each a goat headed horror. They proved to be skilled and thoughtful opponents most horrid. For between their barbed arrows and wicked blades and spears they did lay-low fair Messoria and butchered her where she fell before we could effect a rescue.&nbsp; Once our enemies were vanquished and with great sorrow we returned to Gosterwick, bearing the fallen Lady upon our shields and saw her safely to her final rest.
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30/8/52 AV1 defeat wyvern on road, meet &amp; defeat unfriendly ghost in the Tower of Madness, who ages most of the party. Rest in the Tower overnight. Tower of Madness Apparently built above the tomb of a (now undead) Nerathi noble.&nbsp; Said undead noble awakened, created a new trend for white hair, but was subsequently destroyed.&nbsp; It remains to be seen whether this ghost was the only one haunting the Tower. Building 17 - the ruins of an Imperial Admin building Two recent human corpses, poisoned to death, in the basement - fighter and cleric (not sure if we checked for a denomination).&nbsp; Given we were quickly swarmed by giant centipedes it seems likely they're the culprits.&nbsp; Looks like Dalton's band didn't return here after all...?
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1/9/52 AV1 enter Arden Vul ruins 'Basement', defeat centipedes, meet Lakonios the Mad Hermit, defeat a giant constrictor snake &amp; 3 stone monkeys. Find the black iron spear:&nbsp;Nightwind, Bane of the Foes of Man. 8/9/52 AV1 pass several goats, and return to Arden Vul. Discover how to work the Hand of Arden, and are lifted up. Explore more of the Basement, defeat Carrion Crawler. In the Basement... Still no sign of Dalton's Band but the number of doors that have been spiked open suggest others have been here before us. We discover a some-time Paladin of Mitra called Lankios in a room stinking of stewed vegetation - he's cooking down some weird collection of leaves.&nbsp; Apparently there was some kind of love triangle centuries ago (Lankios, Cuvrelle the Mage and Kaytor) and he's been blessed/cursed by Mitra to remain alive.&nbsp; He appears to be inoffensive (aside from the smell of his cooking), and more than slightly odd.&nbsp; He advises us to rub his stewed cabbage paste over us to ward off vermin.&nbsp; Somewhat dubiously we oblige... Start exploring.&nbsp; Find a room full of junk, already thoroughly tossed by other adventurers, then get attacked by a giant constrictor snake.&nbsp; It doesn't end well for the snake.&nbsp; Scale mumbles his way through a benediction over its corpse. Maatkare discovers a weird zombie wearing a collar who decides she's its boss.&nbsp; It's apparently a conscientious objector zombie as it doesn't fight, merely follows Maatkare.&nbsp; We call it "Rob"... We soon discover the giant snake's nest and find a bit of coinage, plus an absurdly heavy spear engraved "Nightwind".&nbsp; Later investigation shows it to be a Humanoid-bane spear which is gleefully claimed by Maatkare. Find a weird room (weird is quickly becoming a theme here) with a stone monkey on a pillar, its hand over its mouth.&nbsp; Said monkey shares its 'speak no evil' motto with Sir Nameless rendering him mute.&nbsp; On our smashing the statue, two more flying stone monkeys: 'see no evil' and 'hear no evil' get involved.&nbsp; They too end up shattered. Head back to Gosterwick quickly to get Storm-Cloud and Sancho de-aged.&nbsp; Not enough spells to help Killian as well so we ask Priestess Jaedor to look after him.&nbsp; Maatkare makes friends with the priestesses of the Temple of Bane who appear deeply impressed by Rob Zombie.&nbsp; Loot divvied up and assorted shopping undertaken. On our return to the cliff, we discover that the hand of the super-sized statue of Arden is in fact an elevator!&nbsp; It's activated by the command "Arden" which makes our life a lot easier.&nbsp; As it's not big enough for all the horses, they and the archers remain in the Tower of Madness. Back to the Basement, get more cabbage goop from Lankios, and continue exploring...&nbsp; Find the corpse of a wizard - who has been stirged, going by her injuries - in a room with a round pool and ibis decorations.&nbsp; While deciding where to go next, get attacked by a carrion crawler that soon gets squished.
