Arden Vul Resources
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WARNING: MAJOR SPOILERS ABOUT EVERYTHING.
Homework Notices
I stumbled upon rampaging-poet’s archive of homework, which details stuff like implied maps that are missing, curses that need to be defined, poisons that need mechanics and so on.
part 0: Explanation and Ground Rules
part 1: Burdock’s Valley and the Surface
part 2: The Upper Levels
part 3: The Halls of Thoth
part 4: The Forum of Set
In-Game Maps
Here’s a folder of community sourced maps. The module frequently references a dead adventurer clutching a map; this fills in a lot of those gaps.
Level Summaries
Exterior
The Halls lie within a massive rock plateau above the Swift River valley. A 1,500’ waterfall (the Long Falls) cascades down the cliff face, flanked by two colossal carved figures: Arden the Defender (a crouching warrior woman) and Vul (a cowled figure with a staff). The Long Stair, a broad switchback carved into the cliff, provides the primary approach. Within 500’ of the falls everything is slick with mist and conversation is nearly impossible.
Ruined City
The ancient : city atop the plateau, destroyed 1,210 years ago in a cataclysmic event that flattened the east side with force and charred the west with heat. An overgrown ruin; the west side has become swampland, the east retains a boulevard and some intact structures. The city serves as a relatively neutral staging area for expeditions below.
Key landmarks: The Great Pyramid of Thoth (the most well-known dungeon entrance), two obelisks flanking the river, the Donjon, the Archon’s Palace, and the Sign of the Broken Head inn (run by Kronos Kettle-Belly and Estelle). A huge old green dragon, Craastonistorex, lairs in the Tower of the Wyrm.
History: Founded by the Archontean Empire for scholarly and sorcerous purposes. The temple of Thoth was the dominant institution. In its final centuries the city was riven by the Sortian-Theosoph conflict over access to magical knowledge. Some 250 years ago, Archon Adrienic’s expedition attempted to reclaim the Halls but was destroyed by the varumani within 20 years.
Pyramid of Thoth
A 90’ square, 45’ tall pyramid with a 30’ platform at its summit bearing a cult statue of Thoth (20’ tall ibis-headed figure). The most well-known entrance to the dungeon levels below.
Tower of Scrutiny
Four-story tower overlooking the Plaza of Thoth. Four levels above ground, one below. Formerly the headquarters of the Overseer of Thoth, with a swiveling ibis head on the top floor for surveillance. Now ruled by the master wraith Loukios Tornikion. If cleared, it provides easy access from the surface to the Thoth precincts on Sub-Level 3. The entrance is locked and wizard locked.
Level 1 - Basement
Small, easily accessible cellars beneath a ruined Thothian building. No major factions; just vermin, weak masonry, and a few surprises. Good starting point with alternate routes to deeper levels. Notable for the deranged hermit Lankios, who speaks in riddles about his lost love Guivrel.
Level 2 - Well of Light
The former private domain of the priests of Thoth, now overrun by baboon packs led by the druid Gerrilad the Grey and his intelligent baboon lieutenants Sisko and Trefko. The central mechanic is light vs. dark: the Well of Light once illuminated the whole level via mirrors, but the system is broken. In darkness, baboons are aggressive hunters; restoring the light demoralizes them.
Level 3 - Halls of Thoth
One of the largest and most heavily trafficked levels, accessed directly from the Pyramid with connections to most of the other levels. Divided into faction-controlled territories:
Northern Precincts of Thoth: Former public ritual halls. Evil halfling thugs under Phlebotomas Plumthorn extort tribute near the main entrance. They clash with goblins from SL4.
Western Hidden Temples: The private (and desecrated) Thoth temple and the restored temple of Set, where the modern Set cult conducts rituals and contemplates expansion.
Central Precincts of the Beastmen: Former Thothian administrative hub, now the domain of Deino, the witch-mother who created the beastmen. Count Skleros commands the forces; disciplined patrols sweep the area.
Southern Great Cavern: Enormous natural cave bisected by the Seamly Run river and a lake. Fungal forests cultivated by the ancient priest Ptarmis. The mad wizard Trocadero of Newmarket controls the fungal foresters. No single faction dominates.
Level 4 - Forum of Set
Politically important beyond its military strength. Originally the seat of the great Archontean temple of Set; now home to a reduced but influential modern cult. The Forum rivals the Troll Market as a trading hub, attracting merchants from within and outside the Halls.
The cult operates in two arms: the priesthood under High Priestess Stephania handles ritual, and policy; the Guild of Service under chief slaver Gunnar (actually a doppelganger; the real Gunnar is secretly imprisoned) runs the slave market and a slaving ring. The cult is ruthless but lawful.
Level 5 - Obsidian Gates
The legendary Obsidian Gates, 20’ tall enchanted obsidian doors, seal the Hall of Forty Pillars, behind which lie untouched rudishva treasures on the Midnight Road. No faction has penetrated the gates since antiquity. The Midnight Road was the main rudishva thoroughfare, linking their forge, transportation hub, armory, troll breeding pits, and the Great Pillar. All rudishva areas are warded against teleport/passwall.
Also contains hidden Archontean tombs, the vivisectionist Psalor-Ki, a secret Thoth temple corrupted by a type III demon posing as Thoth (Oziman), the Great Chasm crossing via the Sundered Span, and Gog the lesser varumani who sometimes aids explorers.
Level 6 - Troll Lifts and Arena
Three “islands of peace” surrounded by deadly territory. The Troll Lifts are varumani-operated basket elevators spanning the Great Chasm. The Inn of the Lost is a functioning inn under Thegan White-Mane, who enforces a zone of peace via an ancient anti-magic shell; he harbors dark secrets and trades rastite lotus powder to Deino. The Arena is a 4,000-year-old gladiatorial venue operated by an ageless rudishva survivor, the Arena Lord, who buys monsters and slaves and enforces strict neutrality.
Level 7 - Court of the Troll Thegn
Home of the varumani, the most powerful faction in the Halls. Thegn Varboka rules from his court, requiring passports for peaceful entry. The Troll Market is a major trading hub. The varumani are disciplined but declining - only ~100 true varumani remain, plus ~170 lesser and many bestial. Varboka seeks to activate the Beacon to restore his people, and has placed a bounty on kaliyani fangs after discovering their return.
The four varumani clans are led by chiefs Hraskaya (Rudigaya), Vedraya One-Eye (Vanaraya), Gavra the Easy-Going (Pendaya), and Igrippa the Unruly (Druvaya), with court sorcerer Ashoka advising. Negotiation can yield valuable information and employment.
Other Areas Of Note:
The heqeti upper temple of Kauket, secretly restored by Caudatssa the Tongue near the varumani domain.
Cinna Minux (ancient vampire) maintains a court in old Archontean shrines, with charmed informants throughout the Halls.
The engine room of the Beacon and a second rudishva floating island.
Level 8 - Nether Reaches
The “wild west” of Arden Vul - no faction controls it, most expeditions never return. Access is primarily via the Troll Lift and one-way teleporters. Escape is the main challenge, complicated by circuitous tunnels and the mind-altering bliss flower pollen that pervades central areas.
