2025-04-05

DFRPG Arden Vul Session 4: Cheese and Crackers and Thoth and Demons

Date:

Demmasday, 5th of Lucrios, 2993 AEP


Weather:

Cool, overcast, rainy


Player Characters:

Ioannes Grammatikos Byzantios, Archontean cleric of Demma (Demented Avenger)
Michael J Dundee, Thorcin barbarian (Adam)
Vael Sunshadow, Half-Elven mage (Kyle)
Vallium Halcyon, Archontean fighter (Greybrown)
Lacrymosa Merenuithiel Armaris, Elven archer (mercenary) (Archon Shiva)


Significant NPCs:


3 small ball-shaped demons
2 Ibis-headed gargoyles
About 6 small flying jellyfish
2 patrols of beastmen
Dog-headed beastman sergeant
Voice of Thoth, one of the Twelve ancient greater gods
Alleged huge ball-shaped demon
Roskelly Winterleaf, halfling underground toll collector lieutenant
Several halfling toll collectors


While in Gosterwick, Vallium visited the Baliff's Truncheon tavern and bought a lot of shady-looking people drinks attempting to find information about the halfling Phlebotomas Plumthorn, but didn't hear anything he thought was truthful and useful.  Ioannes researched the Krakteros clan, whose sigil they saw on a tomb, but didn't find anything beyond them being one of the Empire's Five Families, with much wealth and power, mostly back at the capital Archontos.  Vael bought a lock to help keep the dam secure for the green dragon Craastonistorex, and commissioned some high quality robes at Tasha's Tailor Shop.  Uvash was still tied up in intense theological debate at the House of Gods, so the group decided to hire the mercenary on call at the Grudge Brigade, an female elven archer named Merenuithiel.

Very early Demmasday morning, Vallium bought three sweetrolls wrapped for travel from Matrona the baker.  The group hiked to the cliff face without significant incident.  Vael Levitated himself up the Long Stair (and rolled a critical success, for faster than normal movement), while the others hiked up the slippery wet trail.  At one narrow treacherous bit about two-thirds of the way up, Ioannes slipped and almost went over the edge, but Vallium caught him and pulled him up.

Arriving at the ruins of Arden Vul, the group debated about where to go, then decided to first visit the dam and install the new lock, to keep the dragon happy.  They made it there without any problem and the lock seemed to hold the door reasonably well.  Vael kept one key and gave the other to Michael.

Next they discussed exploring the ruins, but decided to go back to the Pyramid of Thoth.  But then they took a small detour to look down the Well of Light and see if anyone had undone their cleaning of the mirror at the bottom.  It was a rainy day, but less light than before seemed to be reflecting.  They dropped a Continual Light rock down into the Well and confirmed that the large mirror at the bottom wasn't reflecting the light, so it was again covered with some kind of dirt or debris.

The group climbed the pyramid and discussed which door to take.  Merenuithiel had brought some spikes, so they decided to manipulate the pyramid's arms into the straight-up position to open the second, scarier entrance, with corpses and no handle to open the door from inside, then try to spike the door open.  The spikes seemed to hold, so they went down.  There was much less graffiti in this passage than the first one, but someone had drawn a scorpion in chalk and written "Where is it?" in Archontean underneath.

Vallium led the way down the next staircase, which ended in a small room with a door on the far wall.  As he stpped into the room, a pit trap opened underneath him.  Vallium almost fell in, but caught the edge and pulled himself up.  The pit was only about 5' square, but it was 25' deep, enough to seriously injure or even kill someone who fell in.  And the bottom of the pit was full of bones.

Vallium went around the pit and tried to open the door, but it would not budge.  Everyone searched and found no way of opening the door, or evidence of space on the other side; it appeared to be a false door.

With no other exit available, Vael levitated down into the pit, and found many bones and the glint of a few coins.  He came back up and cast Levitate on Ioannes as well, to have help searching.  While they were digging around in the bones looking for treasure, a small ball-shaped demon that was mostly teeth popped into the pit through a previously unseen entrance in the east wall, and tried to bite Vael.  Vael used his Luck to successfully dodge, and then Levitated himself and Ioannes straight up.  The small demon snapped at their heels, but wasn't tall enough to reach.  Once she had a clear line of sight, Merenuithiel filled it with arrows from the top edge of the pit above.

After resting for a few minutes at the top, Vael Levitated everyone but Merenuithiel down into the pit, two at a time, while Merenuithiel kept watch at the top.  They saw the small secret door the demon had came through led into a small room with a 5' high ceiling.  The room contained a small scary void of magical blackness, a magical bust of a woman Ioannes thought was the goddess Selket with a scorpion on her head, and a few scattered items on the floor. The items included what looked like a couple of magic rings, a couple of magic gems, and a magic wand, which were enough to make everyone overcome their caution and enter the room.  While they were picking up loot, two more of the small spherical biting demons came through the black gate.  Vallium and Michael, who were waiting for something like that to happen, surrounded and killed one.  The last surviving demon, heavily wounded, jumped back into the black gate and disappeared.  Nobody followed it into the gate.

After all the obvious portable loot had been picked up, the group discussed the bust with the scorpion on its head.  Eventually Michael touched the scorpion and disappeared.  The rest of the group talked about what to do for a minute, then Vael Levitated Merenuithiel down, and they all grabbed the scorpion together.  They all teleported to the same place as Michael, a huge room they had briefly stuck their heads into previously, the Great Hall, in beastman territory.  The room was big enough that they couldn't see the ceiling or the south or east walls with their Continual Light, but they saw several knocked-down columns, and scorch marks on the floor indicating some kind of magical battle.  Vael and Merenuithiel were both exhausted (from spellcasting and firing a bow way too big for her, respectively) and sat down to rest.  After a few minutes of rest, a flying stone gargoyle with the head of an ibis swooped down to attack.  Michael heard it coming and yelled a warning.  Merenuithiel failed to dodge the attack clumsily enough that she fell down as the gargoyle slightly wounded her, but fatally shot the gargoyle while lying on her back. A second ibis-headed gargoyle swooped down, and Merenuithiel shot that one too, without having time to stand up first.  She was very tired, on the verge of passing out, so Ioannes cast Lend Energy.  Everyone then left the room through an open pair of doors to the west, looking for a more secure resting place.

They passed the same beastman guard post they saw last week, and made some excuses through an arrow slit about not meaning to trespass, but they accidentally hit a teleport trap.  They went north (but not all the way out of beastman territory) and were resting in the hallway when a squad of beastman soldiers came to check on them, said they were trespassing, listened to the story about the teleport trap again, and decided not to attack them.  Vael again tried to parley with the beastmen about other matters, and the beastman sergeant said he did not have authority to conduct negotiations but would ask his Count.  The sergeant asked for the group's name, and they didn't have one and Vael made some comment about cheese and crackers, so the sergeant said "okay, Cheese and Crackers, I will tell my Count that you would like to parley.  Announce yourself loudly next time before entering our territory."  Vallium gave the sergeant a sweetroll.

They went north to the room with the makeshift wooden barricade that used to have a spear with a halfling head on it, then tried a door to the east.  It led to a room with another squad of beastmen.  They party apologized for making a wrong turn and went north over the barricade into known non-beastman territory.

They went north into the gray-green mist, past two competing Magic Mouths, then east to a room with a gross sludgy pool that might be the source of the mist.  Ioannes threw a rock in, but nobody wanted to enter the pool or drink the black water.  They proceeded east to a room that looked like a chapel to Thoth, with some benches and a magical onyx pillar and some Mithric writing high up on the wall, obscured by grime.  Vael Levitated up, cleaned it, and saw that it said "Thou May Ask of Thoth What Thou Will, Provided Thou Accept His Judgment."  Ioannes grabbed the onyx pillar and asked Thoth the correct method of making an offering to His statue.  Thoth actually answered, both with a strong electric shock through the pillar that burned but did not quite stun Ioannes, and also by saying in a booming voice that one must loudly invoke Thoth's name while putting the gift of knowledge into the offering chest.

Ioannes tried casting Minor Healing on himself, failed, and didn't try again with the penalty.  Vael gave him some best effort First Aid, which didn't do much but made him feel a bit less singed.  The group continued down the passage to the east and found another room, with no other exits but a lot of trash on the floor.  Sifting through the trash for valuables, Vael found a magical 8" x 8" x 1/2" square of white glass on the floor.  Vallium wrapped it up in a blanket for protection and put it in his pack.

Vael suggested searching for secret doors, and eventually found one in the southeast corner.  Vallium eventually figured out how to open it, by sliding a wall panel sideways, and it led to a narrow corridor, which went south about 50' to a dead end.  Michael found a matching secret door at the other end of the corridor and opened it, into a large room with several gold-painted columns and a mixed group of corpses (human, halfling, and beastman) on the floor.  As the group emerged from the secret passage to search the bodies, several small creatures that looked like jellyfish flew slowly at them.  Everyone piled back into the secret passage for cover, while Merenuithiel threw a Concussion spell into the room, stunning the 3 nearest jellyfish.  While the jellyfish were stunned, Vallium chopped one in half with his sword, and Merenuithiel filled two others with arrows.  The other jellyfish fled the room to the east.