After all the info gleaned from yesterday's game, I thought it was time for a bit of theorising, so here's the items of data I've been considering... The Chambers of Thoth from Rumours heard in Gosterwick The Howling Caves: a series of natural caves abutting the old precincts of Thoth. They take their name from the howls and moans that emanate from them.&nbsp;&nbsp;Most attribute them to the hunger of a battalion of ghouls created from the corpses of long-dead priests. Others claim the howls are produced by mutant dogs that roam the caverns. All, however, say that it is best to exercise extreme light and noise discipline when exploring the precincts of Thoth. Damaged adventuring notes from the Stirge Nest in Basement Room 19 led us back to the chasm, but the fire took his spell book. We began climbing. Otto fell at once. [gap] Jasmine heard the howls of the white ones. They fear the light, but our supplies were limited. [gap] Jasmine fell. I am alone. But I know the way out! Ha ha ha. Note on the Dead Halfling in Basement Room 13 Use the Little Pyramid to access the Howling Caves.&nbsp; Beware of the darkness. From the Shrine of Thoth in the Basement Room 12 Mosaic on North Wall: This mosaic depicts a scene in which humans bring offerings of jewels, coins and scrolls to a large ibis-headed figure, whose left arm is pointing to the distance, parallel to the floor. Above and below this scene are mystical runes and symbols. Mosaic on East Wall: It depicts a huge white baboon using its fists to smash a smaller crocodile, while humans throw their hands up in fear. Mosaic on the West Wall: This scene depicts another white baboon clubbing a series of hopping, salamander-like, bipedal creatures. Mosaic on the South Wall (to the west of the door): The mosaic depicts a massive set of black doors. Three orange-robed priests stand in front of the doors. One priest is shown touching the door with his hand while a blast of lightning incinerates him. The other two priests stand apart, and point at the (dying) third priest. &nbsp; So, trying to put it all together... I think the "White Ones" referred to in the damaged adventuring notes are white (possibly albino?) baboons, and that they are the source of the howling that gives the "Howling Caves" their names - angry/defensive baboons do hoot and howl to intimidate their opponents.&nbsp; In Egyptology baboons are sacred to Thoth (along with the Ibis) - don't know if the same iconography is true in Wilderlands but I'd guess Solith or Scale might have an idea.&nbsp; Similarly the crocodile (seen in one of the shrine mosaics) might be an allegory of Set...?&nbsp; Is the implication that the devotees of Thoth in AV do not get on with the Followers of Set? The damaged adventuring notes make reference to the white ones fearing the light, which is at odds with the Gosterwick rumour that controlling light and noise were a requisite tactic for explorers.&nbsp; If they are albino, discomfort in bright light might make sense, but it would imply that they hunt in darkness so their other senses would probably be especially acute, not to mention they may possess other, preternatural senses...&nbsp; That might tie in with the note carried by the dead halfling in Room 13: "Beware of the darkness" - a suggestion that the White Ones prefer to attack in the dark, and possibly have some skill at laying ambushes... Are the mystic runes and symbols depicted on the mosaic representing Thoth similar to the design on the stone ring that we believe is a Thothian teleportation ring?&nbsp; Are they point to point or can a user dial in a destination from a range of other teleportation rings...?&nbsp; Does the treasure depicted constitute a required donative (aka a transit fee)? Beyond that we should be wary on the chance we happen upon a massive set of black doors within Thoth's domain as, going by the mosaic, it would appear that they're trapped!&nbsp;
Inspiration to the bird! :D