Notable locations:
The shadow lord Laocoon’s darkened domain
Secret temple of Bastet, a functioning ancient temple under high priestess Oubaste
Caves of Bliss with giant bee hives
Feasting Hall with its portal to Rimmaq-Isfet
Forge of Zhorak, guarded by an iron golem and occupied by doppelgangers posing as dwarves
Lost Temple of Besa, held by three rakshasas posing as rudishva
Tomb of Phocion the Builder
Level 9 - Floor of the Great Chasm
The base of the Great Chasm: a massive cavern with twin waterfalls, a lake, mushroom groves, and the underground Rimpled Run river. The open western half has no roof (accessible from upper levels); the enclosed east has a ~30’ ceiling. Multiple factions are cautiously colonizing:
Varumani operate a silver mine (the mine boss Prayaska is skimming).
Heqeti hold the forward post leading to Level 10.
Priscians (neo-Sortians) occupy the hidden Sortian compound under archmage Nerub Null, with a restored arcanum forge.
Kaliyani have sent an exploration team nto the Silent Canyon, an ancient heqeti settlement hidden for 3,000 years, haunted by heqeti old ones under the Old Father.
Other threats:
Quicklings under Ri Mear
Ogre magi under Walid
The lich Syagria Aiton
Demonic huntsmen
The vengeance spirit Celsus Torquatius guarding the tablet of the Beacon in the Praitorion
The ultra-secret Rudishva Bastion, hidden for 2,800 years, contains the propulsion formula for the shuttle.
Level 10 - Ziggurat of Kauket
The deepest main level and potential campaign climax. A stinking marsh fills an enormous cavern, with the ziggurat of Kauket at its center: a 3,400-year-old heqeti shrine to the demon prince, twice cleansed in antiquity, now re-sanctified. The heqeti Great Tongue, Reepsiq, commands the level with high-level casters and heqeti warriors.
The heqeti have been trying to summon Kauket but lack the pale green spiral horn (hidden in a rudishva vault at 5-95A, accessible only via command codes from the AIs RAJ-750 or AKL-600).
Weakening the heqeti:
Removing the hallow from the upper temple disables the ziggurat statues.
Poisoning Rimmaq-Isfet via 8-76 removes the ziggurat’s hallow.
Destroying the Kauket statue at 9-12 reduces Kauket’s magic resistance from 80% to 55%.
Only destroying the ziggurat entirely (earthquake, wish, etc.) permanently ends the heqeti interest.
Sub-Level 1 - Tombs of Light
A niravairi research facility built around a permanent Astral portal. The niravairi (rivals to the rudishva) studied strange crystals and lumens (dangerous light creatures) here. The rudishva later occupied it briefly, then the Archonteans discovered it via the Well of Light (2-1) but abandoned exploration after disasters. Navigation requires solving light-beam puzzles and surviving lumen encounters. No NPCs, no factions.
Sub-Level 2 - Hall of Shrines
Two distinct regions: a potent set of Thothian shrines in polished marble (Thoth may only allow one shrine to be “open” at a time), and a suite of rudishva chambers from the Beacon (metallic surfaces, rounded corners). No NPCs, no factions.
Sub-Level 3 - Lesser Baboon Caves
Narrow, steep tunnels connecting the Howling Caves (Level 2) south to the cliff face. Frequented by albino baboon troops. Notable for the hidden upper reaches of the Great Hall and the Archontean magic user Tikun Thane, who accesses the slave market from here.
Sub-Level 4 - Goblin Warrens
The domain of Goblin King Weskenim, set in ancient Archontean servitor halls. A vast two-story hall lit by the great cook fire, spanned by rope bridges and rickety ladders, housing multiple goblin clans. The Troll Market’s downscale cousin: merchants trade on the hall floor, and Weskenim’s Court is a hub for information brokering and plot-hatching. Few hidden treasures, but useful for commerce and contacts. Sir Sorrow, a Sun-Scarred Knight, is stationed here (SL4-19).
Sub-Level 5 - Lizardman Caves
Home of the Skreel (Children of the Salamander), a lizardman tribe under lizard king Sgraal. Partially flooded (some areas 4’ deep, others 6’+ reaching the ceiling). The Skreel fish in the Drowned Canyon, war with the fishmen of SL7, and despise the renegade Lagrok tribe on SL9. Senior shaman Kusok One-Eye secretly promotes Kauket worship. The Skreel unknowingly share their domain with the lich Kentillian the Magnificent, who possesses the ebon spear. Visitors bearing gifts may negotiate; those who’ve helped the tribe may earn an audience with Sgraal.
Sub-Level 6 - Drowned Canyon
A steep-walled canyon fed by a permanent geyser, with Archontean tombs carved into the walls; many now submerged since Reiv-Tor’s dam raised the water level to 45’ below the cavern floor. Fourteen tomb openings at various depths, some dry, some flooded, some with limited air supply.
The canyon is a war zone between SL5 lizardmen and SL7 fishmen. The hidden Tower of Pol houses the powerful eccentric wizard Pol the Grinning Mage. Divided across two maps due to 3D complexity. GMs must track tomb opening elevations vs. water level and oxygen supply in sealed tombs.
Sub-Level 7 - Flooded Vaults
Mostly flooded domain of Reiv-Tor, an insane rudishva xenobiology officer who bioengineered ~60 fishmen from captured goblins, beastmen, and humans. He also created coral-generating fish, lantern fish, and spy fish. Areas are dry, partly submerged, or fully submerged. Reiv-Tor built the dam flooding SL6 and uses a well system for rapid fishmen deployment. His spy fish ensure he’ll likely detect approaching parties. PCs need water-breathing capability.
Sub-Level 8 - Caves Behind the Falls
Small, nearly unknown caves behind the great waterfall. In antiquity the Set cult bred their sacred Set animals here. The modern cult rediscovered it 15 years ago but can’t reach the old breeding labs due to a tunnel collapse at SL8-10.
Sub-Level 9 - Kaliyani Pits
A geothermally heated cavern covered in burbling red mud, with geysers and mineral-rich water. Twenty years ago, renegade kaliyani from Lissak-Tol established the “Twelfth Consortium” under Magistra Tsilliv, breaking kaliyani tradition. They’ve enslaved the Lagrok lizardmen tribe under Nisslok, who sift mud for arcanum and minerals. The kaliyani haven’t discovered the ancient rudishva research station in the northeast. Travel on the hot mud is slow and dangerous (mudpots, mudsinks).
Sub-Level 10A - Hold of the Sun-Scarred Knights
One half of the Sun-Scarred Knights’ domain (the other is SL10B). A huge cavern containing their citadel (a 150’ pillar), plus the northern worked chambers called the Sanctum. The order has 14 knights plus Master Malachite (aka Melok-Ri), an ancient rudishva-descended being who is disengaging from daily operations. Senior knight Sir Ennius effectively leads.