The group looted the bodies, then saw that there were two exits east and a door west.  The door was back toward what Ioannes thought was beastman territory, so they chose east, and took the left passage because "left for loot."  They saw two heavy-looking stone doors to the north, but continued east past them.  The passage turned north and then reached a room with a big stone chair, facing a chasm wider, higher, and deeper than their Continual Light reached.  The chair had a glyph on the seat, which nobody recognized.

Ioannes eventually sat in the chair, and saw a demon.  It was the same ball shape as the small demons they had fought in the Pit of Bones inside the Pyramid of Thoth, but much, much bigger.  Terrified, he started running.  Luckily, he ran away from the chasm rather than into it.  He wasn't very fast, so Vael chased him down and held onto him.  Ioannes didn't calm down, but he wasn't quite freaked out enough to attack his friends, so the group detailed one of the large fighters to keep hold of him for the rest of the mission.  Ioannes agreed that was a good idea to give him a bodyguard, as long as everyone else also watched for the demon.

Vael decided to explore the chasm a bit.  He Levitated far enough across to see there was another room on the far side of the chasm, but didn't enter it.  He saw that it went up and down past the range of his light, and didn't see any sunlight above.  He flew up about 30 yards and still didn't see an exit, then flew back down to the group.  The chasm was definitely big, but they weren't sure exactly how big yet.  They decided to defer further exploration until Ioannes was in better shape.

They doubled back to the west, to the two stone doors, and decided to open the west one.  It was too heavy for Vallium to open, so Michael helped, and eventually they managed to open it.  Inside was a long straight hallway full of about 20 bodies in various stages of decay, some with obvious loot.  Vael and Vallium started dragging bodies and loot out, while Michael kept watch on Ioannes, and Merenuithiel helped watch for demons or other wandering monsters. At one point the door closed, and Vallium was unable to re-open it from inside.  Michael was fortunately able to open it from outside, and they realized how all those people had died in that hallway -- the entrance was a one-way door, and it was stone and too sturdy to smash.  Fortunately only two of them had gone in.

They thought they had enough loot for one day, so they started discussing whether to fight the halflings or sneak loot past the halflings.  (The idea of actually paying 10% of the loot to the halflings didn't come up.)  Merenuithiel was in favor of fighting them, but the group eventually decided to try stealth this time.  The plan was to circle around known dungeon passages to the west of the entrance room to get as close to the stairs as possible before the halflings saw them, and to have Vael cast Invisibility on both Michael (who could carry a lot of loot) and Merenuithiel (who had not purchased an Adventuring License and would prefer not to).  Then Vael and Vallium would lead Ioannes, still raving about the demon, past the halflings and grudgingly pay 10% of a small decoy haul of non-magical weapons and coins, while the good stuff went by invisibly.  The combination of Invisibility and Ioannes's ranting were enough to cover the two people sneaking, and the group paid a total of 3 spears (which would have been annoying to carry anyway) as their tithe for the week.

Ioannes wasn't in great shape for climbing down the Long Stair, so Vael Levitated the two of them down while the other three walked.  They all eventually made it back to Gosterwick, and took Ioannes straight to the temple of Demma for a Remove Curse spell.  Vael then set to learning Analyze Magic so he could avoid paying the Arcane Practitioners' Club to identify every magical item they found.  And one of the items they found in the pit was truly amazing, a Gem of Insight, which would permanently boost someone's intelligence.



GM's Comments:


This was the second week in a row the group hit a teleporter.  This time it at least took them somewhere they recognized.  They had three fights this week, all of them pretty easy with the archer along.  They looted the victims of two different one-way door traps (one with a hidden escape teleporter, one possibly with no way out at all) that had each bagged many victims over the years.

Ioannes rolled a natural 3 when trying to figure out the pillar, which gave him the insight that he needed to grab the pillar while asking Thoth a question.  In addition to getting what sounded like an actual answer from Thoth, he also got an electric shock serious enough to result in a Major Wound, because that's how Arden Vul works.


Achievements:


Iconic Location: The Great Hall
Iconic Location: The Great Chasm
Thus Spake Thoth: All clerics talk to gods.  But Ioannes was the first PC to get a direct answer from one in this campaign, good for 1 XP.

XP:


Exploration: about 15 new locations, good for 1 XP
Loot: They found a lot of good stuff.  If they sell enough of it it should definitely qualify for 2 XP each.  If they insist on keeping the most valuable items then they will earn 1 XP instead.
Achievements: 2 XP for everyone for 2 Iconic Locations.  Ioannes got another 1 XP for getting a response from Thoth.


Next week:


Sounds like they definitely want to talk to the beastmen.  Maybe they'll fight the halflings, but Merenuithiel mentioned several times that they should do that when she's around, so maybe they'll wait until they have her available again.

    2025-03-31

    Automated Seek Earth

    As mentioned in a recent post, the Seek Earth spell is great for treasure-hunting wizards but can be hard on the GM, especially in a megadungeon with hundreds or thousands of locations.  "Which of these 117 rooms with gold is the closest, and what's the direction and distance to it?" is a hard question to answer in realtime.  And you really don't want to bog down play while you dig through the adventure trying to guess.

    But this is the kind of thing computers are good at.  I have complete maps of the dungeon, and I have a room key.  So in theory I should be able to look at the room key to find all the rooms with gold, then compute the distance from the current room to each of them, and return the direction and distance to the closest.  So I decided to automate this.

    I figured the coding would be pretty easy and the data entry would be a pain.  I was half right.  It turned out that tagging which rooms had which metals, which I thought would be annoying, was actually pretty quick.  Finding the global (x,y,z) coordinates of each room, which I thought would be pretty quick, was actually annoying.  Once those were done, though, finding the closest room with the target metal was easy.

    The first bit of annoying data entry was condensing a list of about 1000 full room descriptions to a text file of one line per room: the global room label, then a colon, then a comma-separated list of metals.  A sample line:

    4-6: silver, copper

    This is saying that room "4-6" (level 4, room 6) contains silver and copper.  Pretty straightforward.  Also entirely manual; one could in theory do some intelligent parsing of the PDF, but I think that process would be tricky and error prone, because of overloaded terms, like "g.p." in OSRIC sometimes meaning a literal gold piece coin, and sometimes being a unit of account like "a 500 g.p. diamond."

    The manual data gathering was not exactly fun, but I had already dug through the adventure and converted treasure from OSRIC to GURPS (which is easy for stuff like coins and gems where I just made up a mechanical formula, sometimes not so easy for magic items), so it was really just looking at my existing room conversions, finding the rooms with treasure, and copying just the types to another file.

    The next part was creating a file of global room label to (x, y, z) coordinates.  I picked a spot at ground level northwest of the dungeon as my (0, 0, 0) basis point, and then the x coordinate of a room was yards east of the basis, the y coordinate was yards south of the basis, and the z coordinate was yards above the basis.  (The basis point was chosen so that x and y were always positive and z was always negative.)

    I thought I would be able to automate this with OCR (optical character recognition).  People have been telling me for 30 years that OCR is a solved problem now.  Unfortunately, people are often wrong, and OCR is still a pain.  I tried several different OCR tools, handing them images of individual dungeon level maps from the adventure PDF and asking to get all the room labels back, along with their (x,y) pixel coordinates in the map image.  I got some of the room labels back, with the correct locations.  I also got some partial room labels back, like "4" instead of "41".  And a bunch were missing.  After a couple of hours I concluded the off-the-shelf OCR software wouldn't cut it.  It was entirely possible that I could train my own custom AI model to do OCR specifically on dungeon maps and I could get it good enough to work, but that would require generating a bunch of correct training data, which reduced to the original problem I was trying to solve.

    However, I had another source of room data that didn't need general purpose OCR: the room labels on my Foundry VTT maps.  For convenience I put labels (visible to the GM only) in or near every room on the Foundry maps, so I don't have to flip back to the original PDF maps to see which room the PCs are in.  Foundry has an API that lets you see all the "drawings" on in a scene, with their X and Y coordinates and any text.  So in theory you could write a short macro in JavaScript to find all the labels, then filter to only the ones that started with a digit (which were more likely to be room numbers).  I didn't know the Foundry API, so I didn't know if this would be a 10-minute task or a few hours of ripping my hair out.  It turned out it was actually easy enough that I got an LLM to write the script for me in a couple of minutes.  AI is oversold and overhyped (see: OCR in previous paragraph), but when it works it saves time.  Now I could paste the script into Foundry, paste it to a function key, and hit that key on any map to spit out a tab with text containing a line like this for every room:
    Basement: 8: 3460,2671
    Here the map title is "Basement", the text of the label (the room number within the level) is "8", and the x,y pixel coordinates of the label within this image are 3460,2671.  Initially I just had the last 3 fields, but I found that putting the map names in there as well let me easily combine all the output into a single file, rather than needing one file per map and manually ensuring that the filenames were the correct map names.