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Potential Access Points to the Halls of Arden Vul: 1.&nbsp; &nbsp; Secret Door spotted at the back of Cave 11 ~800' up on the trail winding up the cliff.&nbsp; The secret door was well concealed and did not seem to have been recently used.&nbsp; If it is connected with the Halls. rather than being an isolated cave, we've currently got no steer as to what level this would connect to - if any.&nbsp; Subsequently found to be an entrance to Level 3, near the "Great Cavern" 2.&nbsp; &nbsp; The Pyramid of Thoth - rumour suggests it to hold an entrance to the Halls, confirmed by discussion at the tavern, the Sign of the Broken Head where we are told it leads to Level 3 of the Halls, but are also warned that a gang of halfling rogues charge a "toll" for using this route... 3.&nbsp; &nbsp; Spiral Staircase (discovered in the Basement of Building 17).&nbsp; The entrance to this stairway was through a stirge-infested room - the stirges would have likely attacked anyone not doused in Lankios' cabbage-DEET.&nbsp; Lankios' tracks show that he's used this route reasonably often.&nbsp; Once again, no idea where this would emerge. 4.&nbsp; &nbsp; Thothian Teleportation Ring. &nbsp; No idea with this one.&nbsp; It might connect to one location only or multiple locations may be accessible.&nbsp; Equally, no idea how it works.&nbsp; The only potential clue we have so far is from a mosaic depicting priests making an offering of gems before a statue of Thoth surrounded by what may be similar patterns to those on the Ring... 5.&nbsp; &nbsp; The Plug-Hole.&nbsp; Covered by a marble plug, a 6' wide shaft descends into the darkness - a very, very long way.&nbsp; There are iron rungs set into the side of the shaft. 6.&nbsp; &nbsp; The Well of Light.&nbsp; A Scroll - the Divine Breath of Thoth - describes the Pneuma, a place in Arden Vul where part of a ritual where a postulant offers written knowledge to Thoth in return for wisdom.&nbsp; Praying before the shrine of Thoth, Scale gains an insight into the meaning of this scroll:&nbsp;the Pneuma may be a location within Arden Vul - apparently a Well of Light that drew light into the undercity to illuminate the darkness, and that the Dwellers of Darkness fear the Light.&nbsp; We may be able to find the surface structure of this Well somewhere within the ruined city. 7.&nbsp; &nbsp; The Little Pyramid. &nbsp; The notes on the dead halfling found in Basement Room 13 suggest using the Little Pyramid to access the Howling Caves.&nbsp; As we haven't yet spent time exploring Arden Vul's surface ruins, we've no idea where this Little Pyramid is located. 8.&nbsp; &nbsp; The Door in the Cliff. &nbsp; About 900' up, isolated from the cliff path, is what appears to be a cave entrance into the cliff.&nbsp; The Hand of Arden passes next to it on its ascent so it might be possible to halt the Hand to explore it...&nbsp; Scouted by Storm-Cloud who find many signs of baboon spoor.&nbsp; Possibly an entrance to the Howling Caves?&nbsp;
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Further Investigation of The Long Stair &nbsp; Cave 9 (750’ up)&nbsp; &nbsp; &nbsp; &nbsp; Nothing &nbsp; Cave 10 (900’ up)&nbsp; &nbsp; &nbsp;‘H’-shaped barracks, covered with dense, old webs.&nbsp; (No current spider signs).&nbsp; Dwarf skeleton, rusty chainmail and Warhammer; fine quality burgundy leather boots; pouch containing Dwarven Life Stone and vial containing blue powder.&nbsp; (Life Stone part of dwarf tradition -0 we decide to seek out any local dwarf notable on our return to Gosterwick and inform them.&nbsp; Webs cleared by Sir Nameless.&nbsp; Cairn built for dwarf skeleton by Scale. &nbsp; Cave 11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Investigate area around previously identified secret door.&nbsp; Beastmen tracks identified using this door about every week or so. &nbsp; Cave 12&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Off the Long Stair, scouted by Storm-Cloud.&nbsp; She identified a dank, animal smell and the spoor of large monkeys (possibly baboons), some recent, some older.&nbsp; Accessible only through flying or climbing across the cliff...