Each knight adopts a new name on joining and abandons their old identity. Half the force is typically away on missions, leaving 7-8 knights, 7-8 varlets, wizard Ricchar Wither-Hand, and his apprentice Jolene. Visitors approach via the Entrance Hall and the treacherous sword bridges. Visitors are never invited inside the Citadel. The Sanctum contains the cloister, smithy, library, and Solar Chapel, guarded by the rudishva security construct Ranke.
Sub-Level 10B - Citadel of the Sun-Scarred Knights
The seven-story interior of the 150’ pillar. Serves as residence for knights and varlets, with the Chapter House for formal meetings. 10’-thick exterior walls with only two entrances (southern at 40’ height, northern at 80’ height), arrow slits, and two 1’ holes Master Malachite uses in gaseous form. Hostile visitors face missile fire and coordinated defense across multiple floors. See SL10A for order details.
Sub-Level 11 - Tomb of Isadora
Hides the deepest Sortian secrets. “Isadora” was actually Yasidorancil, an ancient huge gold dragon in human form, lover of the Sortian leader Priscus Pulcher. After Priscus was executed, she brought his remains to her 150’ octagonal sanctum beneath her villa and “took to the stone,” dying and reverting to gold. The complex has been hidden for 1,200+ years, with only two access routes (one heavily trapped). The crystal cavern and neighboring chambers are permanently warded against scrying, divination, summoning, and gate effects. Substantial treasure but deadly dangers.
Sub-Level 12 - Workshops of Kerbog Khan
Domain of Kerbog Khan, an archmage who discovered the Beacon’s unplundered medical pod and spent decades combining magic with rudishva technology. He creates automatons (dragonfly-sized to humanoid) and can project his consciousness into them via blood magic. He’s gradually grafting technology onto his own body. Visitors bargain through the “talking grill”, hearing only his strange amplified voice. All deals must be “sealed in blood.” Extremely powerful and dangerous if angered.
Sub-Level 13 - Lost Chambers of Arden
Two distinct areas. The first is a shrine to the demigod Arden built by the secretive Defenders of Arden cult, protected by elaborate entry rituals. Contains the Hall of the Labors (twelve potentially lethal tests emulating Arden’s legendary labors), the Hall of the Twenty, and the Reliquary of Arden. Completing all twelve labors allows meeting Arden herself and potentially acquiring the spear of Arden - potent against Rimmaq-Isfet and Kauket.
The second area is the Beacon’s shuttle bay with two shuttles, one potentially usable for interstellar travel if the astrogation crystals and propulsion formula are acquired. The rudishva solved the engineering problem but the kaliyani revolt destroyed them before they could use it.
Sub-Level 14 - Chamber of the Beacon
The bridge module of the crashed rudishva starship. Studied by the Archonteans, who called it “the Chamber of the Beacon” and created an elaborate entry mechanism via the two obelisks. The AI Akla-Chah/AKL-600 resides here but is stingy with information. Few physical treasures - the value is in information about the rudishva and interstellar travel.
Contains astrogation crystals and a hidden cache of rudishva technology. Many bridge functions require one of two command tablets.
Sub-Level 15 - Druid’s Retreat
Natural tunnels northwest of the city, expanded by corrupt Archontean legionaries who used them to smuggle stolen valuables (some still cached). The druid Gerrilad the Grey uses the tunnels to secretly enter and exit the dungeon. Connects to various cellars and crypts, some innocuous, others with guardians and treasure. The nymph Phryne inhabits a crystalline grotto and seeks companionship, but is currently feuding with a marid named Asim.
List of NPCs
By Location
Exterior & Ruined City
Craastonistorex (AV-40) - Huge very old green dragon; lairs in the Tower of the Wyrm
Estelle (AV-22) - 7th-level Archontean cleric of Tychias; co-proprietor of the Sign of the Broken Head, lover of Kronos
Galeth Ironhands (AV-43) - Enhanced wight; master of the Long House, possessed by the shade of the necromancer Archemeson
Kronos Kettle-Belly (AV-22) - 6th-level Thorcin thief; co-proprietor of the Sign of the Broken Head
Tuffwillig (AV-7) - Sentient tree; neutral guardian of the Plaza of Thoth area
Tower of Scrutiny
Loukios Tornikion (TS-16) - Master wraith; ruler of the Tower of Scrutiny, former Over-Seer of Thoth
Level 1 - Basement
Lankios the Hermit (1-6) - Deranged human hermit dwelling in the cellars; speaks in semi-poetical riddles about a lost love named Guivrel
Level 2 - Well of Light
Gerrilad the Grey (2-69) - Druid; leader of the baboon packs on Level 2, rules from the Library of Thoth
Isocritis Half-Hand (2-70) - Magic user; Gerrilad’s lieutenant, occupies the Library of Thoth as librarian
Sisko (2-29) - Giant intelligent baboon; lieutenant of Gerrilad the Grey
Trefko (2-32) - Giant intelligent baboon; lieutenant of Gerrilad the Grey
Umsko (2-60) - Giant intelligent baboon
Yamki (2-61) - Giant intelligent baboon
Level 3 - Halls of Thoth
Count Skleros (3-151) - Beastman leader; commands the beastmen forces in the central halls
Count Trisko the Natty (3-154) - Beastman; commander of the Long Range Cavern Patrol
Deino (3-158) - Witch; “mother” of the beastmen, creator and ruler of the beastman faction
Phlebotomas Plumthorn (3-5) - Leader of the halfling thugs; runs an extortion racket and poison manufactory near the main entrance
Roskelly Winterleaf (3-2) - Halfling thug; stationed at the Glory of Thoth
Sir Simonet (3-131) - Sun-Scarred Knight
Trocadero of Newmarket (3-176) - Crazed magic user; believes himself the reincarnation of Ptarmis of Thoth, controls the fungal foresters in the southern Great Cavern
Level 4 - Forum of Set
Anna Ligareon (4-8B) - Guild master in the Guild of Service
Belisarius the Overseer (4-47) - Second-in-command of the cult of Set
Gillen (4-180) - Leader of a brigand company in the southern tunnels
Gunnar (4-10/4-64) - Leader of the Guild of Service and chief slaver; a doppelganger impersonates him at 4-10 while the real Gunnar is imprisoned at 4-64
Jisko Grey-Eyes (4-8C) - Guild master in the Guild of Service
Lacedaion (4-57) - Third priest of the cult of Set
Marius Junienos (4-56) - Second priest of the cult of Set
Meskenit (4-139C) - Greater mummy; controls the undead in the ancient necropolis of Set
Stephania (4-51) - High priestess of Set; ruler of the modern cult of Set
