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Bardic Lore Bardic Lore The journals of Amergin Ó Míl Bardic Lore: The Villa of Mysteries www.HighmoonMedia.com The Villa of Mysteries This product requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast Inc. This product utilizes updated material from the v3.5 revision. Our time in Londinium was mostly miserable, surrounded as we were by all those buildings with nary a view of nature around. The Ard Righ and I could not wait to return to the lushness of Ierne after our negotiations, but affairs of state demanded we make one more stop, at a place called the Villa of Mysteries. A cavalcade of senators accompanied us two, hungry to be seen with the High King and High Bard of Ierne, even if we were only “barbarians.” I was just happy to leave the city behind, even if it was for the southern Albionan countryside. Due to the large entourage with which we traveled, we had to camp overnight during a trip that should have only taken a day, but it did have the benefit of allowing us to fully appreciate the villa in broad daylight. We first crossed a fancy gate that marked the entrance to the estate. Tall, spear-like trees—cypresses, I was informed—created a natural fence around the vast property and stood as soldiers flanking the path that led up to the villa proper. As we got closer, pairs of statues of creatures I’d only heard of in the myths of the invaders replaced the cypresses: centaur, pegasus, medusa, and the god they called Bacchus in a central and prominent spot right in front of the entrance to the house. A dark-haired, olive-skinned woman who was unmistakably the mistress of the estate awaited our carriage with a veritable army of servants. She introduced herself as Mirella Valerianus, and ignoring

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BBaarrddiicc LLoorreeBBaarrddiicc LLoorreeThe journals of Amergin Ó Míl

Bardic Lore: The Villa of Mysteries www.HighmoonMedia.com

The Villa of Mysteries

This product requires the use of the Dungeons & Dragons,Third Edition Core Books, published by Wizards of the Coast Inc.

This product utilizes updated material from the v3.5 revision.

Our time in Londinium was mostly miserable,surrounded as we were by all those buildings withnary a view of nature around. The Ard Righ and Icould not wait to return to the lushness of Ierne afterour negotiations, but affairs of state demanded wemake one more stop, at a place called the Villa ofMysteries. A cavalcade of senators accompanied ustwo, hungry to be seen with the High King and HighBard of Ierne, even if we were only “barbarians.”I was just happy to leave the city behind, even if itwas for the southern Albionan countryside. Due to thelarge entourage with which we traveled, we had tocamp overnight during a trip that should have onlytaken a day, but it did have the benefit of allowing us

to fully appreciate the villa in broad daylight. We firstcrossed a fancy gate that marked the entrance to theestate. Tall, spear-like trees—cypresses, I wasinformed—created a natural fence around the vastproperty and stood as soldiers flanking the path thatled up to the villa proper. As we got closer, pairs ofstatues of creatures I’d only heard of in the myths ofthe invaders replaced the cypresses: centaur, pegasus,medusa, and the god they called Bacchus in a centraland prominent spot right in front of the entrance tothe house. A dark-haired, olive-skinned woman whowas unmistakably the mistress of the estate awaitedour carriage with a veritable army of servants. Sheintroduced herself as Mirella Valerianus, and ignoring