    One annoyance here is that some of the levels in Arden Vul are big and (for performance reasons) need to be split up into multiple maps in Foundry.  Let's say a level is 4 maps (NE, NW, SE, SW).  Now I need to have x and y offsets per map to specify the global x,y coordinates of the top left corner of the map.  I also need a z offset per map to specify its global z coordinate (I made this fixed per map rather than varying by room, which is wrong but probably close enough.)  Finally not all maps are at the same scale, so I also needed a pixels per yard scale value for each map.  (I went with separate x and y scales just in case, though I think for sane maps you could get away with one scale for both.)  I ended up shoving all this data into a single file I called map_xyz.txt, which was full of numbers that were kind of painful to compute, but it was only one line per Foundry map so not a ton of work.  A sample looks like:

    #map,x0,y0,z,x_scale,y_scale
    Arden_Vul_Ruins,0,0,0,0.0638,0.110

    I also needed a mapping between my Foundry map names (designed to be player-visible) and the level numbers used in the adventure's map key.  For example:

    Arden_Vul_Ruins: AV

    (This is a simple case of a 1:1 mapping, but the hypothetical large level I mentioned earlier that needed 4 Foundry maps would have 4 different Foundry map titles all mapping to the same adventure level prefix.)

    Finally, with all the data files completed, the actual code to parse them and spit out the closest gold was mostly a matter of coordinate conversion (x,y in pixels within a single map to x,y,z in yards in the game world).  Once everything was in nice coordinates, you can use high school trigonometry to find the distance between any two points (square root of the sum of the squares of the differences between the x, y, and z coordinates).  A couple thousand rooms is huge for a megadungeon, but it's tiny for a computer, so no real cleverness is needed in the algorithm: just find the distance from the caster's current room to every other room in the dungeon that has the material they're searching for, sort the distances in ascending order, and return the first one.  (I actually return the first several, in case the caster has marked the first hit or three as already known and to be ignored.)  The spell is supposed to tell the caster the distance and direction, so I return the distance along with the delta_x, delta_y, delta_z, and room name.  Then the GM can lookup the room name in the adventure and confirm it's a good hit, then fuzzify the distance and direction numbers as much as they want, and tell the player the results in game terms.

    A sample run and output line is:

    ./seekearth.py -t treasures.txt -p map_prefix.txt -x map_xyz.txt -r rooms.txt -f silver -s 3-2 -n 1

    distance  x_dir  y_dir  z_dir room
          29    -28      4      0 3-17

    This is saying that the wizard in room 3-2 is casting Seek Earth for silver, and the program should only return the nearest hit.  The program said there is silver 29 yards away, x_dir -28 (so 28 yards west), y_dir 4 (4 yards south), z_dir 0 (same elevation), in room 3-17.  As a GM I'd fuzz this to "you sense some silver about 30 yards to the west."

    This is definitely programmer-friendly UI not enduser-friendly UI, but as I'm the only user right now, it's fine.  I don't have any plans to turn this into a scratch-and-sniff turnkey Foundry macro, as the GM still needs to check the PC's spell roll, apply correct distance modifiers, lie about the results on a critical failure, possibly provide better results on a critical success than a regular success, etc.  My philosophy is to only automate things that benefit from automation and go back to doing something more important, not try to create a perfect jewel of software.  As a result this whole project took a couple of hours.  (Trying and rejecting OCR solutions was actually the part that took the most time.)

    Anyway, the code is up on my GitHub.  The Arden Vul data files are not, but I'll post them eventually, along with the rest of my conversion notes, after I'm done running the megadungeon.

    2025-03-29

    DFRPG Arden Vul Session 3: Dragons and Baboons and Beastmen, Oh My!

    Date:

    Demmasday, 28th of Toternios, 2993 AEP


    Weather:

    Cool, overcast, light rain


    Player Characters:

    Ioannes Grammatikos Byzantios, Archontean cleric of Demma (Demented Avenger)
    Michael J Dundee, Thorcin barbarian (Adam)
    Vael Sunshadow, Half-Elven mage (Kyle)
    Vallium Halcyon, Archontean fighter (Greybrown)
    Coinbase Ethereum Thuringwador, Elven Shield Bro (mercenary) (Archon Shiva)


    Significant NPCs:

    Wyvern
    Craastonistorex, green dragon
    Roskelly Winterleaf, halfling underground toll collector lieutenant
    Several halfling toll collectors
    Several large albino baboons
    Two huge four-armed baboons
    Weird guy who hangs out with baboons
    Dwarf prisoner
    Skeleton, possibly of a former member of the Krakteros family
    Pig-headed beastman
    Many Children of Deino (heard but not seen)


    Before setting off for Arden Vul, Vallium bought a fresh high-quality sweetroll from one of Gosterwick's bakers.  The group hiked uneventfully through the cool and somewhat rainy morning to the Cliff Face.  The waterfall looked a bit less violent than usual, but nobody was certain what effect their meddling with the dam control had.  Vael asked Vallium to push his wheelbarrow up the Long Stair and decided to Levitate instead of walk.  He stayed with the group, however, rather than just zooming straight up and splitting the party.  Nobody slipped on the way up, despite the somewhat treacherous conditions.  The group stopped at the gateway to Arden Vul to discuss a plan, and decided to proceed north to revisit the Pyramid of Thoth.

    But as they walked, they spotted a large flying reptilian beast off to the west, coming toward them.  It flew overhead, took a good look, then flew back to the west.  It had the distinctive tail barb like the one they saw before, but this time didn't attempt to drop anything on them.

    They continued toward the Pyramid, and then saw an even larger flying reptilian beast approaching, without the barbed tail.  This one actually landed on the Forum nearby.  It was clearly a green dragon, and it was huge, and it was terrifying.  Most of the group was strongly afffected by dragon fear, but chose to freeze rather than flee.  The others also stayed with them.  The dragon introduced himself as Craastonistorex, the apex predator of the ruins of Arden Vul.  He spoke a bit about how he found some adventurers useful, as they went into places too small for him to go, extracted treasure, and gave some of it to him as tribute.  He then mentioned that one of his pet wyverns had spotted some humans and elves and dwarves breaking into the dam the week before, and that soon afterward the water level of the swamp had started to rise.  He asked whether any of those here were among those who broke into the dam, and emphasized that lying might have fatal consequences.

    The two PCs who hadn't been there the week before immediately proclaimed their innocence, while those who had apologetically revealed that they had been at the dam.  Craastonistorex asked whether they had been sent to deliberately mess with his swamp, or if they had just been idiots messing with things they did not understand.  Multiple simultaneous confessions of idiocy ensued.  The dragon instructed them to return to the dam, reset the water level to where it had been before, leave notes both inside and outside the dam warning against disturbing the dam again on pain of breath weapon, and to leave some good tribute by the dam.  The group agreed, and the dragon warned them to stay away from his tower to the southwest because his pet wyverns were territorial and sometimes ate anyone who came too close.  He then flew away.

    The party kept the first part of the deal, immediately hiking to the dam and resetting the water level.  Vael half-heartedly stuck to the second part of the deal, chalking a couple of brief warnings inside and outside the dam.  They didn't leave any tribute by the dam though, and hiked back to the pyramid.  The three who had entered the pyramid last week explained the way pointing both statue arms forward had opened a passage to stairs down.  Vael said that before they took the same stairs, he wanted to try all the other statue arm settings and see if they found anything else.  Remembering the pits and chutes that playing with the other statue's arms had opened, Vael first cast Levitation and asked the others to back up as far as possible.  He then tried every other setting of the statue's arms.  Pointing them both straight up at the sky produced an interesting result -- the floor panel slid the other way, revealing a different staircase going down into the pyramid in the opposite direction.  The other settings didn't do anything interesting.

    Looking down into the new stairs, a couple of people noticed a lack of a handle to open the door from the inside.  That was a bit scary, so they decided to leave some of the group on top of the pyramid to reopen the door.  Ioannes went down the stairs alone a bit, and saw that these stairs were much less worn than the other ones, that there were pictures of various animals (hippo, crocodile, ibis, baboon, giraffe) on the front of the stairs, and that there were some corpses on the stairs.  Also, one of the corpses was wearing leather armor that looked magical.

    The corpses and lack of an obvious exit said stop, but the magic armor said loot, so the group descended on the bodies.  Ioannes tried to diagnose cause of death and saw multiple causes: some gnaw marks, some cut wounds, and some blunt trauma.  They decided not to go down these stairs today, but grabbed all the visible loot and dragged it to the top of the staircase, then left most of it there to grab later.  They instead reset the statue's arms to face forward and reveal the staircase they took last week, which didn't feature corpses.

    Plodding down the stairs, they found the room at the bottom of the first staircase still had the orange Continual Light glowing.  Magery didn't pick it up as a permanent enchantment though.   They continued down the second staircase, and eventually emerged in the room with the statue of Thoth with the offering chest.  The halfling toll collectors noticed them, came out to greet them, and saw two new party members who had not yet purchased Adventuring Licenses.  50 silver pieces later, Coinbase and Michael each had a dull brass token giving them permission to adventure in halfling territory as long as they paid a tithe of 10% of treasure found.  Vallium produced the sweetroll he had purchased early that morning in Gosterwick and gave it to Roskelly, the halfling lieutenant, as a gift.  Roskelly seemed surprised, but took it.