Theodor Trefill (4-3) - Guild of Service auctioneer
Theophrastus (4-100) - Leader of escaped slaves hiding in the northern caves
Yon Resedior (4-8A) - Guild master in the Guild of Service
Level 5 - Obsidian Gates
Gog (5-2) - Lesser varumani; dwells near the Obsidian Gates, sometimes aids explorers
Killik (5-46) - Goblin “big boss of the wet caves”
Oziman (5-83) - “Avatar of Thoth”; actually a type III demon posing as Thoth in a corrupted secret temple
Priddy of Archontos (5-128) - Archontean sorcerer; found on the Midnight Road
Psalor-Ki (5-74) - Vivisectionist; operates a terrible laboratory
Level 6 - Troll Lifts and Arena
Gorlen (6-5) - Varumani overseer of the Troll Lifts
Isocorax (6-20) - Resident of the Inn of the Lost (the inn was formerly called the House of Isocorax)
Justin the Nose (6-7, 6-9A) - Employee at the Inn of the Lost; handles reception
RAJ-750 (6-27) - Insane rudishva AI
The Arena Lord (6-85) - Ageless rudishva survivor; operates the ancient gladiatorial arena with strict neutrality, buys monsters and slaves
The Bad Neighbors (6-113, 6-129) - Evil NPC adventuring party (see also NPC Appendix); found in the Crew Quarters of the Beacon area
Thegan White-Mane (6-19) - Innkeeper of the Inn of the Lost; enforces a zone of peace, trades rastite lotus powder to Deino
Tredgeris the Dapifer (6-75) - Notable figure associated with the Arena region
Level 7 - Court of the Troll Thegn
Ashoka (7-22) - True varumani; court sorcerer
Caudatssa the Tongue (7-79) - Heqeti; found in the restored upper temple of Kauket
Cinna Minux (7-122) - Ancient vampire; lairs in Archontean shrines west of the varumani domain
Gavra the Easy-Going (7-25) - True varumani; chief of the Pendaya clan
Glif (7-24) - Lesser varumani; first adept
Hraskaya (7-17) - True varumani; chief of the Rudigaya clan
Igrippa the Unruly (7-26) - True varumani; chief of the Druvaya clan
Trolls (7-1) - Varumani vice-overseer of the Troll Lifts
Varboka (7-30) - True varumani; First Thegn, aka “the troll thegn”; most powerful faction leader in Arden Vul
Vedraya One-Eye (7-18) - True varumani; chief of the Vanaraya clan
Level 8 - Nether Reaches
Ecath (8-1) - True varumani; apprentice overseer of the Troll Lifts (most junior staff member)
Ilvala (8-124) - Rakshasa posing as a rudishva in the Lost Temple of Besa
Laocoon the Shadow Lord (8-15) - Powerful shadow lord; controls the darkened halls east of the entrance
Ljots / Arkose Scoria (8-100) - Doppelganger leader posing as a dwarf; leads a group seeking to destroy the Forge of Zhorak
Muq (8-151) - Exiled lesser varumani
Nicetas (8-5) - Archontean bandit; ambushes unwary explorers near the entrance halls
Olaf the Bee-Whisperer (8-73) - Notable figure in the Caves of Bliss near the giant bee hives
Oubaste (8-37) - High priestess of Bastet; leads the secret temple of Bastet
Peabo (8-55) - Exiled lesser varumani
Sir Discord (8-116) - Sun-Scarred Knight; deranged, found near the Lost Temple of Besa
Tataka (8-125) - Rakshasa posing as a rudishva in the Lost Temple of Besa
Vatapi (8-120) - Rakshasa posing as a rudishva in the Lost Temple of Besa
Zhorak (8-97) - Undead dwarven spirit; haunts the legendary forge that bears his name
Level 9 - Floor of the Great Chasm
Celsus Torquatius (9-104) - Vengeance aspect of Sekhmet; guards the tablet of the Beacon in the Praitorion
Cenwulf the Unseen (9-31) - 8th-level illusionist; leader of the Priscian expeditionary team
Jaracondus the Sprightly (9-63) - Second in command of the Priscians in Arden Vul
Nerub Null (9-64) - Archmage; leader of the Priscians, rediscovered the Sortian compound
Prayaska (9-22) - True varumani; mine boss of the silver mining operation (skimming silver)
Ri Mear (9-14) - Lord of the quicklings; leads a vicious band in the southern mushroom groves
Rivvep (9-118) - Kaliyani sorcerer; leader of the kaliyani exploration team from the Silent Canyon
Syagria Aiton (9-55) - Lich; an Archontean-era undead of great power
Vingalok (9-48) - Niravairi; member of the Order of Planar Explorers
Walid (9-70) - Chief of the ogre magi; inhabits a tower on the chasm floor
Level 10 - Ziggurat of Kauket
Reepsiq the Great Tongue (10-47) - Heqeti high priest of Kauket; oversees the ziggurat and seeks to summon Kauket himself
SL3 - Lesser Baboon Caves
Tikun Thane (SL3-2) - Archontean magic user; accesses the slave market at the Forum of Set
SL4 - Goblin Warrens
Sir Sorrow (SL4-19) - Sun-Scarred Knight
Weskenim (SL4-22) - Grand King of the United Goblins; holds court in the ancient servitor’s halls
SL5 - Lizardman Caves
Kentillian the Magnificent (SL5-13B) - Lich; former Archontean archmage, possesses the ebon spear
Kusok One-Eye (SL5-31) - Senior lizardman shaman; secretly promotes reverence for Kauket
Sgraal (SL5-36) - Lizard king; chief of the Skreel (Children of the Salamander) lizardman tribe
SL6 - Drowned Canyon
Basil Choumnos (SL6-17A) - Castellan of the Tower of Pol
Pol the Grinning Mage (SL6-8) - Powerful and eccentric wizard; inhabits the hidden Tower of Pol
SL7 - Flooded Vaults
Reiv-Tor (SL7-23) - Insane rudishva survivor; former xenobiology officer of the Beacon, created the fishmen through bioengineering, rules an aquatic domain
SL9 - Kaliyani Pits
Nisslok (SL9-27) - Lizard king; chief of the Lagrok tribe of renegade lizardmen, enslaved by the kaliyani
Tsilliv (SL9-77) - Kaliyani Magistra of the Twelfth Consortium; leads the renegade kaliyani outpost
SL10A - Hold of the Sun-Scarred Knights
Master Malachite / Melok-Ri (SL10A-32) - Leader of the Sun-Scarred Knights; ancient rudishva-descended being, first among equals
Sir Ennius (SL10A-21) - Sun-Scarred Knight; senior knight, exercises significant influence in Master Malachite’s absence
Sir Hazel (SL10A-18) - Sun-Scarred Knight
Sir Hegemon (SL10A-21) - Sun-Scarred Knight
Sir Larel (SL10A-22) - Sun-Scarred Knight
Sir Spes (SL10A-24) - Sun-Scarred Knight; stationed at the Solar Chapel
SL10B - Citadel of the Sun-Scarred Knights
Ricchar Wither-Hand (SL10B-26) - Magic user serving the Sun-Scarred Knights; has an apprentice named Jolene
Sir Philautia (SL10B-2) - Sun-Scarred Knight
Sir Vambrace (SL10B-2) - Sun-Scarred Knight
SL11 - Tomb of Isadora
Isadora / Yasidorancil (SL11-12) - Deceased ancient huge gold dragon; spent most of her life in human form as an Archontean noblewoman, lover of Priscus Pulcher, her remains have reverted to gold
SL12 - Workshops of Kerbog Khan
Kerbog Khan (SL12-25) - Archmage and eccentric techno-sorcerer; combines magical skills with rudishva technology to create automatons, projects consciousness into them