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Into Arden Vul via Cave 11 Secret Door.&nbsp; This apparently accesses Level 3 where the Temple of Thoth is located – an alternate route to via the Ziggurat and the Halfling gang. 189 Graffiti reads: "To reach the temple of Thoth, head north through the Great Hall and turn left through the tombs. Look for the statue." “Watch out for the walking mushrooms!&nbsp; They sometimes even explode!” "Ptarmis found this cavern and built this door. May Thoth reward him." &nbsp; 187 Two decomposed beastmen corpses – not investigated. &nbsp; 188 Small cave with large 4’ tall carving of a face (male, middle-aged, archetypal wise man) identified as the image of a Nerathi Philosopher known as a Sortian . The eye sockets of the statue are notably empty.&nbsp; The teachings of Priscius/Priscus Pulcher advise that the eye sockets should be filled with eyes crafted from gold, silver or sapphire. &nbsp; 190 Carrion crawler (now deceased) chomps on Rob Zombie leaving him seriously damaged.&nbsp; Heavy wooden military supply chest located ~50yrs old.&nbsp; A (contact?) poison on the lock must have been added later.&nbsp; Chest contains adventurers’ supplies including rations, 3 flasks alchemists fire and a pouch containing dried Red Veil Mushrooms .&nbsp; (Need to investigate what these mushrooms are.) &nbsp; 192 Large chamber, entrance lined with bas relief carvings of salamander-like creatures, mostly decapitated.&nbsp; General imagery of people struggling in writhing snake coils.&nbsp; Main part of the room: large statue, very dilapidated but likely but best guess would be Thoth – eyes of the statue are impressive multifaceted amber.&nbsp; Three ancient sarcophagi lined in front of the statue, two newer sarcophagi against the side walls – all broken open except one of the newer sarcophagi. Smell of burning – looks like recent, powerful fire magic.&nbsp; Nine corpses in the room – dead adventurers from their gear - the ones near the statue badly burned, further away it looks like they killed each other.&nbsp; Have to assume trap was set off?&nbsp; Ground Zero is right in front of the statue, so perhaps the eyes are trapped?&nbsp; Bodies duly looted and intact sarcophagus broken open. &nbsp; 191 Room with an illusory wall hiding the only survivor from 192 – an illusionist wizard: Klisko Lightfingers.&nbsp; Confirms theory that fireball trap was activated due to attempt to steal statue’s eyes.&nbsp; He shares info: one of the names of Thoth is “ Light of Comprehension ”.&nbsp; The Tomb of Lycandus is located nearby: through the Haematite doors into the Great Cavern of Mushrooms – one of the tunnels from there leads to the tomb. &nbsp; 177 Assume this is the aforementioned Haematite Doors – two huge black doors inscribed with symbols of Thoth and very definitely magical.&nbsp; An inscription reads: “Speak one of the seven to enter the Domain of Ptarmis .”&nbsp; We decide that this refers to the names of Thoth so say “Light of Comprehension” in Mithraic.&nbsp; Two keyholes appear.&nbsp; Fearing more fireball traps we demur attempting to pick the lock… &nbsp; 186 A huge boulder reaching nearly to the ceiling nearly fills this cavern.&nbsp; On top of the boulder is a well-hidden campsite.&nbsp; Aqua Vitae mushrooms are growing there. &nbsp; 185 Dead end, but we meet survivors of a goblin patrol led by “ Bellringer ”.&nbsp; He says: “Flushed with a minor gladiatorial victory at the Arena, a team of goblins under the leadership of Bellringer decided that they were fated to discover the whereabouts of Gribble, King Weskenim’s missing brother . They left the Arena area, climbed to Level 4, and located the stairs to Level 3, Once in the Great Cavern, however, Bellringer and his men were ambushed by the beastmen of the Long Range Cavern Patrol and almost annihilated. The remnants fled east, and managed to locate this cave, where they are planning their next move.”&nbsp; We give them rations from the chest in 190 and show them the campsite on top of the boulder in 186.&nbsp; They promise a positive report of us to King Weskenim should they make it safely home. &nbsp;
