Arden Vul Homework Part 4: The Forum of Set
Welcome back to the Arden Vul Homework series, covering details within the Halls that you might want to prepare ahead of time.
This time we'll be covering the Forum of Set, another fairly large level. There's a fair number of random elements here, many of which would be very slow to generate at the table. It's also the heaviest on cartography so far, doubling the number of required treasure maps while also including a large number of area maps.
We also run into a new kind of problem: underspecified connections to the rest of the campaign world. For now I'll be mentioning those under Expansion Opportunities because the don't lead to anything that the module actually includes. Which, honestly, fair enough! It's a megadungeon module, not Byzantine Politics Simulator.
(Some general information and/or gold piece values would still have been nice).
Full details under the cut!
TREASURE MAPS IN THIS PART: 7
TREASURE MAPS TO DATE: 14
Honey, I Left The Plane Again
4-121, Page 292: (Possibly). The archway here could lead to the Elemental Plane of Water, though it might lead elsewhere. See Missing Details and Expansion Opportunities for details.
4-152, Page 304: This gate leads to an undetailed "497th Layer of the Abyss".
Preparing the Forum of Set (4-2, Page 245)
The Forum of Set has a large and complicated key with a lot of moving parts, some of which are random. The key pieces beyond the fixed emplacement of Settite guards and administrators are the current visitors, the merchants, and the slave market. Each of these has some random elements.
For the Forum Visitors in particular there are several example groups. You can either use these groups as-is (picking four of them to be present at any one time), or use them as inspiration to flesh out randomly-generated groups you create yourself.
You will need four groups of Forum Visitors:
Roll the nature of the group from the tables on page 246
Roll their motivations - overt and covert - for visiting the Forum
If they are buying or (especially) selling goods, detail their inventory and prices.
Some items on the table are missing key details eg unspecified "exotic poisons". Detail them as they arise.
Some visitors sell treasure maps. Prepare one, or more if you generate this more than once. My accounting above assumes exactly one.
Some of the fixed Merchants have a small selection of random items. Generate their initial stock.
4-2D-1, page 252: Hazlitt One-Eye has several magic weapons totaling 15,000gp of value; generate them randomly or go with the list of weapons in his lockbox at 4-24, page 267.
4-2D-2, page 253: Galadnor Half-Elven may stock "exotic mushrooms and poisons" of unspecified nature and price; fill in those details.
4-2D-2, page 253: Galadnor also stocks a random assortment of scrolls, curios from the Halls, magic rings, and miscellaneous magic items. The stock listed in her lockbox at 4-24 does not match the possible configurations here (no scrolls or rings), so these are on top of the items she has there.
4-2D-5, page 253: Birgir has 1d3 magical "rings, amulets, or necklaces", none of which are detailed. Determine how many he has; add any that aren't kept on his person to his stash in his room at 4-32.
Finally, the Slave Market is one of the major features of the market. If the PCs arrive during the day they will likely encounter both slaves on the block and visitors bidding on them.
4-7, page 256: Determine whether there are any special visitors to Slaver's Square; the PCs might see them, but visitors there won't also be out front at the main auction.
4-3, page 255: Roll for which category of slaves is up for auction and how many are included. Possibly detail them, especially if you roll Special slaves like class-leveled characters.
4-3, page 255: Choose a small number of people bidding from the list based on the kind of slaves on auction that day.
Missing Cartography
4-1A, page 245: One of the busts in this stairwell hides a treasure map. Prepare one.
4-2, page 245: Per advice on populating the forum, prepare a treasure map. They're on the table of goods for sale by visitors.
4-8A, page 258: Guildmaster Resedior has maps of Areas 4-1 through 4-66, Areas 4-105 through 4-156, and a map to the Tomb of Sethu. Create these maps.
4-8C, page 259: Guildmaster Jisko Grey-Eyes has a map of parts of Level 3, south of 3-69. Create the map.
4-19, page 263: One face hides a folded-up piece of parchment with "directions to a great treasure". Determine the start and end points, then write out the directions.
4-23, page 264: The boar's cage has a scrap of a treasure map. Prepare a treasure map, and optionally tear it to pieces to provide only one piece.
4-24, page 265: The vault contains a 6' x 3' map of the route from 6-5 to 6-154. Prepare the map.
4-24, page 265: One lockbox contains information about the alien races and about accessing the Tomb of Marius. Prepare handouts with this information.
4-37, page 269: There are an unspecified number of maps in this ancient Settite chamber. "A number" of maps on each of two large frames, plus 1d8 smaller maps on the tables. Create at least five maps of various areas known to the ancient Archonteans.
4-47, page 272: Belisarius keeps maps of the caves on Level 4 and a second ancient map of the GM's choice. Make both maps.
4-138, page 297: There's a small chance of finding a treasure map in each sarcophagus here; on average players will find at least one. See Pre-Rolling Opportunities below.
4-139, Page 299: There are more sarcophagi with the same procedure here; prepare another treasure map.
4-142, page 300: This tomb contains three copper plaques bearing schematics of parts of the Beacon. Prepare them as maps.