SL14 - Chamber of the Beacon
Akla-Chah / AKL-600 (SL14-13) - Rudishva AI; housed in the bridge module of the Beacon, stingy with information
SL15 - Druid’s Retreat
Gerrilad the Grey (2-69, encountered here randomly) - Druid; uses these tunnels to secretly enter and exit Arden Vul for mistletoe and holly
Phryne (SL15-16) - Nymph; inhabits a crystalline grotto, bored and seeking companionship, currently in conflict with a marid named Asim
By Faction
Baboons / Druids of Level 2
Gerrilad the Grey (2-69) - Druid, ruler of the baboon packs
Isocritis Half-Hand (2-70) - Magic user, Gerrilad’s lieutenant
Sisko (2-29) - Giant intelligent baboon lieutenant
Trefko (2-32) - Giant intelligent baboon lieutenant
Umsko (2-60) - Giant intelligent baboon
Yamki (2-61) - Giant intelligent baboon
Beastmen of Deino
Count Skleros (3-151) - Beastman leader
Count Trisko the Natty (3-154) - Commander of the Long Range Cavern Patrol
Deino (3-158) - Witch, “mother” and creator of the beastmen
Cult of Set
Anna Ligareon (4-8B) - Guild master
Belisarius the Overseer (4-47) - Second-in-command
Gunnar (4-10/4-64) - Chief slaver, leader of the Guild of Service (impersonated by a doppelganger)
Jisko Grey-Eyes (4-8C) - Guild master
Lacedaion (4-57) - Third priest
Marius Junienos (4-56) - Second priest
Stephania (4-51) - High priestess of Set
Theodor Trefill (4-3) - Guild of Service auctioneer
Tikun Thane (SL3-2) - Archontean magic user, patron of the slave market
Yon Resedior (4-8A) - Guild master
Goblins
Killik (5-46) - Goblin “big boss of the wet caves”
Weskenim (SL4-22) - Grand King of the United Goblins
Halfling Thugs
Phlebotomas Plumthorn (3-5) - Leader of the halfling thugs
Roskelly Winterleaf (3-2) - Halfling thug, stationed at the Glory of Thoth
Heqeti
Caudatssa the Tongue (7-79) - Heqeti, found in the restored upper temple of Kauket
Reepsiq the Great Tongue (10-47) - High priest of Kauket, oversees the ziggurat
Inn of the Lost
Isocorax (6-20) - Resident of the Inn (formerly the House of Isocorax)
Justin the Nose (6-7, 6-9A) - Receptionist at the Inn
Thegan White-Mane (6-19) - Innkeeper, enforces the peace zone
Kaliyani
Rivvep (9-118) - Sorcerer, leads an exploration team in the Silent Canyon
Tsilliv (SL9-77) - Magistra of the Twelfth Consortium, leads the renegade kaliyani
Lizardmen (Lagrok - Renegade)
Nisslok (SL9-27) - Lizard king, chief of the Lagrok tribe, enslaved by kaliyani
Lizardmen (Skreel)
Kusok One-Eye (SL5-31) - Senior shaman, secretly promotes Kauket worship
Sgraal (SL5-36) - Lizard king, chief of the Skreel tribe
Priesthood of Bastet
Oubaste (8-37) - High priestess of Bastet, leads the secret temple
Priscians (Neo-Sortians)
Cenwulf the Unseen (9-31) - 8th-level illusionist, leads the expeditionary team
Jaracondus the Sprightly (9-63) - Second in command
Nerub Null (9-64) - Archmage, leader of the Priscians in Arden Vul
Rudishva Survivors / AIs
Akla-Chah / AKL-600 (SL14-13) - Rudishva AI on the bridge of the Beacon
Master Malachite / Melok-Ri (SL10A-32) - Rudishva-descended, also leader of Sun-Scarred Knights
RAJ-750 (6-27) - Insane rudishva AI
Reiv-Tor (SL7-23) - Insane rudishva survivor, created the fishmen
The Arena Lord (6-85) - Ageless rudishva survivor, operates the Arena. Insane.
Sun-Scarred Knights
Jolene (SL10B-26) - Apprentice to Ricchar Wither-Hand
Master Malachite / Melok-Ri (SL10A-32) - Leader of the order
Ricchar Wither-Hand (SL10B-26) - Magic user serving the order
Sir Discord (8-116) - Deranged knight, found on Level 8
Sir Ennius (SL10A-21) - Senior knight
Sir Hazel (SL10A-18) - Knight
Sir Hegemon (SL10A-21) - Knight
Sir Larel (SL10A-22) - Knight
Sir Philautia (SL10B-2) - Knight
Sir Simonet (3-131) - Knight, stationed on Level 3
Sir Sorrow (SL4-19) - Knight, stationed in the Goblin Warrens
Sir Spes (SL10A-24) - Knight
Sir Vambrace (SL10B-2) - Knight
Varumani (Trolls)
Ashoka (7-22) - Court sorcerer
Ecath (8-1) - Apprentice overseer of the Troll Lifts
Gavra the Easy-Going (7-25) - Chief of the Pendaya clan
Glif (7-24) - Lesser varumani, first adept
Gog (5-2) - Lesser varumani, independent near the Obsidian Gates
Gorlen (6-5) - Overseer of the Troll Lifts
Hraskaya (7-17) - Chief of the Rudigaya clan
Igrippa the Unruly (7-26) - Chief of the Druvaya clan
Muq (8-151) - Exiled lesser varumani
Peabo (8-55) - Exiled lesser varumani
Prayaska (9-22) - Mine boss of the silver mine
Trolls (7-1) - Vice-overseer of the Troll Lifts
Varboka (7-30) - First Thegn, “the troll thegn”
Vedraya One-Eye (7-18) - Chief of the Vanaraya clan
Independent / Unaligned
Basil Choumnos (SL6-17A) - Castellan of the Tower of Pol
Celsus Torquatius (9-104) - Vengeance aspect of Sekhmet
Cinna Minux (7-122) - Ancient vampire
Craastonistorex (AV-40) - Green dragon in the ruins
Estelle (AV-22) - Cleric of Tychias, co-proprietor of the Broken Head
Galeth Ironhands (AV-43) - Enhanced wight, master of the Long House
Gillen (4-180) - Brigand leader
Ilvala (8-124) - Rakshasa posing as rudishva
Isadora / Yasidorancil (SL11-12) - Deceased ancient gold dragon
Kentillian the Magnificent (SL5-13B) - Lich, former Archontean archmage
Kerbog Khan (SL12-25) - Archmage and techno-sorcerer
Kronos Kettle-Belly (AV-22) - Thorcin thief, co-proprietor of the Broken Head
Lankios the Hermit (1-6) - Deranged human hermit on Level 1
Laocoon the Shadow Lord (8-15) - Shadow lord controlling darkened halls
Ljots / Arkose Scoria (8-100) - Doppelganger leader posing as a dwarf
Loukios Tornikion (TS-16) - Master wraith in the Tower of Scrutiny
Meskenit (4-139C) - Greater mummy in the necropolis of Set
Nicetas (8-5) - Archontean bandit
Olaf the Bee-Whisperer (8-73) - Bee keeper in the Caves of Bliss
Oziman (5-83) - Type III demon posing as Thoth
Phryne (SL15-16) - Nymph in a crystalline grotto
Pol the Grinning Mage (SL6-8) - Eccentric wizard in the Drowned Canyon
Priddy of Archontos (5-128) - Archontean sorcerer
Psalor-Ki (5-74) - Vivisectionist
Ri Mear (9-14) - Lord of the quicklings
Syagria Aiton (9-55) - Lich
Tataka (8-125) - Rakshasa posing as rudishva
Theophrastus (4-100) - Leader of escaped slaves
Tredgeris the Dapifer (6-75) - Notable near the Arena
Trocadero of Newmarket (3-176) - Crazed magic user, controls fungal foresters
Tuffwillig (AV-7) - Sentient tree in the ruins
Vatapi (8-120) - Rakshasa posing as rudishva
Vingalok (9-48) - Niravairi, Order of Planar Explorers
Walid (9-70) - Chief of the ogre magi
Zhorak (8-97) - Undead dwarven spirit at the Forge
Broken Head Situations
(LLM-assistance warning; I found it useful, hopefully you will too)