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Putting it all together… &nbsp; Cave 12 might be an outside entrance to the Howling Caves.&nbsp; Baboons are going to be better climbers than the PCs, so probably not a wise access point unless we try to enter midday and make use of the bright sun to allow us to claim a beach-head if necessary.&nbsp; The Baboon spoor might be used to mask our own scent?&nbsp; Lankios might have some ideas as to how to best process it… &nbsp;&nbsp; &nbsp; We’ve found several references to the Great Cavern which is apparently located nearby.&nbsp; A recent rumour (which I’d tagged as potentially referring to the Chasm, may relate to this Cavern instead: Strange creatures that looked like snakes with legs [have been] glimpsed near the bottom of the cavern. They're faster than they look and are definitely NOT animals, as they were wearing belts and used wands. &nbsp; Might this tie in with the bas-reliefs found in Room 192?&nbsp; This might also tie in with a mosaic in the Shrine to Thoth in the basement of Building 17: Mosaic on the West Wall: This scene depicts another white baboon clubbing a series of hopping, salamander-like, bipedal creatures.&nbsp; Baboons are sacred to Thoth, so are these salamander-creatures enemies of Thoth???&nbsp; Was Room 192 originally built by them, then repurposed as a shrine to Thoth by having the images of the salamander-creatures defaced? &nbsp; The Haematite Doors with the Thoth motif may well be the doors depicted in another mosaic in the Shrine to Thoth in the basement of Building 17: Mosaic on the South Wall (to the west of the door): The mosaic depicts a massive set of black doors. Three orange-robed priests stand in front of the doors. One priest is shown touching the door with his hand while a blast of lightning incinerates him.&nbsp; The other two priests stand apart, and point at the (dying) third priest. &nbsp; Assuming the Beastmen don’t have a way to open the Black Doors, it’s likely that we (and the goblins) are going to be crossing their trail at some point.&nbsp; Definitely need to keep alert.
Possible leads to follow while in Gosterwick… &nbsp; · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What is known of the Nerathi Philosophers called Sortians?&nbsp; What happens if you put gold, silver or sapphire into the eye-sockets of those carved faces?&nbsp; And who was Priscius/Priscus Pulcher? &nbsp; · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Is anything known about Lycandus (supposed buried off this great cavern)? &nbsp; · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Is Red Veil Mushroom powder useful for anything? &nbsp; · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What is known of Ptarmis?&nbsp; It sounds like he was an important priest of Thoth… &nbsp;
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Scrolls - Spider Climb (Maatkare); Continual Flame (Scale); Gust of Wind (Einar) Warhammer +1 - Scale Dagger +2 - Storm-Cloud Magic Boots (Alteration/Necromatic magic) - currently unassigned, but subsequently found to be cursed Boots of Subtlety. 5 Dried Red Veil Mushrooms - Storm-Cloud 3 Flask of Alchemists' Fire Dwarven Life Stone, Granite Clan - given to local dwarven notables with report of the Cairn in Cave 10. Vial of Blue Powder (magic) - as yet unidentified Ancient Nerathi Coins - 6@400gp each - carried by Scale, 1 each to Scale, Nameless, Einar, Maatkare, Storm-Cloud and Solith Potion of Fire Resistance; Potion of Climbing - carried by Sir Nameless 75gp each to&nbsp; Scale, Nameless, Einar, Maatkare and Storm-Cloud
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The Sortians and Priscus Pulcher Priscus became one of the prominent Sortians&nbsp; (q.v.), and an advocate for the liberalization of magical training .&nbsp; He died tragically in the War of the Sortians and Theosophs (q.v.).&nbsp; Although in life he strove to expand the rights of all,&nbsp; over the centuries Priscus has come to be thought of as a great&nbsp; villain whose ‘treachery’ brought the empire to its knees.&nbsp; Sortians (SOR-tee-ans): The reformers and rebels who battled the&nbsp; Theosophs in the great civil war that ended the Nerathi golden&nbsp; age 700 years ago (aka ‘the War of the Sortians and Theosophs’).