    Once the halflings went back to their portcullis, Vallium wanted to play with the statue of Thoth in the entry room.  They had tried coins and a scroll before, but he remembered that Thoth liked light, so he put a Continual Light stone and some coins in the offering chest and then manipulated the statue's arms.  This did not produce any obvious effect, and he took his rock and coins back.

    Vael cast Seek Earth, looking for gold then silver.  The nearest gold was to the east, behind the halfling portcullis.  The nearest silver was southwest, which seemed more promising.  Rather than heading directly for the silver, the group decided to explore the indoor triangular pyramid, also to the southwest.  The walked through the gray-green mist, past the Magic Mouth illusion that said something in a language they didn't know, and up to the pyramid.  This time they climbed to the top.  There was a small trangular platform there, surfaced with lapis lazuli, and with an aged but not rusted metal lever on top.  After some discussion, Vael cast Levitation, asked everyone else to step back, and pushed the lever down while floating a few inches above the pyramid.  Nothing happened.  Next Michael pushed the lever while standing on the platform -- and disappeared!  After a bit of discussion the other four also hit the lever, two at a time, with Vael this time standing on the pyramid.

    All five of them ended up standing on an almost identical pyramid, with the same platform on top, but no lever this time.  They climbed down, left the room to the north, and realized they were definitely in a different spot as the room had a mosaic (of the same triangular pyramid) on the floor, along with a couple of corpses.  There was a message on the wall in blood: “They are deterred by light. We should restore the well!”  They looted the corpses, with Vallium taking and putting on some scale armor.  The only remaining exit from that room led to an east-west hallway, with light in both directons.  They went east, and found a bunch of mirrors along the hall, most of them stationary, a couple mobile.  They also saw a thin shaft of daylight ahead.  They took a hallway to the southeast and found a little room with some benches facing a yellow circle on the wall and some Mythric writing saying “The Light Must Be Guarded Against the Impious.”

    Going back to the northeast to investigate the daylight, they saw that it was the bottom of a 5' wide mirror-lined shaft leading up into the distance.  Below the shaft was a smelly pile of mud and dung, covering something.  Vael thought he recognized the mirror-lined shaft, and looked around for the Continual Light rock he had previously dropped.  He didn't find any glowing rock, but he did find a rock that might have once had Continual Light cast on it.  As the group discussed trying to uncover whatever was under the muck, they heard some hoots and shrieks to the north.  Someone was getting beat up.  They decided to investigate, but carefully.  They put away their light sources and sneaked forward.  Far to the north was a bizarre scene: a huge room, containing a throne that appeared to be made of red glass, a bunch of large albino baboons, and couple of huge four-armed baboons, and a man torturing a dwarf prisoner, asking about how he found the entrance, while the baboons cheered him on.  Considering the odds, the group decided to leave the dwarf to his fate and retreat to the south.

    After some discussion about possibly Levitating up the mirror shaft or possibly exploring more of this area, the group decided to finish digging through the muck first.  Underneath was a huge mirror, and when they uncovered it the room lit up brightly.  The light reached some of the other mirrors, which could be manipulated to direct light around the area.  However, doing this caused the sounds of baboon hooting to become louder.  The group decided to Levitate everyone up the Well of Light before the baboons got over their fear of the light and attacked.  They ran back to the room with the corpses, grabbed all the loot they could carry, then Vael Levitated everyone up the shaft.  He wasn't confident in being able to maintain five Levitation spells at once, so they split the party, with Vael taking two people up (slowly, taking alternating Concentrate maneuvers to move one of them at a time), coming down alone, then taking the other two up.  Fortunately, the baboons had not found the courage to charge into the brightly lit room until the party had escaped.

    Vael remembered something the dragon had said about baboons to the east, and decided he should investigate a bit to the east, thinking maybe the baboons had an entrance to the surface.  A dry fountain revealed the huge marble probably-feminine arm of a broken statue, which interestingly appeared magic, but seemed too heavy to take, so they left it there.  He cast Seek Earth a couple more times looking for gold and silver, and found gold west under the pyramid, and silver west under the Well of Light.

    The group decided to go back down the stairs into the Pyramid of Thoth again.  First they used the statue to reveal the scary stairs and stashed more loot there, then they went down the safe stairs back to the halfling room.  They weren't eager to reveal to the halflings that they had an alternate exit, but failed to sneak past them, and told Roskelly a story about a trap that ended up depositing them outside in a way they totally couldn't repeat.  They weren't sure if Roskelly bought it, but a quick pat-down revealed no hidden treasure, and the party was coming in not going out, so the halflings let them go to explore.

    This time they went back to the nest of the giant rats they defeated last week, hoping to find more treasure they had missed.  The nest was empty, but as they explored north they found one burial niche that was still plugged closed, apparently not looted.  It was about 12' up, so Vael Levitated Michael up.  Michael wiped the soot off the niche plug and found both an image of ibis-headed Thoth with his left arm forward and his right arm down, and a sigil of a tower with light shining out of one window.  Several people recognized this as the symbol of the Krakteros family, one of the five leading families of the empire.  Undeterred, the group decided to smash the plug open, but nobody had a crowbar and Michael didn't have any weapons he wanted to risk breaking.  Coinbase, however, had an orichalcum shield that was probably unbreakable, so Vael Levitated the elf up next to Michael, and Coinbase started smashing his ridiculously expensive shield into the tomb plug, treating it like a crowbar.  The shield withstood the damage fine, and the plug eventually broke.

    The animated skeleton behind the plug had ample warning and was waiting with its shortsword drawn to ambush the tomb robbers, but Coinbase critically succeeded on his Perception roll and the skeleton failed its ambush attack.  Coinbase tried using Rapier Wit to stun the skeleton with some pseudo-financial babble, but the skeleton appeared immune to such nonsense.  The skeleton tried to stab Michael, but Coinbase sacrificially blocked the blow.  Michael smacked the skeleton hard with his sword, Vael lowered Michael to the ground, and the others waited below, unable to reach the skeleton.  The skeleton next attacked Coinbase, who blocked again with his shield.  Michael fast-drew his boomerang and winged it at the skeleton, breaking some ribs.  Vael lowered Coinbase to the ground, and now the skeleton had no enemies within shortsword range.  The skeleton bravely jumped to the ground to pursue its enemies, and made its default Acrobatics roll to avoid taking any falling damage.  However, that meant it was outnumbered five to one.  Coinbase blocked the skeleton's last attack, while Vallium and Michael raced to smash it to bits.  The skeleton parried Vallium's attack, but failed to block Michael's, which knocked it below -HP, which was automatic destruction for the Unnatural skeleton.

    With the skeleton in pieces, Vael floated Michael back up to loot its niche.  There Michael found a green necklace (with the same Krakteros tower symbol that had been on the niche plug before Coinbase smashed it) and three small black spheres.  He brought them back down for inspection, and Vael used his Merchant skill to say the necklace was jade and the spheres were black pearls and that all were valuable.  The skeleton's shortsword also appeared to be high quality.  After grabbing all the loot, the group went back to the south.  This time they headed east, triggering first the Magic Mouth in an unknown language they'd heard twice before, then a second Magic Mouth in Archontean mocking Thoth and his worshippers.

    Spotting a wooden door leading south, Ioannes first listened at it.  Hearing nothing, Vallium opened it.  A stone passage led south to another door, where they repeated the process.  The next room contained a makeshift wooden barricade, with doors to the south and east.  There was a halfling head on a spike in front of the south door.  Vallium went that way to check it out, and stepped on a spike trap crossing the barricade.  Fortunately, it was a glancing blow, and his newly-looted scale armor prevented any real damage.

    Wondering who put a halfling head on a spike, but generally in favor of the idea, the group continued south.  They went past a door on the west wall, turned east past a line of slits in the north wall, and looked through a pair of large double doors, which were slightly open.  There was a large room beyond, extending past the range of their Continual Light stones.  As they started to enter the room, a horn sounded from behind the slits to the north.  A few seconds later, some drums replied form the east.  Not sure exactly what they were walking into, the group decided to retreat.  However Vael could not resist peeking into one of the slits, and found himself face-to-face with a 4' tall pig-headed beastman.  They were both surprised to see each other at such close range, neither attacked, and Vael quickly stepped to the side.

    Not wanting to return to the surface yet, Ioannes listened to the previously bypassed door to the west, then Vallium opened it and stepped inside.  He didn't see the deadfall trap above the door, which dropped several large rocks on him.  Fortunately they were just painfully large rocks, not fatally huge rocks, and his armor somewhat reduced the damage.  A corridor led west, with exits north and south and an open door further to the west.  Beyond the open door was a room with a chest against the back wall.  Everyone was suspicious of the chest, but nobody could resist investigating it, so the group entered the room.  Vael got about five yards from the chest to have a decent chance of casting Apportation, then remotely opened the lid.  The chest was empty, but it had served its purpose of luring the group into the room, as someone behind them slammed the door shut then barred it from the outside.  They were trapped, by someone unknown.