1 | Bard’s Performance
6 Guests (plus the normal permanent inhabitants) listen to Tessara Voss, a guest singer.
Sings:
The Defender stands on broken feet,
Her arms flung wide where forums meet,
Her hand rests where the old tree grieves,
Her crown hangs where the thief receives.
But find her heart beneath the dock —
Still beating, sleeping, carved in rock.
1. Tessara Voss - The “Bard”
Lean, shaved head, sharp-eyed, casual. 5th-level Thorcin Thief. Has forged Newmarket merchant’s papers and a potion of invisibility.
Closes her eyes when she sings; opens them sharply between verses to scan the room.
"I collect songs the way your brokers collect statues. Except mine don't weigh anything."
Want: Locate the torso of the colossal statue of Arden, sunken in the lagoon at AV-32. She's reconstructing the Song of Arden and believes the torso confirms a verse. If the PCs help recover the torso or confirm its location, she shares the full Song of Arden (in Mithric), central to the statue’s restoration at AV-30.
Obstacle: Can't swim; the lagoon has giant crocodiles and a snapping turtle. Doesn't know the exact location.
2. Orbas the Lame - Retired Adventurer
Heavyset, grey-sideburned, scarred, peg-legged, defeated. 3rd-level Thorcin Fighter.
Rubs his leg stump when nervous. Laughs at his own jokes before finishing them.
"Had a daughter back in Newmarket. She'd be twenty now. Her mother stopped writing years ago."
"I was a man-at-arms with Corvel's Lot - four of us delved the upper levels for two seasons. I'm the only one still breathing."
Want: 12 gp for transport home. Willing to sell his locket and map (Level 3, rooms 3-1 through 3-15 approximately, shaky handwriting annotations) for 15 gp. If the PCs are kind (buy him a meal, ask about his adventures, etc) he volunteers about the dragon: "She can smell gold through stone (false). Don't carry more than you can afford to lose on the surface."
Obstacle: Too proud to beg, too broken to work.
3. Madalka — Goblin Fungus Scout
Wiry, three feet tall, olive-green, enormous amber eyes, permanent smirk, brass goggles. Stats as goblin.
Sniffs everything - food, drinks, people's hands. Drops articles: "Is good mushroom, you eat, you see."
"Madalka is scout for Quartermaster. Finding surface fungus for comparison. Underground fungus is better, obviously."
"Madalka plays dice. Is very good at dice." (She cheats)
"Want to find cloud cap mushroom growing on surface. Would make Madalka famous in the kingdom. Quartermaster would give Madalka her own cave." (they wouldn’t)
Want: Searching for cloud cap mushrooms (mottled blue-and-white) - the beastman queen Deino needs them. Madalka was sent topside to investigate. They don't grow here.
Obstacle: Supposed to report back to the Goblin Kingdom (SL4) but scared to descend alone. Can't remember her route well - "Too many stairs, all same."
Method: If the PCs escort her to the goblins, she gives them dried cave peppers and teaches the goblin hand-sign for "I come to trade" - prevents immediate attack by goblin patrols on the upper levels (one use). Also mentions "the dog-soldiers pay good money for cloud caps, if you find them first."
4. Severian Pale - Aspiring Tomb-Robber
Young, ink-black hair in a knot, angular, pale, dark circles, brand-new armor, untouched rapier. 1st-level Archontean Thief. Has a Collegium research writ (genuine) and 190g.
Takes notes constantly in a tiny hand. Tilts his head when listening, like a bird.
"Scholar, technically. The Collegium of the Laurel funded my 'research expedition.' They think I'm cataloguing inscriptions."
"I've been reading every account of Arden Vul I could find in the Narsileon archives. Most of them are wrong, which is its own kind of useful."
"The tomb of Muirasso. That's the prize. My uncle talked about it before he went quiet - said it was real, that he'd almost found it."
Want: Find the tomb of Muirasso (5-36 to 5-40) and bring back proof to secure a permanent position at the Collegium.
Obstacle: Arrived alone. His hired guide abandoned him in Gosterwick. Has money but no combat experience and no local knowledge. Terrified but covering it.
Method: Wants to hire the PCs as escorts - 5 gp/day per party member, 50 gp bonus if they reach anything resembling a tomb. Genuinely knowledgeable: can translate Mithric inscriptions, reads formal Archontean fluently, familiar with ancient architecture and Thothian iconography.
5. Rulla - Beastman Trader
Jackal-headed, 4'6", tawny fur going silver, rigid military posture.
Beastman Trooper (veteran): SZ S; AL LN; AC 4; MV 90'; HD 2+2; HP 16; #AT 1; Dmg 1d6 (spear) or 1d6 (short sword) or 1d6 (short bow).
Speaks in short, clipped sentences. Pauses before answering anything. Ears rotate independently toward sounds.
"Supply runner. The troopmother needs things the Halls cannot provide. Salt. Oil. Cord. I acquire them."
"I carve bone tokens for the pups. They do not get enough playthings."
On a positive reaction: "I would like the pups to see sunlight without fear. The dragon prevents this."
Want: 50 feet of rope and 5 flasks of lamp oil. Kronos charges her triple and she knows it.
Obstacle: Kronos is dragging out the negotiation. She's running out of patience.
Method: If the PCs sell or give her rope and oil at a fair price (or help her bargain Kronos down), she shares the location of the beastman entrance to the Halls (EX-11). Invoking Rulla's name to beastman patrols grants +10% reaction bonus.
6. “Honest” Gellen Murt - Tinker and Spy
Short, round, enormous red nose, absurd waxed ginger mustache. Stats as normal human. Has Lord Burdock's coded writ of employment sewn into his doublet lining.
Never stops selling. Every sentence is a pitch. Refers to himself in third person: "Honest Gellen wouldn't steer you wrong!"
"The wife runs our shop in Gosterwick. She handles the legitimate trade. Honest Gellen handles the adventurous side."