&nbsp; Taking their name from the word for ‘fate’ or ‘prophecy’, they&nbsp; formed a loose “ League of the Sortians ” with the goal of forcing the&nbsp; Order of Thoth to democratize the training of magic throughout&nbsp; the empire . The traditional system was rigidly hierarchical and&nbsp; socially restrictive; the Sortians felt that the empire would prosper if&nbsp; all those with the talent for magic were given the same, imperially sanctioned training. Because its members eschewed rigid hierarchies , the Sortians proved maddeningly difficult for the entrenched Theosophs to eliminate; rather than a single leader, the Sortians preferred collective action and de-centralized, cellular structures . Although moderns think of all the Sortians as&nbsp; identical and as having been corrupted by the ‘dark prince’ of&nbsp; the Sortians, Priscus Pulcher, in reality the Sortians embraced a&nbsp; number of philosophies, personalities, and approaches . Priscus&nbsp; Pulcher (sometimes called ‘the Hekate’) was, in fact, merely one&nbsp; of the leading voices within the League, although he was especially&nbsp; influential among those who favored negotiation and compromise. Other groups of Sortians, including those more closely bonded&nbsp; with chromatic dragonkind , favored hardline guerilla and&nbsp; paramilitary action . As a part of the eventual compromise that&nbsp; ended the great war, all prominent Sortians agreed to retire from&nbsp; public life (even as their egalitarian goals were realized)...&nbsp; Lycandus ...A Companion of Priscus and Fellow of the Sortian League,&nbsp; Lycandus the Explorer' s delving brought him fame, while&nbsp; his mastery of the Canticle brought him wisdom...
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Red Veil: If ingested, the Red Veil causes violent madness for 10-60 minutes. This means -8 WIS , Reckless (advtg attack/disad defence) and&nbsp; +10 Temp HP. Any character who drops below 3 WIS is functionally insane and will act chaotically according to the following table (roll once per turn): D8 Action 1-2 Attack nearest (including, possibly, friends) 2-4 Run at full movement in a new direction&nbsp; (i.e., one not previously explored) 5-6 Sink into a stupor and destroy one random bit&nbsp; of personal gear (helmet, weapon, etc.) 7-8 Throw self against the wall repeatedly, incurring&nbsp; 1-6 damage per turn for duration A few sages claim to be able to distil the red veil into a potent&nbsp; liquid form. (T mushroom; C blood red caps with pale yellow&nbsp; stems; S about 3’' tall with caps 1'’ in diameter; E damp regions&nbsp; underground)
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Notes relating to the maps posted on Discord AV1 Caves near the Great Mushroom Cavern (GMC) &nbsp; 180&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Decomposing head of an albino baboon; three idiosyncratically dressed Magma Mephits high on magic mushroom cigars – happy to chat and share their smokes. (Cigars temporarily reduce Intelligence but ‘open the mind’.) &nbsp; 182&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Narrow tunnel – multiple giant lizard tracks as well as tracks of Beastmen.&nbsp; Small side tunnel (3’ wide) has feline tracks. &nbsp; 183&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; Giant frilled lizard with poison bite.&nbsp; In its stomach: boot (to match the boot found in the Basement – Elven Boots), potion bottle with faded label, 2 silver ingots (10lb each – 10gp value).&nbsp; Stone head (missing from 192). &nbsp; 184&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tunnel blocked by Landslide &nbsp; 188 (update) The Sortian statue may be a teleporter. &nbsp; &nbsp; Great Mushroom Cavern (GMC) &nbsp; 172&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Forest of Mushrooms. (A) appears to be an access point into the forest from the Magma Mephit cave. &nbsp; 173&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wide cave entrance, west wall, just south of the lake, 40’ above ground. &nbsp; 174&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Large rectangular building on 50’ high escarpment. &nbsp; 175&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Columned dais, Haematite doors to the south. &nbsp; 176 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Raised portico with a throne.&nbsp; A figure appears to be seated in the throne. &nbsp; 178/179 Ridgeline cutting through the mushroom forest, varies between +40’ and +60’ above the forest.