Halls of #ArdenVul, session 23.

First session of the year. After much, much, much deliberation and crying and shuffling of feet, the party decides to use the wish ring they found in the Goblin Market to remove the great curse Thoth had placed on them.

They took some R&R time in Gosterwick to party, upgrade their equipment, research legends and buy a nobility title.

Finally heading back to the dungeon, they try a new hidden entrance and find themselves face to face with the LRCP.

Halls of #ArdenVul, session 24.

The group briefly chats up the beastmen patrol, and then keep exploring the caves. They find a TPK scene, and pick up stragglers around the way. Coming across large predators in the cave, they pass unscathed by sheer force of will.

Finally, they reach the famous "Grand Caves". Rocks fall and, surprisingly, not everyone dies!

Halls of #ardenvul, session 25.

The party continues exploring the great caves, following the path among the Mushroom forest. They meet a mad mage who claims to be Lord Ptarmis, the creator of the fungal florest.

A little later, their exploration takes them to the Mausoleum of... Ptarmis? Certainly an empty tomb.

Unfortunately, that turns out to be a wrong assumption, as a mummy and the tomb guardians rise to defend their resting place.

Halls of #ardenvul, session 26.

The party pays a heavy price for disturbing the Tomb of Lord Ptarmis.

Between a mummy and a large group of assassin vines, the party quickly breaks down. The cleric and the fighter decide to cut their losses and run, but are ambushed by a pair of mephits in the Great Cave, who burn the orc fighter to a crisp (heat metal is nasty).

Alone, hurt, and deep in the dungeon, the cleric summons Kerbog Khan and exchange party secrets for teleportation to safety.

Halls of #ardenvul, session 27.

Jerome, the surviving gnome, organizes an expedition to recover the corpses and equipment of his party from the Great Cave, on the hope to revive them at the temple of Mitra.

This time Thoth must have blessed the party, as their trek through the great caves is mostly uneventful. They fail to open the magic door that could provide a shortcut, but find their way to where the battle with the mummy took place. Now to bring the corpses and the loot back to Gosterwick

Halls of #ArdenVul, session 28.

After recovering the bodies (and artifacts!) of their comrades, the party trades powerful potions for a teleport out of the dungeon by Kerbog Khan, hearing from him about troubles in the Goblin Kingdom

After recuperating, they rush to the Goblin halls to find it in disarray after the Trolls made a show of force. The Party agrees to the pleas of the Goblin King to try and get the Trolls to back off. They head to meet Gog, an exiled, friendly Troll.

Halls of #ardenvul , session 29:

A talky session! The party spent a lot of time listening Gog tell his grievances with the Troll court, then took the famed Troll Lifts. On the way, they decided to stop by the famed "Inn of the Lost", to catch up with Arden Vul gossip from the many patrons.

They are starting to catch on that the Halls are much, much bigger than they imagined! But after so much new information, what should they be doing next?

The charms and dangers of open ended Dungeons.

Halls of #ardenvul , session 30.

The party goes down the lifts to the troll court, and get extremely annoyed at all the tolls they have to pay. They don't manage to make many friends at the troll court, but they do learn a thing or two about the problems the Goblins are facing, and then do some shopping at the famed Troll market.

Halls of #ardenvul , session 31!

A bar crawl! At the troll market, the party hear about a nearby source of Cloudcap mushrooms, just next to an ale house frequented by the bestial Varumani. After some hours of harvesting, they stop for a drink with Sir Prudence, to discuss about the relationship between the trolls and the goblins. Finally, the adventure ends as they reach Hal's bar, at the entrance of the Fabled Arena.

Will the party be sober enough to face Arden Vul's challenges?

Halls of #ardenvul, session 32!

The party visits the arena, and see a group of gladiators being devoured by a group of ghouls! That's entertainment!

They find some familiar faces among the audience, and team up with some friendly beastmen to deliver a large gift of Cloudcap mushrooms. They barter the gift for information on where the lost Deacon of Mitra is, and escort to the Forum of Set.

Don't fear, priestess, your heroes are coming to save you!

Halls of #ArdenVul, session 33

The party spends the night at the Beastmen's territory. They exchange exploration notes with the LRCP, and then are granted audience with Deino, the "Mother" of the beastmen.

After a quick glance at Deino's Hall, the party decide to Nope out of there as quickly and as politely as possible, before they are added to her menagerie.

Next stop: The Forum of Set. Initial impressions are "creepy".

Halls of #ArdenVul, session 34

Some steps forward, some steps backwards at the Forum of Set.