"Traveling provisioner to the brave and the foolhardy! Iron rations, torches, rope - anything a bold soul needs. At a very reasonable markup."
"I collect stories. Every customer's got one. The best ones, I sell to the bards."
Want: Information. Sells goods at 150% list price, but really wants to learn which tombs the PCs plan to explore so he can report to Lord Burdock.
Obstacle: Terrible at subtlety. His "casual" questions are laughably transparent: "So, hypothetically, if someone were to find, say, an ancient iron circlet, where would they go looking? Hypothetically?"
Method: Goods are overpriced but genuinely useful - only source of iron spikes, chalk, and torches without trekking to Gosterwick. If caught snooping and confronted, admits Lord Burdock is offering a gp bounty per piece of the Archonal Regalia (Bone Ring: 100,000g, Iron Circlet: 80,000g, Ebon Spear: 100,000g, Tablet: 10000g), no questions asked.
Kronos tolerates him because the markup nets the Broken Head a cut, and because Gellen is so obviously a spy that he’s harmless.
7. Dreyza of Narsileon - Healer Without a Party
Tall, broad-shouldered, sun-darkened, close-cropped hair, broken nose. 3rd-level Archontean Cleric of Mitra. Spells prepared: cure light wounds (x2), detect evil; hold person, slow poison.
Cracks her knuckles one at a time, left hand then right. Speaks slowly and precisely.
"I took holy orders at fifteen. The temple is my family." (A pause.) "Was my family."
"I was the healer for Aldric's Company. Six of us came up from Narsileon three weeks ago. Now there are fewer."
"I've been praying. And re-reading my copy of the Trials of Saint Kellus. The chapter on perseverance."
"I want to find Lillian. The temple sent us for her, and we failed, and the others are dead or scattered, and I am not leaving until I find her."
Want: Find the missing priestess Lillian. Her party was ambushed by baboons on the cliff face. Two dead, one fled to Gosterwick, two unaccounted for.
Obstacle: A 3rd-level cleric with no combat training beyond self-defense. No weapons heavier than a quarterstaff. No allies.
Method: Joins the PCs for free if they're heading into the Halls. Provides free healing to anyone who helps search for Lillian. If the PCs aren't interested in that quest, offers cure light wounds for 5g per casting only (far cheaper than Estelle's rate), asking only that they keep an ear out for a captive Mitran priestess.
Mutterings of a Hermit
The Basement level describes that Lankios “speaks in obtuse, semi-poetical phrases, and often breaks into guffaws of laughter or sobs of tormented grief. He babbles about a lovely mage named Guivrel, a competition for her hand, and betrayal by a trusted friend, apparently named ‘K’.”
Here’s some example obtuse, semi-poetical phrases:
I have walked centuries in a single night, dreaming of judgments never spoken.
A trident for a holy man-what a blade to break a friend’s heart.
Her hair was spun gold, a snare for my heart … oh, cruel and wondrous bright was she!
Below, they mutter in unquiet rest, forever calling: ‘Traitor! Traitor!’-or was it ‘Savior’? I cannot recall…
Twas never mine to judge, yet the sword fell all the same. Now the sword weighs heavy on my soul.
I see her in the flicker of the flame, mocking me, dancing just out of reach …
Step beyond the painted mask to the place where hearts were broken and souls undone.
Root and rodent, boiled to sludge-this reeking broth wards off creeping things and creeping thoughts.
Bring her signet, bring me peace-or a curse upon us all. My mind cracks anew each day without it.
Stone boxes, silent guardians-hold your tongues! Spare me your silent accusations!
The righteous path is never lost, but mine is … cracked, worn, so dark. Could you show me the way?
I yearn for a verdict more than I yearn for my next breath.
A single drop of poison taints an entire cup-so one act of treachery and all is undone.
Mitra’s light… it still burns in my breast, though tarnished by the ashes of memory.
Behind the baboon’s painted grin lies a stair downward into darkest guilt … I have seen it.
Kaitor, the trusted friend-ha! Our bond was forged in the blood of oath and undone by a single dagger-thrust.
Come, sup with me on foul brew-bitter on the tongue, sweet in the soul. It keeps the nibbling teeth away.
This place stinks of undone vows and echoing ghosts. Listen! Can you hear them wail?
Why will these bones not crumble? Mitra’s breath keeps me upright when all else has rotted.
There is yet a key of gold … a door of black stone … perhaps beyond it, we shall find absolution.
Player’s Guide To Archontos
https://docs.google.com/document/d/1J7Jr4Q-8auw2PO0xd7BBih5ygwEyaklb7M4_-TnHkMo/edit?usp=sharing
A lot of this is copy+pasted from the book. Barton or Browning, if this goes too far into copyright land, I’m happy to take it down, but I do think it’s a valuable player aid :)
Set Cult Order of Battle
My players are current at war with Set, so I needed to consolidate their information.
Here’s the info from the faction writeup
The cult is relatively large and powerful, as most of its members are classed as fighters (guardsman and sergeants), clerics (acolytes and deacons), or thieves (guildsmen). In total, the cult boasts about 100 guardsmen scattered across various duty stations and patrols, plus about thirty acolytes and ten deacons. The Guild of Service contains another fifty individuals or so. At any given time, some 5d6+20 non-resident cultists are present on Level 4, visiting the Forum and Mysteries. Despite its size, it is difficult for the cult to replace the trained (classed) guardsmen and clerics; indeed, the majority of Set clergy that currently exist in the Archontean world are concentrated here. Losses incurred on the boundaries of their territory (e.g., choke-points like 3-89) will be swiftly replaced (and doubled) by reassigning forces from elsewhere within the domain of Set. But Stephania can only reassign forces for so long - a prolonged war of attrition will incur losses that Set cannot replace. At best, Stephania can hope to replace 1d3 guardsmen and one acolyte every two months.
This info is vaguely in accordance with what we find in the area keys. Working through all of the data in 4-1 to 4-64, 4-101 to 4-106, 4-199, 4-120, 4-122 to 4-136, 4-144, and 4-149.