&nbsp; Single column (178) stands at the lower SW end, at the higher end (179) a dark hole descends into the ground. &nbsp; 193 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Cave entrance in the west wall, 25’ above ground; another cave entrance 35’ above ground in slightly south of it. &nbsp; &nbsp; Across the Lake… &nbsp; 163&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Norther mushroom forest, bisected by an escarpment. (A) appears to be a palisaded area against the northern cliff blocking access to a door. &nbsp; 164 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The Lake dividing the GMC into north and south areas. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An island in the centre of the lake (A), waterfall (B) NE corner, north jetty (C), possible sump (D), south jetty (E).&nbsp; A wide cave entrance 10’ above water level is on the west side of the lake. &nbsp; &nbsp;
Black Gates Mosaic on the South Wall (to the west of the door): The mosaic depicts a massive set of black doors. Three orange-robed priests stand in front of the doors. One priest is shown touching the door with his hand while a blast of lightning incinerates him.&nbsp;&nbsp; The other two priests stand apart, and point at the (dying) third priest. &nbsp;" &nbsp; No one has made it past the Obsidian Gates since even knock spell is unable to open them. The best treasures are said to lie behind those gates." The mosaic apparently did not refer to the Haematite gates (which we thought might have been a possibility last time) as we've fairly easily managed to bypass them.&nbsp; Sounds like these Obsidian Gates might be the ones depicted.&nbsp;
Teleporters We found the Thothian teleport circle in the Basement which seemed quite complex in its operation, possibly able to access multiple destinations.&nbsp; The Sortian face carving seems much more limited in that it has 2 eye sockets for which eyes of gold, silver or sapphire are described...&nbsp; That allows for only a limited number of combinations, so if it's a teleporter does it link to only a handful of locations?&nbsp; Or is an additional specific pass code or laissez-passer required to use it as a teleporter?
Klisko Lightfinger's info: "The&nbsp; Tomb of Lycandus &nbsp;is located nearby: through the Haematite doors into the Great Cavern of Mushrooms – one of the tunnels from there leads to the tomb." From Storm-Cloud's research: Lycandus ...A Companion of Priscus and Fellow of the Sortian League,&nbsp; Lycandus the Explorer' s delving brought him fame, while&nbsp; his&nbsp; mastery of the Canticle &nbsp;brought him wisdom...
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I think the GMC maps are too big to be posted here in the version I used for Discord...&nbsp; Here are screencaps instead.&nbsp;
Great Mushroom Cavern &nbsp; We find some graffiti: “Apparently there are three unplundered tombs in the big cavern – one is under the waters of the lake.” My best guesses would be: On her fly-by, Storm-Cloud noticed what appeared to be a sump (164D) on the east side of the lake – possibly an entrance to a hidden tunnel? A large mausoleum in the SW corner of the cavern (174) probably belongs to Ptarmis – who was credited with creating the cavern.&nbsp; A living human calling himself Ptarmis holds court from the throne opposite the Haematite Doors.&nbsp; He has some wizardly accoutrements (including a wand) and appears to have some mastery over the sentient mushrooms… A cave (197) off the west leads to a door in the form of a Sortian Face.&nbsp; Previous information from Klisko Lightfingers told us that Lycandus, a follower of Priscus Pulcher (one of the most prominent Sortian philosophers) was interred in this area "The&nbsp; Tomb of Lycandus &nbsp;is located nearby: through the Haematite doors into the Great Cavern of Mushrooms – one of the tunnels from there leads to the tomb."&nbsp; We also found out that “ Lycandus the Explorer' s delving brought him fame, while&nbsp; his&nbsp; mastery of the Canticle &nbsp;brought him wisdom... ”&nbsp; If there’s a trap/trick to solve in Lycandus’ tomb, knowledge of this Canticle might give us an advantage… &nbsp; On her fly-by Storm-Cloud sensed a brooding evil presence from the pillar at 178.