The party finds three "teleportation stones" at the trading hall, almost completing their collection.

However, inquiries about the missing priestess of Mitra fall into deaf ears, as the guild of service does not give its secrets to anyone who asks.

Deciding to avoid antagonizing the powerful cult, the party leaves with a group of goblins who promise them the location of a "great treasure" nearby.

Halls of #ArdenVul, session 35 (late post!)

The party leaves the Forum of Set with a large band of goblins in tow, in search of this Tomb the goblins had rumors of.

They navigate expertly through the caves, keeping the bloodthirsty goblins on a short leash, and avoid anything too weird. Gotta keep your eyes on the prize!

Unfortunately, the Setites refuse them passage through a shortcut to the Fungal caves, and now they're lost in a maze of twisty little passages, all alike.

Halls of #ArdenVul, session 36

The party is attacked by mushroom men in the wet caves, and that is the last straw before they trace back their path, and use violence to clear the shortcut blocked by the Setites.

Back at the Fungal forest, they decide to pay anoter visit to Ptarmis' tomb, ready to exact vengeance upon the former TPK.

Halls of #ArdenVul, session 37

With careful planning and clever use of spells the party handily dispatches the mummy of Ptarmis, and find bountiful loot!

Emboldened by their success, they push forth in their explorations of the Fungal caves, and find the Stirge's lair that the goblins were talking about.

A very nervous Gnome cleric searches the lair under the protection of a Sanctuary spell, and finds a strange storage room in the middle of otherwise natural caves.

Halls of #ArdenVul, session 38.

The party continues the exploration of the straw caves in the Fungal forest. Fighting through a large number of undead, the Gnome cleric shines as he turns hordes of skeletons and zombies to dust.

After finding the scepter, the partly decides to let the Goblin Gislu have it, and he departs, vowing to bring Revolution to his Goblin comrades.

The party is left with a different dilemma: How to bring a 200kg piece of solid gold back to town?

Halls of #ArdenVul, session 39

The party separates from the Goblin Revolutionaries, and begin the hard work of stealing from the dead.

The Royal Society... I mean, the nobles in Gosterwick are impressed with the relics brought by the players, and shower them with glory, gold, secrets and new tasks. Levels are gained!

Not everything is good news, though. One of the fighters feels his body start to change after the fight with the fungal mummy. Will the dead have the final laugh afterall?

Halls of #ArdenVul, session 40

Looking for a cure to one of the fighter's growing insanity, the party takes a random walk through the Halls.

They first plan to check the Forum of Set, but decide to go to the Goblin Kingdom instead. After noticing the unstable situation there, they meet with one of Kerbog Khan's automatons at the Arena instead, and strike a deal where Kerbog Khan promises to heal them, in exchange of help for finding an specific location in the surface ruins.

Halls of #ArdenVul, session 41

The deal with Kerbog Khan turns sour, as the party discovers that while the archmage did temporarily stop the fungal madness from affecting the fighter, he also infected the entire party with the same disease. They now have to find him the Ankh Keys that open the way to the Beacon, if they want a more permanent cure.

The party begins their search in the Halls of Thoth, where undead guards all sorts of sleeping treasures -- low hanging fruit for a high level party

Halls of #ArdenVul, session 42

The party searches the precincts of Thoth, looking for the Silver Ankh that will open the way to the Beacon of the Ancients, as requested by Kerbog Khan.

They did not find the Ankh, but they did find a geode full of Arcanum -- magic made solid. They also found the Grand Temple of Thoth, desecrated by the Setites, and slayed the monstrous Slime Kraken that inhabited it.

At the start of the session, they also identified the "rings of friendship", a pair of rings that, when activated, blinds one user, while making the other invisible. It also gives +1 to AC.

Me, thinking: Oh shit, invisibility at will, Arden Vul is so broken, the party will get into all sorts of shenanigans now!  

Players: Meh, a +1 AC ring? who cares.😴

😭

@wrench The blindness is a pretty big drawback!
@Ashigaru Just to make it clear, character A goes blind, character B goes invisible.

@wrench I got that, it’s just that we have to make sure the blind character is safe.

We have amazing thief character gear right now. Maybe when my next dude dies…

Halls of #ArdenVul, session 43

The party continues its search of the precincts of Thoth - they gather information about the darker dealings of the Cult of Set, and swindle another teleportation stone from a group of well meaning adventurers. They also rescue a fighter-in-distress.

Finally, they reach the Baboon level, where the arcanum-powered locate object gives them a faint signal of the target of their search -- the silver Ankh Key!