    There were more horn noises, and after a few minutes and the sound of a lot of shuffling feet, a voice was heard from the other side.  Who were they, were they allied with the halflings, and why were they in the territory of the Children of Deino?  The group explained that they were adventurers, they had met and been extorted by the halflings but were not their allies, and that they had not deliberately invaded anyone's territory.  The unseen speaker paused a bit, then said this trespass would be forgiven the first time, but that future visits needed to be announced and permitted, no sneaking around their territory allowed.  He then stated that the group should listen for the door to be unbarred, wait 30 seconds for the Children of Deino to leave the area, then proceed immediately out of Children of Deino territory back to the north.  Remembering a rumor about pig-headed creatures kidnapping a cleric and a reward offered for her recovery, Vael asked if the unseen speaker knew anything about a priestess of Mitra named Lillian and offered to pay for her safe return.  The voice hesitated, then said they currently held no such priestess captive.  Vael tried again and got no more information.  The party complied and left without violence.  On the way out, they grabbed the spike with the halfling head.

    They took a new passage to the northeast toward the halflings, and spotted a fresco of a baboon.  Remembering a rumor about a baboon picture, they searched the fresco for secret doors, and found one.  A few minutes later they figured out how to open it, and saw that behind the secret door were some stairs leading down.  They didn't go down the stairs, and closed the secret door.

    Returning to the halfling territory, Coinbase gave the halfling head on the spike to Roskelly and said that should be enough tribute.  Roskelly passed the head to another halfling and said to bring it to Plumthorn, then said no and demanded to see the treasure.  Vael, having hidden the pearls and necklace, said the only treasure they found was the shortsword.  Roskelly said that since you couldn't usefully split up a shortsword, 10% of a shortsword was the whole shortsword and to hand it over, but Vael protested that they should really only have to pay 10% of the price of a shortsword, and offered 40 silver pieces.  Coinbase couldn't resist negotiating and said it was a used shortsword and so it should be more like 16 silver, but then Roskelly went back to asking for the whole sword, and Vael (who knew it was actually a pretty nice sword worth more than the usual), handed over the 40 silver before the halflings got too suspicious.  The halflings performed a quick pat-down search but didn't find the hidden gems or jewels, and the group returned to the surface, then made it back safely to Gosterwick.

    GM's Comments:


    Well that was a whirlwind session.
    • A green dragon
    • Another staircase into the Pyramid of Thoth, this one much scarier than the first one
    • A teleporter
    • The bottom of the Well of Light, and hallways full of lots of mirrors
    • Many baboons, a couple of huge four-armed baboons, and a creepy guy torturing a dwarf
    • An undead skeleton
    • A couple of traps
    • At least one pig-headed beastman hiding behind an arrow slit
    • Some unseen Children of Deino who trapped the party in a room, then let them go
    • Secret stairs down
    They managed to avoid fighting the dragon, the baboons, or the Children of Deino, this time.  They grabbed a bunch of unguarded loot, plus defeated the skeleton and took its stuff.

    Achievements:


    Iconic Location: Well of Light: The whole party got this achievement for being the first to find the Well of Light.  (They found just the top of it previously, but this time they fully explored it.)

    XP:

    • Exploration: about 16 new locations, good for 1 XP
    • Loot: some magic leather armor, a potion, some black pearls, a jade necklace, a nice shortsword, a suit of scale armor, and some random equipment and a few coins.  Even after subtracting some bribes to the halflings (two more Adventuring Licenses, $40 for 10% of a shortsword, and a sweetroll for Roskelly), that will end up being profitable enough for 2XP, assuming they have Coinbase sell most of the equipment they found, using his Wealth to get a better price.
    • Bonus: 1 XP for everyone for the Iconic Location.

    Next week:


    It sounds like they're going to keep exploring the halfling level.  They don't like paying off the halflings, and there's been some vague discussion of fighting the halflings, but they don't seem ready yet.  It seems they're more likely to try to sneak treasure around the halflings than fight them, at least in the near term.

    2025-03-25

    Shopping in Gosterwick and the DFRPG Arden Vul Campaign

    Some of my players seem to enjoy shopping for equipment a bit too much.  "What can we buy here?" is a common question.  Here's what they've visited so far in the town of Gosterwick:

    • Torunn the Smith.  Torunn, a large Wiskin woman, seems to be the best smith in town, or at least the best smith they've met.  She showed samples of good, fine, balanced, and dwarven weapons, and both good and fine armor, so it appears that she can produce high-quality items and has apprentices to do the more mundane work.  She only works with metal though; she doesn't do leather or wooden items.  In addition to selling weapons and armor, she was also willing to provide training in Armory and Connoisseur (Weapons).
    • Creon's Curios and Pawnshop.  Creon, an older Archontean man, has a shop full of random stuff.  He seems willing to buy used items.  His stock seems highly variable; he actually had a magic wand for sale the last time someone checked, but the price was high.
    • Jeremias the Money Changer.  Jeremias Smallleaf, a halfling, has his main shop in the walled Upper Market.  He also has a couple of smaller stalls in the Upper Market and near the Hill of the Gods, run by his daughters Marla and Cassie.  He was willing to identify old coins for free, and charges a small fee to change coins and gems.  It appears he also loans money, but the PCs have not yet discussed the terms.
    • Temple of Demma.  Ioannes is a cleric of Demma and so was able to negotiate a good donation rate for a Remove Curse spell there.  The Remove Curse was cast by Vivian, the Thorcin male chief priest of the temple; it's unclear whether any of the other four priests can cast spells that powerful.  It's not yet known what the surcharge is for non-members of the congregation without a cleric to vouch for them.  Training for clerical spells and skills is also available.
    • House of the Gods.  This is a shared space for shrines of all the approved religions that don't have full temples in town.  No major services are available, besides basic religious information from lay volunteers, or possibly the occasional chance to meet a visiting cleric.
    • The Yellow Cloak Inn.  This is a full-service inn, with both private rooms and shared bunkrooms, and both common and upper-class common rooms with a variety of food available.  It is run by Margot the Red, a Thorcin woman.  Her husband Bricwine is a bartender.  Rates for double-occupancy private rooms and common meals are reasonable; single-occupancy private rooms and better meals would increase the cost of living.  Margot does not allow spellcasting on the premises, because You Might Accidentally Summon a Demon.
    • The Arcane Practitioners' Club.  The club is not affiliated with any of the seven official Archontean colleges.  It is run by two Archontean women, Lyssandra (the senior wizard) and Pelteon (her former apprentice).  They offer magical training, identification of magic items, and spellcasting services.  Fee-paying members of their club can also use their alchemy lab, their small library, and even rent apartments.  (The apartments aren't quite as nice as the Yellow Cloak Inn, and no maid service or food is available, but there are fewer rules.)
    • The Baliff's Truncheon.  This is a dive bar down the hill from the Azure Keep, near Totey Lake.  It has a bad reputation, which means it's a good place to find trainers for less savory skills -- or possibly get robbed trying.
    • Livestock and Horse Market.  On the outskirts of town (but still within its theoretical future walls) is a large building that buys and sells and stables horses, and buys and sells livestock, and also butchers livestock and sells meat.  They also sell farming and mining equipment on the side.  It is said to be run by identical twin brothers, with Sakeon handling the horses and Trucleon the livestock.
    • Tasha's Tailor Shop.  Tasha, a Thorcin woman, has a high-end tailor shop in the Upper Market.  She sells various clothing and is also able to alter or repair clothes, or to sew clothing to order.  She aims at the higher end of the market; there are cheaper options in worse parts of town.
    • There are fishermen by the docks on Totey Lake.  One was willing to give swimming lessons, even in early spring.  Presumably you could also learn fishing or boating or knot-tying from them, and not be quite as cold.  There are also a couple of fishmongers to sell their catch.
    And here are some other locations they've heard about but not actually visited:

    • Temples of Mitra, Lucreon, and Heschius Ban.
    • Astableon the Scribe and Bookseller.  This shop, located in the Upper Market, is apparently the place to go if you need to buy or sell a book, or have someone read or write a letter for you.
    • The Stunned Acolyte Inn.  This is where you get a very high-quality room or meal, if you don't mind paying a lot and dressing and behaving appropriately.
    • The Rarities Factor, the Prosperity Factor, and the Silent Factor.  Three competing Archontean merchant factors have buildings in town.  They provide financial services such as safely holding your money for a fee, letters of credit that let you access your stored money at their other locations, and organization of merchant caravans to transport goods or letters across the Empire.  They may provide other services as well.
    • The Azure Keep is home to the local sept of the Knights of the Azure Shield.  Lady Alexia Basileon, the Green Lady, lives in the Residence connected to the Keep.
    • There are at least four Archontean government buildings in town.
    • The Central Market is held twice a week, on Totsday morning and all Demmasday.  Some merchants and farmers who don't have full stores operate stalls at the market.
    • Kaelo's Bathhouse is apparently a major social center, not just a place to get clean.
    • There are about 7 more taverns.  Apparently getting a drink at every inn and tavern in town on the same night is a challenge among irresponsible young people with money to spend, and the hardest part is getting into the Stunned Acolyte.
    • There are other craftspeople such as leatherworkers, jewelers, stonecutters, potters, weavers, furriers, a bowyer, a herbalist/apothecary, and a ropemaker.