&nbsp; A crater at the other end of the ridge (179) has a 5’ wide hole at the bottom descending a long way into the rock (route to a lower level) &nbsp; Nameless heard something moving through the Mushroom Forest.&nbsp; Best guess is a large predator of some kind – possibly one of the giant lizards… &nbsp; The sandy island in the middle of the lake (164A) is only 5’ high.&nbsp; On it are several skeletons clad in rusty armour.&nbsp; However there is a notably shiny shield amongst them.&nbsp; A giant crab lurks hidden in the sand nearby. &nbsp; Two jetties (164C and 164E) with skiffs moored at each seem to allow transport across the lake.&nbsp; Each jetty has torch holders for removable torches.&nbsp; Is there some significance to whether torches have been removed or are still in place? &nbsp; On speaking with “Ptarmis” we find out that long ago soldiers of Nerath came to Arden Vul to re-conquer it, but their sortie went badly wrong.&nbsp; The survivors were captured by the witch Deyno (sp?) who transformed them into the beastmen.&nbsp; Random thought: is this “long ago” Nerathian incursion the same one as Lankios described???&nbsp;
The Caves West of the Cavern &nbsp; 193&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A long coiled rope ladder allows access to this ledge 25’ above the cavern floor. &nbsp; 194&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A Storeroom in which are 12 large sacks that smell like they’re full of mushrooms.&nbsp; Voices are heard from the next room. &nbsp; 195&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A well appointed sitting room, home to a group of Set Cultists: veteran warrior, priestess and 3 warriors.&nbsp; They are defeated and the priestess tries to flee, calling for help as she does.&nbsp; She flees first to- &nbsp; 211&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A roughly finished room, locked door to the north; cave exits east and west.&nbsp; She is delayed while unlocking the door – Sir Nameless closes the distance on her… &nbsp; 212&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A rectangular room, locked door in the west wall, odd holes dug into the floor whose purpose is unclear.&nbsp; The priestess unlocks the door but Nameless catches her on the long staircase leading downwards (presumably to a lower level.)&nbsp; There are signs of regular traffic between the two locked doors suggesting the Set cultists are frequent users of this route.&nbsp; Mushroom trading?&nbsp; (Food supply is likely to be an issue for a place like Arden Vul – borne out by “Ptarmis’s” reaction to being given some of our rations - which makes the Mushroom Forest an important food source.&nbsp; One of the rumours we heard “ At ‘the Forum’, it is said that 'Stephania' paid good money for the most basic supplies. ”&nbsp; (Including food?)&nbsp; The Forum is presumably the Forum of Set (which we've heard mentioned).&nbsp; Is Stephania a Setite or an influential merchant?) &nbsp; Cave exit off 211… &nbsp; 210&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lichen covered cave – something has been grazing on the faintly bioluminescent lichen.&nbsp; Storm-Cloud takes a sample. &nbsp; 209&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Both lobes of this cavern contain an onyx column atop a stone pedestal. Each pedestal has an obvious front, on which is carved a question mark. The columns are composed of five 2’-thick sections mounted on top of each other on an iron rod stuck into the pedestal. Each section has five faces, each of which features a distinct carvings: a winged horse (pegasus), a ram, an iguana, a snake and a cat. Each section can be rotated, so as to produce a different combination of faces on each column. There are 3,125 combinations per column, and 9,765,625 combinations if both columns are considered together.&nbsp; This bears further research…&nbsp; Do the carvings represent constellations?&nbsp; Zodiac signs?&nbsp; Or some other kind of symbolism linked to the Nerathi military?&nbsp; Or to ancient Altanian religion? &nbsp; 196&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An apparently empty cave – home to an Invisible Stalker…&nbsp; Sir Nameless is killed covering Storm-Cloud and Einar’s retreat.