The party:
Chert, a dwarf
Mahogany, a Thorcin acrobat
Elennal Luthiendottir, a wood elf
Capdoffer, a goblin
Callius Frobenius, an Archontean magic-user
Awakening on the 5th of Dikaios feeling refreshed after their night at the Inn of the Broken Head the party continued their discussion of what to do next over breakfast. Callius, having studied the arcane arts at The Order of Thoth collegium, indicated a desire to investigate the Pyramid of Thoth. The various pros and cons of first traveling to Gosterwick to possibly hire retainers were discussed but ultimately it was decided not to.
The party spent the morning hunting, foraging, and searching the ruins in the northern part of the ruined city. No treasure or lore was uncovered but Elennal did locate a couple of plump rabbits which were dressed and added to the party’s provisions as they approached the Pyramid of Thoth.
Walking the circumference of the structure and finding no entrances at ground level the party began climbing the steps to the top of the pyramid. A repeating series of four images was found on the riser of each step. Gaining the top of the pyramid, the party found themselves in awe of the sight before them: a thirty foot square of white marble under a canopy of dark gray granite held aloft by purple porphyry columns. Menacing four foot tall statues of barking baboons accompanied each tower, all of them facing towards a massive (twenty foot tall) porphyry statue of ibis-headed Thoth, the head being carved of white marble and with large carved jade eyes. A section of the marble pavement directly in front of the statue was noted for being slightly different than the rest of the platform.
Deciding that the continued presence of the valuable jade probably indicated it was protected by a curse or powerful magic, attention was turned to gaining entrance to the pyramid. Remembering that one of the images on the step risers depicted ibis-headed Thoth pointing both arms at a robed human descending a staircase Elennal suggested that perhaps the arms of the statue of Thoth could be manipulated. Chert investigated the statue and determined this to be the case so he and Capdoffer used ten foot poles to push the arms of statue so that they pointed straight in front. As they did this, the discolored section of pavement slid aside with a grinding noise, revealing a set of steps that led down into the dark interior of the pyramid.
Descending cautiously the party entered a small landing where the stairs switched direction before continuing down to a larger chamber well lit by multiple Continual Light spells. Spending a few minutes to examine the copious amounts of graffiti in these chambers the party found references to Gog, the Obsidian Gates, and the Well of Light, in addition to the name Dalton and a rather risqué sketch drawn high on the walls featuring a halfling.
At this point Chert informed the party that the stairs had proceeded past the level of the plaza and that they were descending into the underground tunnels of Arden Vul. During their descent they examined one piece of graffiti but found that it was written in Wiskin, a language that none of the party members understood. The party transcribed it into their notes and continued down.
After some 350 feet the tunnel opened into a large (sixty feet by seventy feet) chamber, lit by sputtering torches on three walls. The scattered remains of plaster on the walls spoke of a glorious past but only served to underscore the vandalism and desecration that had taken place in the centuries since its abandonment. A copious amount of trash and debris covered the floor, cut through by pathways leading to and between various doors and archways. Another statue of ibis-headed Thoth, some fifteen feet tall and constructed black onyx with a white marble head, occupied the middle of this chamber, facing the stairs. A large, stone lidless chest lay at its feet.
As the party began to explore this room, they were approached by a group of six halflings emerging from from one of the eastern archways. The leader introduced himself as Roskelly Winterleaf and said that he and his compatriots represented Phlebotomas Plumthorn, who controlled this level of the dungeon, and that to continue exploration the party would have to purchase an exploration license as well as agree to pay a ten percent tax on all treasure found within on their return to the surface. Negotiations ensued, with the halflings pointing out the service provided by keeping this chamber well lit and free of hazards and the party pointing out that they had been respectful so far in their interactions, and an agreement was soon reached. Roskelly asked what the party had named their group of delvers and a quick discussion amongst themselves produced the name Thoth Patrol. The party asked if any other adventuring groups had come by recently and Roskelly said that Dalton’s Darlings had entered the dungeon that morning and headed south. The party convinced Roskelly that it would be in both the halflings’ and the party’s interest if they had more information on the surrounding areas and he told them that previous adventurers had reported finding powerful undead but also good loot to the west.
With this business concluded the party set about exploring the dungeons of Arden Vul. Some time was spent investigating the statue of Thoth and associated chest. It was determined that the arms could be manipulated similar to the statue at the top of the pyramid and when the left arm was made to point forwards while the right arm remained pointing towards the ground a loud click could be heard emanating from beneath the statue, but no visible difference was noted.