    • What does this all mean in game terms?
      • All standard equipment from DFRPG: Adventurers (not Special Orders or magic items or Elven/Dwarven equipment) is available at list price.  (Except plate armor, which is unknown in the Archontean Empire.)  No interaction with the GM is required here; if you want a normal knife or wheelbarrow you can just buy one.
      • High quality versions of standard equipment are also available, but might require some lead time for custom construction.  So if you're in a hurry, first make an availability roll to see if what you want is available off the shelf.  And if it's not, see how long it will take to make one.
      • The pawnshop buys used items, so disposing of unwanted goods (at the usual fraction of their value based on Wealth) is easy.  No interaction with the GM is required to sell most used goods.  If something is very valuable ($5000 or more), the sale should be cleared with the GM to make sure the local merchants can afford it.
      • Special Orders or magical equipment might be available, but not reliably.  You're either waiting for something to show up for sale somewhere, or finding someone who can make it for you.  Again, the GM will make an availability roll, and if it fails you can try again next week, or see if someone can make your item.
      What about other towns or cities?
      • The only bigger town in Burdock's Valley is Newmarket, about 60 miles (three days' walk) to the south.  It's about twice as big as Gosterwick, so a bit more robust of a market, but still not exactly huge.
      • The only real city in this part of Irthuin is Narsileon, the capital of the Exarchate.  Narsileon is about twenty times as big as Gosterwick and ten times as big as Newmarket, and is also a seaport with access to wider trade routes, so has much more available.  Unfortunately it's about 400 miles away, which is two to three weeks each way on foot, or a bit faster if you have horses.
      • The biggest city in the Empire and the known world is the capital, Archontos, on the island of Mithruin.  It's about three times the size of Narsileon.  If you can buy something at all, you can probably buy it in Archontos.  Getting there means first travelling to Narsileon, then catching a ship and sailing 1100 miles across the Winedark Sea.  The ocean voyage should take about a week if the winds are cooperative, or potentially longer if they're not.

      2025-03-24

      Dealing with Information Spells in a Megadungeon

      Vael, one of the PC wizards in DFRPG: Arden Vul, started with the Seek Earth spell.  For 3 mana, Seek Earth lets you find the direction and approximate distance to the nearest significant amount of any one type of earth, metal, or stone.  It also lets you exclude known quantities of the item.  It uses the Long-Distance Modifiers, which mean no range penalty for up to 200 yards away, up to half a mile at -1, and distances beyond that hardly matter in a dungeon.  Its only prerequisite is Magery 0 or Druidic Power Investiture 1, so essentially every mage, druid, elf, or half-elf can have Seek Earth for one character point.  And every skilled specialist wizard (IQ + Magery 18 or better) gets it at skill 16 or higher for one point, so they cast it for only 2 mana, and it succeeds 98% of the time (16- on 3d6) if the correct mineral is within 200 yards.  If you're rolling against 16, 17 is just a normal failure, costing you one mana point and letting you try again.  Only an 18 is a critical failure, letting the GM lie to you about the presence or location of the item (or possibly summon a demon or whatever other fun comes up on the critical spell failure table), so only once in 216 times does casting this spell really have a chance to hurt.

      This is tremendously useful for loot-hunting PCs.  You Seek Earth for gold or silver, exclude whatever your group is holding and any source you previously detected and don't currently want to mess with (example: hoard of a dragon big enough to swallow you whole), and then your GM fumbles through the adventure trying to find the next closest source.  You then make a beeline for the treasure.  If it's unguarded, free gold.  If it's guarded by mooks, you get to beat them up and take their lunch money.  If it's guarded by something scary, you have a warning so at least it's less likely to surprise you, so perhaps you see it and leave, or maybe you design a good tactical plan and apply all your buffs before you alpha strike it.

      So from a player point of view, Seek Earth is yes.  But from a GM point of view, it's potentially a huge pain, especially in a large dungeon where you might have to go through a lot of rooms looking for the appropriate treasure.  How do you deal with this?

      First, even though the spell says "nearest", players probably won't hold you to that.  If there's some gold 40 yards to the north, and you miss that room when scanning your map and room descriptions and instead send them to a room 70 yards east, will they notice?  Probably not; if they already knew where the gold was they wouldn't need the spell.  Will they be mad if they realize weeks later there was some closer gold and you missed it?  Probably not; it still gave them a bearing on some nearby gold.  So as long as you're not deliberately hosing your players, best effort is fine.  So if you're not prepared for this spell, I think it's totally reasonable to just look at the map, eyeball the nearby rooms in approximate order of how close they are, and then check each room description for the metal in question.  Stop at the first reasonable hit rather than spending ten minutes trying to be certain you didn't miss one.

      Second, it says "significant" but doesn't define it, so you can set your own threshold and ignore anything below that if you want.  (I mean, you're the GM, you can always do whatever you want, but here you absolutely need to because the rules as written are fuzzy.)  Feel free to ignore monster pocket change and focus on bigger piles if that's more fun.  Conversely, if you don't want to have your PCs zoom past every other monster straight to the big boss's loot at the end, feel free to have it pick up the 17 closer treasures first, even if they're small.  You have options.

      Third, NPCs, at least smart ones, know that spells, especially common spells, exist.  Common spells should not be automatic win buttons.  If the PCs aren't the only wizards in the game, then smart powerful rich NPCs might put their best stuff in lead-lined rooms, or orichalcum chests, or no-mana zones, whatever it takes in your setting.  It's not fair to have every single gold piece in the game hidden like that and make the spell useless, and it's kind of silly to have a chest worth way more than the treasure inside it, but the players should not be able to assume that there are never countermeasures available.

      For the specific case of Arden Vul, now that I know a PC wizard is going to cast Shape Earth for gold and silver a lot (and he mentioned diamonds were another possibility, and that he might take Seek Magic soon), I'm planning to make a supplemental dungeon key with just room numbers and treasure.  Here are the rooms with gold, silver, diamonds, and magic.  If I wanted to get fancy I could make a file with the (X, Y, Z) coordinates of each room (maybe automatically extracted from the coordinates of the hidden room labels I put on the Foundry maps), and then write a little program to find the distance from a room to every other room, sort ascending, then spit out the label of the first room with the appropriate treasure (for me), and the direction and distance to it (for the player).  The code is easy; most of the work is data entry.

      Is that work really necessary?  No, you can guesstimate.  If most of the time they're searching for something that's fairly common in a dungeon, you can probably just check a few nearby rooms until you find some, then stop.  And if they search for something rare, you can search the adventure PDF and find all instances of the thing they're seeking and then give them the closest.  I think it's worth automating in my case because I know this PC (and probably any other future wizards or druids in the game, if this one gets eaten) is going to cast Seek spells ten times per session and this campaign could run for years, so I'd rather do some work up front during downtime to save time during play, but it's totally up to each GM how they handle things like this.

      My final tip is for players: if you want to play a PC with a power that's hard for the GM to adjudicate, give them a heads-up ahead of time.  Maybe they'll ban your favorite toy, but better to find out sooner than later.  Or maybe they'll lean into it and help you make it work, but they can do a better job of preparing for it if they know it's coming.  Treasure detection is a pretty straightforward (if data intensive) case to handle.  Divination is much worse, so warn the GM before playing a diviner, and don't get mad if they only let you tell the future once per session rather than every five minutes.  Seek MacGuffin can short-circuit a whole adventure, if the point of the adventure is finding one MacGuffin, so discuss it first.  (In some cases the GM will be thrilled you can do it, because that saves them a lot of time spraying around clues for you to maybe figure out.  In others, they might need to improve their adventure so that it's still fun even if you've made the finding part trivial.)

      2025-03-22

      DFRPG Arden Vul Session 2: Halfling Rent-Seekers

      Date:

      Demmasday, 21st of Toternios, 2993 AEP


      Weather:

      Cool, cloudy


      Player Characters:

      Ioannes Grammatikos Byzantios, Archontean cleric of Demma (Demented Avenger)
      Vael Sunshadow, Half-Elven mage (Kyle)
      Uvash Edzuson, Dwarven cleric of Zodarrim (Based Cosmo)
      Vallium Halcyon, Archontean fighter (Greybrown)
      Thorne Lasselanta Ashcroft, Half-Elven monk (mercenary) (Archon Shiva)


      Significant NPCs:

      Margot the Red, innkeeper at the Yellow Cloak Inn
      Bricwine, bartender at the Yellow Cloak Inn
      Tasha, tailor
      Creon, pawnbroker
      Unidentified huge flying reptilian beast
      Roskelly Winterleaf, halfling underground toll collector lieutenant
      Several halfling toll collectors
      12 giant rats


      When the PCs returned to Gosterwick after their previous delve, Ioannes was confronted by Margot the Red, Innkeeper at the Yellow Cloak Inn, for leaving some sheets with Continual Darkness (accidentally) cast on them in his room and freaking out the maid. Margot informed Ioannes that her husband Bricwine had needed to throw those sheets into Totey Lake before the maid was willing to go back into that room, and that as a result Ioannes owed the Inn 5 silver pieces for some new bedding. And that furthermore spellcasting, even by good clerics of Demma, was not allowed on the premises because Sometimes Someone Makes a Mistake and Look a Demon, and please take that outside the town walls. Ioannes meekly agreed to pay the fee, and retained his right to use the Inn. However, both Ioannes and Vael decided that getting an apartment at the Arcane Practitioners Club made more sense than staying in an inn with such stuffy rules, even it it meant no maid service and needing to walk somewhere to get meals.

