[if my players find this thread, please don’t read it]
The Halls of ACKSen Vul
The Halls of Arden Vul is the megadungeon’s megadungeon: absurdly large and chock full of traps, treasure, monsters, and lore. As a capsule review, one might describe it as “Dwimmermount, but more”. A vast dungeon that (1) is deeply embedded into the setting and (2) takes advantage of this. The reams of descriptive text describing everything from wall graffiti to item history to factions, to a shocking extent, are player-accessible and matter (with respect to solving puzzles, bypassing dangers, making allies, etc.).
I have no idea if this campaign will last long enough to encounter even a tiny fraction of it.
Bryce’s review of Arden Vul (https://tenfootpole.org/ironspike/?p=6633 7) is typically informative; there’s also a currently-running DCC campaign on this forum (Vul Yourself Together: A Halls of Arden Vul DCC Campaign Log | RPG PUB 37) that has a better name than mine. I’m happy to talk about other aspect of preparing/running Arden Vul.
Session I
The cast:
With these words, and more, in their mind, an indefinite number of adventurers [read: the four current PCs plus any needed replacements or alternatives] have made their way up the treacherous plateau upon which the ruins of Arden Vul’s surface layer rest, in the hire of a merchant who plans to make a killing off of questing would-be heroes. The merchant has left them at a strange fortress-inn, the Luck in the Head, run by an uncannily-jolly man and his wife.
Some of the things they have learned, during the travel and at the inn:
Thus, they moved next to the smaller ruined building near the Pyramid. Investigation here swiftly revealed a staircase leading downward; descending this staircase led to a vast underground chamber overrun with rubble and hints of vermin infestation. The company avoided the worst of this (a nest of centipedes) and were able to put to torch a number of large spiders without harm, recovering an appealing silver chalice. Continuing on, they found a room filled with yet more mosaics. The strangest of these, perhaps, showed a white baboon (thought to be a representation of Thoth) laying waste to a group of salamander-like creatures none in the group could recognize.
The Halls of ACKSen Vul
The Halls of Arden Vul is the megadungeon’s megadungeon: absurdly large and chock full of traps, treasure, monsters, and lore. As a capsule review, one might describe it as “Dwimmermount, but more”. A vast dungeon that (1) is deeply embedded into the setting and (2) takes advantage of this. The reams of descriptive text describing everything from wall graffiti to item history to factions, to a shocking extent, are player-accessible and matter (with respect to solving puzzles, bypassing dangers, making allies, etc.).
I have no idea if this campaign will last long enough to encounter even a tiny fraction of it.
Bryce’s review of Arden Vul (https://tenfootpole.org/ironspike/?p=6633 7) is typically informative; there’s also a currently-running DCC campaign on this forum (Vul Yourself Together: A Halls of Arden Vul DCC Campaign Log | RPG PUB 37) that has a better name than mine. I’m happy to talk about other aspect of preparing/running Arden Vul.
Session I
The cast:
- Sabrina, a Sylvan Witch
- Clive, the cacodemon she often chooses to summon
- Ferret, an Elvish Nightblade
- Frank Reynolds, a Dwarven Vaultguard
- Thesk, a Thrassian Gladiator
With these words, and more, in their mind, an indefinite number of adventurers [read: the four current PCs plus any needed replacements or alternatives] have made their way up the treacherous plateau upon which the ruins of Arden Vul’s surface layer rest, in the hire of a merchant who plans to make a killing off of questing would-be heroes. The merchant has left them at a strange fortress-inn, the Luck in the Head, run by an uncannily-jolly man and his wife.
Some of the things they have learned, during the travel and at the inn:
- A priestess of Mithras has gone missing; some saw her being carried up the plateau in the guard of a band of pig-men.
- The two best ways to enter Arden Vul’s depths are (1) the Pyramid of Thoth, a great landmark that stands tall in the ruins, and (2) a small ruined building near the Pyramid, recognizable due its still-tall chimney
- A few levels beneath the surface are the “Obsidian Gates”, a strange barrier that not even the ancient Archonteans managed to open.
Thus, they moved next to the smaller ruined building near the Pyramid. Investigation here swiftly revealed a staircase leading downward; descending this staircase led to a vast underground chamber overrun with rubble and hints of vermin infestation. The company avoided the worst of this (a nest of centipedes) and were able to put to torch a number of large spiders without harm, recovering an appealing silver chalice. Continuing on, they found a room filled with yet more mosaics. The strangest of these, perhaps, showed a white baboon (thought to be a representation of Thoth) laying waste to a group of salamander-like creatures none in the group could recognize.