4-2:
5 forum inspectors (1-1 HD, Inspector Was Stick)
6 elite guardsmen (F3)
2 Sergeants (F5, mace+1)
Advanced Acolyte (C5, acolyte was stick, potion of healing, potion of singing birds)
Deacon (C6, deacon was stick, mace+1, amulet of protection from normal missiles, potion of extra healing, potion of glibness, scroll of curse)
14 set cultists (1 HD)
8 Guardsmen (F2)
4-3:
Theodor Trefill (T7, dagger+2, ring of protection+2)
4 guildsmen (T2, uncommon was stick)
4-4:
4 guildsmen (T2, uncommon was stick)
4-5:
2 guildsmen (T2, uncommon was stick)
4-7:
2 guildsmen (T2, uncommon was stick)
4 guildsmen (F2)
4 Guild Sergeants (T4)
4-8:
Yon Resedior (MU8, dagger of venom, ring of protection+2, scroll of shield)
Njall (F4, battle axe+1)
Anna Ligareon (I7, bracers of defense, staff of striking, potion of fly, oil of etherealness)
Bobilla (F4, long sword+1)
Jisko Grey-Eyes (F7, long sword+2/+3 vs good, bracers of AC 5, ring of feather fall, boots of speed)
Cleo (A3, Leather+1)
Theo (A3, Leather+1, dust of blinding)
4-10:
“Gunnar” the doppelganger (4 HD, ring of protection+2, necklace of fireballs, potion of fire resistance, 2 potions of rock-melting, Blackthorn)
4 doppelganger bodyguards (4 HD)
4-11:
2 guildsmen (F2)
4-12:
2 guildsmen (F2)
4-13:
2 guildsmen (F2)
4-14:
Ukamah Gol (I7, ring of invisibility, 5 stones of striking, nose of prismatic spray)
2 torturers (F2)
4-15:
3 guildsmen (F2)
4-16:
4 administrators (1-1 HD)
4 guildsmen (F2)
4-17:
4 guildsmen (F2)
4-20:
6 guildsmen (F2)
5 guildsmen (T2)
No Thumbs (F4)
4-21:
Arethas (F5, mace+1, potion of healing, eyes of set)
6 guardsmen (F2, eyes of set)
4-23:
2 acolyte (C3, acolyte was stick)
4 guardsmen (F2)
4-40:
8 elite guard (F3)
Theodora (F5, mace+1)
4-42:
2 set acolyte (C3, acolyte was stick)
1 deacon (C6, deacon was stick, mace+1, amulet of protection from normal missiles, potion of glibness, scroll of knit bones, potion of extra healing)
6 guardsmen (F2)
4-43:
set acolyte (C3, acolyte was stick)
4-44:
4 guardsmen (F2)
Justinus (F5, mace+1)
4-45:
2 guardsmen (F2)
4-46:
8 guardsmen (F2)
Heraclion (F5, mace+1, light crossbow+1)
4-47:
Belisarius (F7, chain+3, returning javelin+2, long sword+2, 2x potion of extra healing, potion of fly)
2 elite guard (F3)
4-49:
1 deacon (C6, deacon was stick, mace+1, amulet of protection from normal missiles, potion of extra healing, potion of glibness, scroll of holy name)
4-50:
5 acolyte (C3, acolyte was stick)
4-51:
Stephania (C10, chain+2, mace+3, staff of withering, rod of wind control, pontifex was stick, ring of set, necklace of missiles, boots of the ogre, potion of truthfulness, potion of deafening light, scroll of hallow, scroll of sun’s gift, scroll of warding chain of glyphs
4-53:
bureaucrats (1-1 HD)
4-56:
Marius Junienos (MU9, bracers of ac 3, staff of striking, dagger+2, ring of three wishes, ring of set, potion of extra healing, potion of fly, potion of gaseous form)
4-57:
Lacedaion (C9, bracers of ac 5, chain+2, mace+2, ring of protection+2, wand of negation, ring of set, amulet of proof against detection or location, potion of extra healing)
4-60:
4 elite guard (F3)
Triforius (F5, mace+1, 3 bolts of fire)
4-61:
4 elite guard (F3)
2 deacons (C6, chain+1, deacon was stick, mace+1, amulet of protection from normal missiles, potion of extra healing, potion of glibness, scroll of curse)
4-62:
Pelagion the Grey (MU6, dagger+1, wand of frost, ring of spell turning, potion of gaseous form, 3x potion of clarity)
2 hell hound (5 HD)
4-66:
4 guardsmen (F2)
1 acolyte (C3, acolyte was stick)
4-105:
1 Sergeant (F5, mace+1)
4 Guardsmen (F2)
4-123:
4 Guardsmen (F2)
1 Acolyte (C3, acolyte was stick)
4-124:
4 Guardsmen (F2)
1 Acolyte (C3, acolyte was stick)
4-125:
40 Cultists (1-1 HD)
4-127:
8 Cultists (1-1 HD)
4-128:
2 Acolytes (C3, acolyte was stick)
5 Cultists (1-1 HD)
4-130:
2 Guardsmen (F2)
4-135:
Jasper Roe (1-1 HD)
6 Cultists (1-1 HD)
4-143:
4 Guildsmen (F2)
3-89:
6 Guardsmen (F2)
1 Deacon (C6, deacon was stick, mace+1, amulet of protection against normal missiles, potion of extra healing, potion of glibness, scroll of curse)
3-90:
7 cultist (1-1 HD)
2 acolyte (C3, acolyte was stick)
3-93:
4 guardsmen (F2)
3-95:
1 deacon (C6, deacon was stick, mace+1, amulet of protection against normal missiles, potion of extra healing, potion of glibness, scroll of curse)
3-96:
4 guardsmen (F2)
3-99:
4 guardsmen (F2)
Kathroc (F4, flail+1, red welt)
Hidlat (MU4, staff+1, bracers of ac 5, wand of shielding)
3-104:
Lenuel (F5, short sword+1, boots of the north)
3-105:
4 Guardsmen
3-106:
3 deacon (C6, deacon was stick, mace+1, amulet of protection against normal missiles, potion of extra healing, potion of glibness, scroll of curse)
3-107:
1 deacon (C6, deacon was stick, mace+1, amulet of protection against normal missiles, potion of extra healing, potion of glibness, scroll of curse)
2 junior acolyte (C2, acolyte was stick)
3-109:
17 cultist (1-1 HD)
3-111:
6 guardsmen
1 acolyte (C3, acolyte was stick)
By my count this is
Named Set Members
Theodor Trefill
Yon Resedior
Njall
Anna Ligareon
Bobilla
Jisko Grey-Eyes
Cleo
Theo
“Gunnar” the doppelganger
Ukamah Gol
No Thumbs
Arethas
Theodora
Justinus
Heraclion
Belisarius
Stephania
Marius Junienos
Lacedaion
Triforius
Pelagion the Grey
Jasper Roe
Kathroc
Hidlat
Lenuel
So 25 people with names
Unnamed Set Members
Using average values for the rolls…
5 forum inspectors
24 elite guardsmen
3 sergeants
1 advanced acolyte
11 deacons
90 cultists
86 guardsmen
12 thief guildsmen (uncommon was stick)
5 thief guildsmen
31 fighter guildsmen
4 guild sergeants
4 doppelganger bodyguards
4 administrators
16 acolytes
2 hell hounds
2 junior acolytes
Main discrepancies:
We’re told that Alpha Sept has 40 elite guard, but as far as I can tell, only 24 are placed in various rooms. No elite guard show up on random encounter tables.
We’re told that Beta Sept and Gamma sept both have 40 guardsmen each, but there are 86 guards keyed to various rooms and many more show up on the random encounters tables.
We’re told there’s ~30 acolytes, but only 19 show up in the room keys.










Good summary: Nitpick: SL-8 can also be accessed from SL-13, this is how my players reached it.
Thank you for all this work! It's really fantastic. On your writeup on Burdock's Valley you mentioned having made a handout for what players need to know about Gosterwick, and mentioned you'd post it with other resources. Are you still planning to share it?