      Most of the PCs spent a week in Gosterwick, training and identifying and selling loot from their previous adventure and shopping. Michael, however, got bored in town and went on a hunting trip, and was not back in time for this delve. The party managed to recruit another tough-looking fighter, Vallium, to help protect the mages and clerics. They also walked over to the Grudge Brigade Mercenary Company's "Headquarters" (a small building on the outskirts of Gosterwick). Ashe the druid was also not around this time, but a half-elven monk carrying a pike and a couple of long staves named Thorne Lasselanta Ashcroft was willing to accompany the group for a share of treasure.

      This time they left a couple hours before dawn, to give themselves more time in the ruins before sunset. Vael had dragged along a wheelbarrow this time, saying it would be easier to push his pack than carry it. Once again the group made the treacherous climb up the Long Stair without anyone slipping and falling to their death. The only encounter on the way up was with some mountain goats, who just watched them curiously and did not cause trouble. When they reached the top of the climb and entered the ruins of Arden Vul between the ruined gate towers, the group had a debate about which way to explore. Suggestions included descending into the darkness of the squat tower, climbing the Pyramid of Thoth, and going west to see what was near the top of the waterfall. The waterfall seemed closest, so the group went west.

      One of the ruined buildings on the way looked a bit better preserved than the rest, so the party decided to search it. About an hour of digging around in the rubble without tools generated nothing of interest, and a couple of comments that someone should bring some picks and shovels next time, or, better yet, learn some labor-saving earth magic. Continuing west, they reached the Swift River above the cliff, with a large pond or small lake to their north, a swampy area west of the river, a couple of rotting old bridges spanning the river, a dam separating the lake from the river, and the waterfall going over the cliff to the south, between two towers. They took a look at both bridges and confirmed they looked flimsy and that levitating over the river would be a much safer way to cross. Heading north to the dam, they saw a locked door on the side of it.

      Nobody brought lockpicks or lock-opening magic, but the mercenary brought a huge fine quality pike, and decided to start smashing the lock with it. This took about five tries, but the ancient lock gave way. Even with the lock broken, the door was quite stuck, and required the combined efforts of three people for several minutes to open. Inside the dam building were two wheels of some sort of extremely interesting metal. Uvash didn't think it was dwarvish, but it looked to be in remarkably good shape for metal that had sat in a wet place for 1200 years. Vael immediately played with both wheels, and found that one spun freely and did nothing, and the other was very stuck and would not budge, but had ten marks on the side and seemed to currently be set around the middle. The stronger Vallium heaved mightily on the wheel and caused it to move a notch, and then the group went outside to see what that did to the dam.

      While they did this, a huge flying reptile with a vicious barb on its tail flew toward the dam from the southwest, turned around high over the party, and unleashed a rather large clump of something gross from its nether regions. The improvised missile missed them and splashed into the lake nearby, and the flying beast flew away back to the west, apparently heading to the tower in the southwest corner of the ruins. The group briefly discussed what kind of beast that was and decided it was big enough to leave alone for now. They returned to the subject of the dam and decided the wheel somehow controlled the amount of water going through it, and Uvash suggested slowing the flow by one notch to see if that made the waterfall a bit less dangerous on the climb. Several minutes of exertion later the wheel was in that position. Vael decided to cast Seek Earth, looking for gold and silver. The spells both pointed southwest, the same direction the flying beast with the stinger had gone. The group decided today was not a good day to try to fight a huge flying reptile and take its treasure. They instead walked south to the top of the waterfall.

      The guard tower flanking the east side of the waterfall was mostly fallen down, with only the ground floor intact. Remembering how Michael almost got ambushed by spiders last time, the group very cautiously examined the outside of the tower for a few minutes before Vallium peeked his head in, but they did not spot anything of interest this time. The group looked at the waterfall from the top for a bit, then decided to head back toward the Pyramid of Thoth.

      After walking for several minutes, they reached the pyramid without encountering any surprises. Once again they said the four pictures of Thoth in various poses on the first four steps, and that the pictures repeated on the higher steps. After a bit of discussion of the pictures the group climbed to the top of the pyramid. There stood a 20' tall statue of Thoth in Ibis-headed form, with a body of purple porphyry stone and a head of white marble, with eyes of green jade. Curiously, while the body of the statue was massive, the arms looked relatively light and appeared to be mounted on pins so that they could rotate up and down. The pyramid was surrounded by purple porphyry columns, holding up a relatively small roof that protected the pyramid from the elements. Finally, one rectangular section of floor was a different color from the rest, and seemed to have a seam around it indicating that it might be able to move, but it sat flush and there were no handles visible so there was no obvious way to open it.

      Taking a clue from the statue's spindly arms and the pictures on the lowest step, the group decided to move both arms forward. Sure enough, the door in the floor slid open, revealing some stairs heading down into the pyramid. There was a large handle on the bottom side of the door, showing it might be possible to slide it open from inside. The party tested that handle and confirmed they could indeed move the door using it, then headed down the steps into the pyramid.

      After a long descent they saw a small landing where the stairs reversed to continue down in the other direction. All the original plaster on the walls was destroyed, and the bare walls were covered with graffiti in a variety of languages. Ioannes pointed out some graffiti in modern Archontean (surprising some) saying "I told Robin not to touch the eyes. Now his picks are mine." This seemed to confirm Uvash's earlier advice not to steal gem eyes from religious states because their gods don't like that.

      After briefly discussing the graffiti, they continued down the next staircase until it emerged into larger landing room, this one with the remains of a fire pit, and lit by orange Continual Light cast on the ceiling. Why the Continual Light was orange, they were not sure. They searched the fire pit and just found some charcoal and bones, nothing interesting.

      Continuing down the next flight of stairs, they descended hundreds of feet until the stairs ended in a large room, partially lit by torches in wall sconces, and containing another statue of Thoth. This one was 15' tall, with an open stone offering chest at its feet and movable arms like the statue on top of the pyramid. Glancing around the room for other items of interest, they found a recently dead human corpse against the west wall, with no armor or weapons but still wearing clothing. As they discussed the newly found statue and body, the group was interrupted by some high-pitched talk in Archontean. It was an armed and armored halfling, backed up by five more, walking toward them.

      The lead halfling was named Roskelly, and he informed the party that this area under the pyramid was the turf of his boss, Phlebotomas Plumthorn, and that Mr. Plumthorn generously allowed visitors to their territory as long as they purchased an Adventuring License for $25, and also paid a tithe of 10% of any treasure recovered in the Halls. A conversation proceeded, where the PCs tried to figure out whether it was only these 6 halflings or whether they had backup, while the halflings tried to see if the PCs had the money, and whether they would pay, flee back up the stairs, or fight. The PCs told Roskelly they needed to go back up the steps a bit to confer in private, and return with their decision. After a prolonged discussion about whether to fight today or later when they knew more about their opposition, they reluctantly agreed to pay the toll, and handed Roskelly $125 in gold and silver coins. This caused Roskelly and his gang to relax noticably, and they issued five small bronze tokens that they said were the Adventuring Licenses and would allow re-entry. The pointed at the various exits from the room and indicated that the portcullis to the east was the halflings' territory and visitors weren't welcome that way, but they were free to explore anywhere else they wanted, and just to call out before they left to facilitate the smooth and businesslike paying of their tithe. The halflings then withdrew a bit toward their territory and left the party to figure out where to explore.

      There was a body to search, another statue to check out, and a large room with a total of nine exits, or seven if they excluded the stairs they'd just come down and the halflings' territory. Vael searched the body, and found that while it had no weapons or armor or coins, there was a scroll in its pants pocket. He scanned the scroll, was happy to see that it appeared to be a spell scroll in Mithric, but then was disappointed that it was a cleric scroll rather than a mage scroll that he could use. It was See Secrets, useful for finding traps and secret doors, and it was a powered scroll that a cleric could use without burning their own mana. Vael handed the scroll to Ioannes.

      The group briefly discussed doing something with the statue, then decided to go through the easternmost door on the north wall. It was unlocked, and some small footprints in the dust revealed that the halflings had probably gone that way before. A bit disappointed that the area had probably already been plundered, the party proceeded, hoping to reach fresh territory with loot. They opened another door, went down a narrow passage north, and found a larger room, lit with orange Continual Light like they had seen on the stairway landing. The walls were lined with sixteen pictures of ibis heads all looking at the same point in the center of the floor, but there was nothing interesting at that point. There were bronze double doors leading north, along with a couple of peepholes in the north wall, and a single wooden door to the west. The double doors were locked. The peepholes lead to a dark room. Vael shoved his Continual Light rock through a peephole to reveal a big empty dusty room with walls painted green. With the doors leading north locked and very strong looking, the group went west through the unlocked wooden door. This led to a bare stone passage, then another door leading to a corridor full of trash and with doors leaving in four directions. Using the maxim of "left for loot" they turned left to the south, went down another stone corridor, can emerged into another small room. This one had a rotted old pouch in one corner, which Ioannes searched. It contained a single silver coin and a small gem. "Left for loot" had worked again, though it wasn't a lot of loot.