An archway in the northeast corner of the chamber was chosen for exploration and the party proceeded down it to find a room filled with trash above which floated a bronze bust of a bearded man with empty eye sockets. Various methods of interacting with and moving the floating head were tried with no success. The party then began searching the thick layer of trash covering the entire chamber. No treasure was found but a raised ring of paving stones set into the floor in the southeast corner of the room was discovered. The party took time to fully clear the trash from this area and found that the paving stones defined a perfect circle six feet in diameter, with a linear series of eight inch square depressions in the stone laying adjacent. Callius tried placing a gold coin in each of the depressions, and the party combined this with speaking various phrases to the floating head in all languages they knew but nothing happened to either the head or the circle. Filing all of this information away for later the party decided to move on.
Returning back into the main chamber the party proceeded into the doorway in the northeast corner. An old guard post contained only an ancient skeleton of an elf staked to the wall with iron spikes. Finding no treasure the party continued through a doorway to the north. A short passageway led into a smaller chamber with plastered walls covered in large frescoes of ibis heads staring at the middle of the room. A pair of bronze double doors carved with images of ibises, baboons, humans, scrolls, and strange objects were located in the middle of the north wall with a mundane door in the west wall. The party noted the similarity of these doors to those found leading into the ground level of the Tower of Scrutiny in the ruined city above. Finding the door locked, Capdoffer attempted to unlock it with some thieve’s tools the party had found in the ruined city but was unsuccessful. Elennal spent this time in the middle of the chamber where the gaze of of all the painted ibis heads intersected and experienced a sense of being watched.
Unable to get past the elaborately carved bronze doors, the party turned west. Proceeding through a series of doors they entered an old empty guard post that had doors leading north, west and south. Heading north the party discovered a passage went through a series of zigzags before ending at a door to the north. As he walked down the passageway Capdoffer noticed an area on the left wall that indicated a concealed door. The party was able to easily ascertain how the door worked and opened it to discover an old abandoned barracks covered in dust and with most of the furnishings destroyed. Groans and grunts were heard from within and the party prepared themselves for combat as a pair of zombies lurched out of the darkness within. Callius was able to intermittently entangle one with a whip and the party managed to defeat the slow moving foes with little damage taken. Searching the room the party found a jasper gem and an eight inch square piece of thick blue glass. Chert and Capdoffer remembered hearing a rumor about a color coded teleportation system developed by the ancient Archonteans and posited that this glass square, along with the stone circle and recessed squares found in the room with the floating head, may be related to that.
Returning to the door at the end of the hallway the party discovered an empty foyer with a single door in the west wall. Opening this door revealed an ancient priest’s chamber which contained the animated skeletons of two large baboons which immediately began moving towards the party. Seizing the initiative Chert ran into the room to confront the abominations with the rest of the party following closely behind. A furious melee ensued with with Mahogany falling to a particularly vicious blow but the skeletons were soon dispatched and Mahogany was found to be unconscious but still alive. Elennal tended to Mahogany while the rest of the party searched the room, finding only a low level clerical scroll.
With a wounded party member and funds running low the party decided to withdraw from the dungeon and retire for the day to their hidden refuge in an abandoned cellar in the ruined city. Negotiating with Roskelly on their way out they agreed to give the halflings the gem and keep the magical scroll. Discussing their future plans over a dinner of rabbit and iron rations, Capdoffer suggested they make a trip into Gosterwick (or Varucaster as Callius insists it be called) to perhaps find another adventuring party they could trade the scroll to as they had no use for clerical magic with their companion Brida having fallen two days prior to the giant spiders. The others agreed with this plan, and additionally decided to see if there were retainers looking for work to bolster their numbers.
The 6th of Dikaios began with a light rain that dampened the party’s spirits as they began the trek to Gosterwick. Arriving thoroughly sodden and cursing their luck at picking today to not be in a nice dry dungeon, the party went to the Yellow Cloak Inn. As they shook off the damp and warmed themselves by the fire they made the acquaintance of a group of adventurers calling themselves Hama and Company, newly arrived to Gosterwick and planning a foray to Arden Vul the next day. After making their introductions a trade was arranged of the party’s clerical scroll for an arcane scroll, and they exchanged some of the rumors they had each heard about Arden Vul. Finding a Wiskin among the other group’s number they were able to get a translation of the graffiti they had found in the tunnels under the Pyramid of Thoth the previous day, which read “Grumak went for a boat ride in the lake. Big mistake”. Realizing that there is safety in numbers the two groups made plans to set out for Arden Vul together the next morning, and to cement this newfound friendship Hama offered to pay for the party’s meal and a night’s stay in the inn. The party inquired around town about hiring retainers but only two newly graduated magic-users were found to be interested and they decided not to.