4-177, page 311: The chest in the bottom of the flooded hall has "two ancient maps". Prepare two treasure maps.
Pre-Rolling Opportunities
4-11 through 13, page 260: There are a variable number of slaves in each of the slave pits. Pre-roll them and detail a spokeslave or two for party interaction.
4-13, page 260: 50% of Special slaves have class levels; determine how many and stat them out.
4-18, page 263: There are a variable number of starving slaves in this pit. 25% of them have class levels and will need details and stat blocks.
4-24, page 265: Galadnor Half-Elven's vault contains a rudishva power supply of unknown charge. 75% chance it is empty, otherwise 2d12 charges.
4-30, page 268: Birgir's cache has an unspecified number and value of minor gemstones. Roll for their number and value.
4-55, page 276: The library contains 1d6 scrolls, each of level 1-8, to be selected from the New Spells appendix in the module.
4-105, page 288: Visitors to the forum can be encountered on the stairs about one time in eight. Pre-roll a new group on their way in or out, or tie this to your existing forum visitors prep.
4-125, page 293: There are five dormitories, each with a one-in-three chance of hosting several guests. Determine the number of guests present and their business, flesh out details.
4-138A and C Sarcophagi, page 293: The contents of each of the 40 sarcophagi here are random.
Pre-roll inhabitants.
Pre-roll and detail the Treasures.
40 sarcophagi x 2 Grave Goods each = 80 rolls, but there's only 12 entries on the table. Assume that if all sarcophagi are searched they find 7 copies of every item on the table.
7 sets of scrolls x 10% chance of a treasure map = usually 1-2 maps. (The modal result is zero, but finding at least one is more likely than not). I've counted one treasure map here and one in the other set of sarcophagi at 4-139 in the Missing Cartography secion.
7 sets of 1d4 canopic jars with extras = 17.5 jars, but only four table entries. Round that down to 16 jars with two of each. Determine the nature of the curses in the curse jars.
4-138B Burial Niches, page 297: 252 niches x 1d2 objects per niche = 378 rolls, but only 30 entries on the Burial Niche Objects table. Assume an exhaustive search turns up twelve copies of every entry on the table.
Prepare one valuable share or deed to an enterprise in operation.
Odds of magic weapon: 1-55 none, 56-90 one, 91-99 two, 100 three.
Add a few magic items and specific valuables for the GM's Choice entry. I recommend at least one cursed item because it's a tomb.
4-139, page 299: Repeat the procedures for the sargophagi and the burial niches here. Prepare another treasure map.
4-160, page 306: This busy crossroads has a unique encounter table and high chance of an encounter. Pre-roll for encounters - preferably encounters for two to three visits so you don't have to go scrambling for your DMG if you roll "Level 4 Dungeon Encounter" when the PCs backtrack through the crossroads a few turns later.
Missing Details
4-8B, page 258: Guildmistress Ligarion has "eight doses of a nasty ingested poison". Determine its name and mechanics.
4-17, page 263: Prying out the statue's eyes invokes a "dreadful curse from Set". Determine the nature of the curse.
4-38, page 269: The old spymaster had 3d4 scrolls of "incriminating information". Determine what information they hold and how valuable they are.
4-39, page 270: The hidden cache here contains unspecified documents of "extreme political sensitivity". Determine what that information is and how valuable it is.
4-51, page 273: Stephania keeps an Infernal Effigy of a devil named Trasbellix. Fill in details such as the devil's personality, kind, and pronouns.
4-56, page 276: Second Priest Marius keeps "valuable documents" of unspecified nature and value.
4-115, page 291: The arcanum mist here has GM's Choice on the list of teleport destinations. Choose a consistent location or make your own table.
4-121, page 292: The stone archway at the bottom of the cavern has a fixed destination of the GM's choice. Pick one of the listed destinations or create your own. Note that one of the potential destinations is off-plane
Expansion Opportunities
4-24, page 265: The module names "Thoros the Black" among those renting lock-boxes, but he has no set statblock or location. You can add him somewhere else in the dungeon, or decide that one of the numerous unnamed corpse is Thoros.
4-38 and 39, page 269: The module includes some scaffolding here to meddle in current Archontean politics via ancient blackmail material. If you'd like a more political game driven by treasure and information drawn forth from the dungeon, define more political factions and their wants and resources. Then define what this blackmail material is and how it could impact them.
4-121, page 292: The stone archway could be used for more planar adventures, this time on the Elemental Plane of Water. Or you could add a flooded or semi-flooded sublevel for it to connect to.
4-138A. page 296: The stone golem here has a magic key sequence with most combinations left unkeyed. You can add your own effects to the list with their own unique combinations.
4-152. page 304: This gate leads to an undetailed 497th Layer of the Abyss, creating another opportunity for planar adventurers.
4-155, page 305: This broken idol has some cryptic messaging if players poke around with it, but none of it means anything. This is an opportunity to expand on planar factions such as fiendish princes.