      There was another door on the south end of the room, and Vael predicted from his map that it would lead back into the room with the statue of Thoth, where the halflings had extracted the admission fees. It indeed did. The halflings came to check out the light and noise, saw it was repeat customers, and went back to their portcullis. This time the group decided to play with the statue. Ioannes put the coin he'd just found into the offering chest, but nothing happened. Vallium suggested adding the scroll they'd just found, but again nothing happened.

      There were plenty of places left to check: five unknown exits from this room, two unexplored wooden doors back northwest, and the locked bronze doors to the northeast. They went northwest, and opened the left door. Beyond it was a big oval room, with four pillars helping to hold up the roof, each of them carved with the image of a different god. The two clerics conferred and pooled their theological knowledge and announced that three of the statues were Osiris, Wadjet, and Maat. The three non-clerics showed off the depth of their own theological knowledge by explaining that the fourth one with the ibis head was Thoth. There was an archway to the north with bright orange light coming through it, a dark archway to the west, and a passage heading south to a door. Vael said something about loot being more likely in dark places and also left for loot, so they went south.

      This led to an intersection of wide hallways leading south and west, surrounded by looted empty burial niches along the walls. Far ahead to the south was another statue of Thoth, so the group went that way. This statue featured Thoth seated with a book in his lap and a pen in his hand. Again the arms could be moved. A passage to the east led back to the halfling area. After much discussion about the pictures on the stairs, Vael started playing with the arms. Pointing the left arm forward produced a click to the east that two of them heard, so the group went east to the room with the halflings, didn't see what clicked, and went back west. Vael also pointed the right arm forward, and then a pit opened up in front of the statue, where a couple of his friends had been standing a few minutes before. Nobody was standing there now, so nobody fell in. Vael, having lost his own Continual Light rock, called his friends who had light over to help look in the hole. Rather than a vertical pit, it was a chute, sloping down and east, and continuing past the range of the light. After a quick agreement not to go down right now, Vael resumed playing with the statue's arms. Resetting the arms to pointing down closed the lid to the chute with a thunk. Pointing both arms straight up reopened the chute and also 10' deep pits north and south of the statue, with spikes. Fortunately nobody was standing on either when they opened up.

      Done opening pits for the monent, the group proceeded south to a closed door, then through the door to an east-west hallway full of an ugly greenish-gray mist. The mist didn't seem harmful. As they entered, an illusory mouth appeared on the opposite wall, said a few sentences in a language none of them understood, and disappeared. They thought they heard the word "Thoth", but otherwise it was gibberish. They proceed west and entered a large room containing a pyramid, this one triangular rather than square. Much smaller than the Pyramid of Thoth high above them, but pretty big for an indoor pyramid, tall enough that they couldn't see the top with their bright Continual Light stones. They discussed climbing it, but then Vael announced that they needed to head back to town soon and had hardly found any loot, so he should try another Seek Earth to see if there was any gold or silver nearby. After much agreement, he cast both spells, and thought he detected both gold and silver to the north. So they went east out of the pyramid room, back north to the hallway with looted burial niches, then turned west into another hallway, sloping down, of looted burial niches, where the spell seemed to point.

      The group could have been surprised by giant rats jumping ouf of the niches to ambush them, but they were not. It was about a dozen rats, and they were actually slightly bigger than the halflings, if less heavily armed and armored. The loot apparently already had an owner. The rats charged toward the party. Vallium quickly killed one with his sword. Vael cast Grease on the floor under all the rats, causing much slipping and falling. While the rats were delayed, the rest of the group formed up to fight. Lasselanta stood ready to parry with her staves, and when the rats tried to bite her friends she aggressively knocked them back to slide across the magically slippery floor back to their nest. Meanwhile both clerics tried to get a couple of blows, but not very effectively, and Uvash actually dropped his mace. Vael walked up to prepare more spells, while Vallium killed several rats. Eventually Lasselanta thought the density of rats was low enough for her to go on the offensive as well, and started initiating attacks on the rats rather than waiting for them to attack and aggressively parrying. After a few seconds, there were about a dozen dead giant rats on the floor. The party was fortunately unwounded, as nobody knew what kind of diseases rats that size might carry, but probably nothing good.

      There was a huge rats' nest in the corner where two niche-filled hallways connected. Vael quickly ran up to the next for loot, saw a rather ornate torch that look magic, and grabbed it. It was indeed magic, but as he grabbed it, the area around him went completely dark. Vael, holding the torch, couldn't see anything near him, but could see light outside the area. His friends nearby couldn't see anything. Vael tried throwing the torch away, but it clung to his hand. Oops. After some discussion, Vael retreated from his friends to let them see, while the rest of them searched the nest. The remaining treasure was all mundane shiny stuff: some gold and silver coins, several gems, a pearl, and a gold ring with a lapis inset. Depending on what the gems were worth, probably enough to make this delve worthwhile, even after the expense of paying off the halflings and presumably needing to donate to a temple to detach that cursed torch from Vael.

      Taking advantage of the magical darkness, the group put all the gems on Vael where they were impossible to see and had Ioannes just carry the small number of coins they'd found. Most of the halflings found the story of the cursed torch amusing. But Roskelly wasn't sure he believed it, and had a couple of his thugs go into the darkness and try to separate Vael from the torch, which failed, and while the halflings were distracted by the torch and the darkness they failed to pat down Vael for the gems. Ioannes obediently paid $5 out of the $46 in coins they'd found.

      The group headed back to Gosterwick. Vael had to stay about six yards away from his friends to let them see. It would have been a dangerous climb down the Long Stair for Vael, since he would be unable to see where he was stepping, but fortunately he had Levitation, so the cloud of darkness just floated down the side of the mountain while everyone else had to hike. There were no dangerous encounters on the way back, and, owing to their early morning start, they made it back to town right around sunset.


      GM's Comments:

      Another successful week. The PCs didn't pick up nearly as much loot as last time, but it was enough to pay their expenses for a week. They broke into an ancient dam and think they figured out how to manipulate the water level, which may be useful at some point. They saw a terrifyingly huge and rather rude flying reptile high above them, and decided not to go after the hoard that Seek Earth indicated it might be guarding. They figured out how to manipulate the statue to get into the Pyramid of Thoth, paid off some rent-seeking halflings, and found two more statues of Thoth, another pyramid, and a group of angry giant rats with some minor treasure. Finally, they found another amusingly cursed item, and this time found out about the curse the hard way.

      The group was lucky not to be standing above any of the three pits they opened when playing with the seated statue. Two PCs had previously been standing atop the lid of the chute to the east, but when some playing with the statue's arms had produced a click to the east, everyone had walked that way to look for the source, and when they came back they didn't stand in the same place. The pits to the north and south looked like pretty simple traps: fall ten feet, land on spikes, bleed. Not fun at all, but probably not lethal for a tough PC with a friendly cleric or two nearby to patch them up. The one with a sloping chute leading down into the darkness, though, nobody could be sure about. Maybe it led to a soft landing and a pile of treasure; maybe it led to molten lava. One way to find out...

      As with the spiders last week, the rats failing to surprise the party despite pretty good odds heavily influenced the combat. The group had two strong warriors to kill the rats and parry their bites, Vael's Grease spell to slow down the flow of rat attacks to a level the warriors could more easily handle, and the clerics to help distract the rats from dogpiling the warriors. Uvash missed a rat badly enough to accidentally throw his mace three hexes, demonstrating why four out of five warriors recommend a one-silver-piece lanyard for their friends who critically fail attack rolls. Fortunately the rats were mostly dead by that point so it didn't matter too much.


      Achievements:

      The statue of Thoth right under the pyramid (the one with the stone collection box, not the one with the book that opens pits when you play with the arms) is the Glory of Thoth, an Arden Vul Iconic Location. This group all got 1 XP for finding it, even though they hadn't heard of it before.


      XP:

      They haven't identified all the gems or the ring yet, or paid for the Remove Curse on that torch, but this delve will clearly end up in the 1 XP for loot range: enough to pay the bills but not enough to qualify as a great haul. The group explored about 20 new locations, which falls into the 1 XP for exploration range. And the Achievement was 1 XP. So everyone earned 3 XP, a solid week, especially when you consider they were in the red until the very end of the session.


      Next week:

      Presumably Vael needs a Remove Curse for that torch. The group has some gems and a ring to identify, and then they'll probably head back to the ruins. Possible points of interest include that giant rude flying reptile with the scary tail and possible loot to the southwest, the dam above the waterfall, the square tower they haven't entered yet, the unexplored majority of the ruins, or going back under the Pyramid of Thoth. Under the Pyramid they've got the triangular mini-pyramid to explore, some halflings they've vaguely discussed fighting to take their money back, and a whole bunch of unexplored ways to go.

      DFRPG Arden Vul Session 4: Cheese and Crackers and Thoth and Demons

      Date : Demmasday, 5th of Lucrios, 2993 AEP Weather : Cool, overcast, rainy Player Characters: Ioannes Grammatikos Byzantios, Archontean cler...