The 7th of Dikaios began clear and cool as the two groups left Gosterwick. As they approached the Long Falls the party cautioned Hamas and Company against investigating the guard tower. As they were about to start their ascent of the Long Stair they met another adventuring group just finishing their descent. Introducing themselves as Dalton’s Darlings they said they were on their way to Gosterwick to conduct some business after a successful delve into the dungeons. Vague pleasantries were exchanged and the two parties continued on their respective ways.
As they travelled north through the city the party shared some information about the various areas they passed such as the Obelisk of the Sun, the Boulevard of Knowledge, and the Tower of Scrutiny. As they reached the Pyramid of Thoth the two groups parted ways, with Hama and Company intending to continue on to the Inn of the Broken Head as the party reentered the pyramid.
Returning to the guard post south of the barracks, the party took the south door to verify that it led to a passageway that connected back to the northwest corner of the large entrance chamber as they expected. They then returned to the northern guard outpost and took the last remaining unexplored door in the west.
This door opened onto a short corridor which led to an oval chamber with egresses leading north, west, and south. Four pillars in the room had been carved into statues of gods from the old pantheon of Archontos, namely Osiris, Widget, Maat, and Thoth. Callius informed the party that these were all gods associated with the afterlife. The walls of the chamber were covered in plaster painted with frescoes depicting the judgment of the dead and the rule of Osiris in the afterlife. A bright light shone from the northern passageway and the party decided to investigate it.
A short corridor led to a room brightly lit by a Continual Light spell cast in the middle of elf the ceiling, the walls covered by frescoes depicting the goddess Maat with an ostrich feather in her hair handing a feather to a human worshipper. Other humans bear the feathers before them as they walk into a crypt, with Thoth in the background of all image. Other motifs in the fresco included worshippers beseeching Maat with outstretched hands in the upper parts with the lower part depicting demons, monsters and crocodiles. In the middle of the room was a three foot tall white marble on top of which was a solid onyx table. Floating in the air directly above the table was a white ostrich feather. Examining this room from the door the party decided that the apparently untouched nature of it was an indication of powerful protective magic and, exercising caution, returned to the south.
Exploring the passageway leading west they first found a hemispherical guard post to the south separated from the passageway by four narrow pillars. Investigating this area the party discovered the recently slain corpse of an adventurer with a small amount of gold and silver coins and two potions. Continuing down the passageway they found themselves in a round room with closed portcullises to the north, west, and south and a raised dais in the middle of the room with three iron levers. The walls between the portcullises all had painted frescoes of an ibis-headed Thoth presenting a scroll to a goddess that Callius identified as Isis. Simple experimentation showed that the levers controlled the opening and closing of the portcullises. After making sure that the portcullises would not close by themselves after they stepped into the passageways the party closed all but the northern portcullis and entered the catacombs.
Moving cautiously the party found themselves in a veritable maze of burial niches carved into the bedrock. Chert decided that a burial niche carved into the living rock would be a good final resting place for the dwarf skeleton he had been carrying for almost a week, and set about clearing and consecrating one of the currently unoccupied niches. While he did this the rest of the party spent some time searching the other niches, with Cassius finding a handful of ancient Archontean silver pennies and Capdoffer discovering a small fragment of a map showing a chasm next to a large chamber with a statue and multiple doors, with notes indicating the presence of tombs past these doors.
With the interment of the dwarf skeleton completed the party continued exploring the catacombs. Navigation and mapping was complicated by the party’s reliance on Cassius’ ritual Light spells which did not illuminate as far as a torch. Soon the sound of shuffling feet and moaning was heard approaching, and the party retreated to the lever room and closed the portcullis. Shortly thereafter two zombies approached the portcullis and shuffled against it, reaching through the bars and groaning. Preparing themselves the party opened the portcullis and dispatched of the zombies in short order. They then returned to the catacombs, traveling north and west before heading to the south, so that they were five intersections from the lever room when the noise of the restless dead again reached their ears, this time a sizable group of animated skeletons from the sound of it. Eschewing caution the party ran back to the lever room with the skeletons close on their heels, barely being able to close the portcullis before the skeletons followed them through. The session ended with the party discussing their next move.
R.I.P.:
None
Foes defeated:
Four zombies, two baboon skeletons
"Chert"! I just now got that.
Two of my characters also had mineral-derived names.
https://arden-vul-1.obsidianportal.com/characters/jasper-malachite
https://arden-vul-1.obsidianportal.com/characters/pyrite-the-magician