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the power-hungry senators, took the Ard Righ andmyself to our private quarters deep within the housecomplex. As much as I didn’t like the architecture ofthe so-called Empire, I had to accept that this villawas beautiful; frescoes adorned every single wall, lushcarpets from places I did not know exist spread underour feet, thousands of tiny colored tiles formedamazing patterns and spectacular images. The ladyMirella noticed my gaze wandering about, and offeredto give me a personal tour. She showed me roomsnormally off-limits which made the public rooms looklike the slums I’d seen in Londinium, including a roomwith a gigantic picture of the god Bacchus seducing ayoung woman (whom I was told bore the likeness of aValerianus ancestress), and a room bearing athree-wall fresco depicting the rite of initiation of anovice into the mysteries of the cult of Bacchus. Ispent most of that night engaged in conversation withthe lady Mirella, comparing points of view oneverything from art and music, to politics and religion.She was quite interested to learn about Ierne, and wasquite forthcoming with information about her ownculture, giving me great insight into the mindset ofthese centuries-old invaders. The next day the ArdRigh and I attended various unofficial talks at thevilla, laying our position as clear as we had during theofficial talks in Londinium, until the lady Mirellademanded her visiting guests be allowed time to enjoyher hospitality, a gesture I was not able to thank herenough for. She gave us a tour of the baths (it’s astrange obsession these people have with bathing), theschool and temple building, with its massive library ofwritten works, and the gardens, which, althoughsculpted and manufactured, were nonethelessbreath-taking. Everything in the villa was meant toimpress, and despite my best efforts, it accomplishedits intended effect. Early the next morning we wereescorted to our carriages by the lady Mirella, whoextended personal, private invitations to the Ard Righand myself to return at any moment to the villa,whether on an official function or not. As we pulledaway, and I turned back to see the olive-skinned

beauty waving us farewell, I thought I may just haveto take her up on her offer. Now, however, the shoresof Ierne beckoned, and I longed to be home again.

—From the journal of Amergin Ó Míl

A large, sprawling estate located a day’s rideoutside the city of Londinium, the Villa ofMysteries is a center of both faith and knowledge,as well as innocuous hub of political power thataffects both the city nearby and the Empire itself.Though the Valerianus family has been inpossession of the villa and the land for the last twohundred years, the villa’s history stretches back tothe time of the Republic, to a time when civilizationwas just arriving on the shores of the barbaric coastsof Albion, being one of the first actual buildingsaside from the military outpost by the river.Throughout it all, the villa has been witness to thetide of history, having seen more generals, senators,kings, nobles, and even Emperors, than any otherexisting Imperial structure in Albion. Andthroughout it all, the villa simply plays its part as agrand stage for all these personages to play.

HistoryEarly records are sketchy and vague, though theydo reveal that the villa was first built some twentyyears after the initial arrival of the legions to theshores of Albion. Constructed at the behest of apetty, but wealthy, noble of whom nothing else isknown, the building stood some two days ride fromthe outpost; far enough for complete privacy yetclose enough for monitoring of all affairs. It isbelieved all tenants of the villa were killed by abarbarian raid, as the next place where the villashows up is in a will from said noble to a niecenamed Lucretia Valerianus, back in the capital.Lucretia, however, never got to see her inheritance,as she had no desire to leave the comforts of the cityfor the wilderness of Albion. Lucretia did make onechange to the villa, and that was renaming it afterherself. Many years later, Lucretia bequeathed the

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villa to her granddaughter, Cilia Valerianus, onlydaughter to Lucretia’s only daughter. Cilia wasalready on her way to Albion with her husband, thefamous architect Caesar Palladius, as he had beensummoned to help design and construct the newcity of Londinium.

Villa LucretiaUnder Caesar and Cilia, the villa was refurbishedand remodeled, taking advantage of the latestarchitectural techniques of the Republic. The villawas spacious; though slightly less than half thespace of the modern house complex, it stillprovided ample space for Cilia and Cesar, theirservants and storage cellars for the merchandisethey imported from the continent.

A year later Cilia and Cesar were blessed withthe rare birth of twin daughters, Livia and Merriam,and 3 years later with a son, Ignatius. For the next20 years private and public records show the villafunctioning well, a lucrative trade established withLondinium, and the children growing up andfollowing their callings: the twins returned to thecontinent to be inducted into the mystery rites ofBacchus and become ordained as priestesses, whileIgnatius followed on his father’s footsteps andbecame an architect, eventually helping with theconstruction of the city as well.

Decades passed, and eventually Caesar andCilia died, leaving the villa to their three children.Both Livia and Ignatius were married and wellestablished in the world by the time of their parent’sdeath, so the villa was left in Merriam’s hand tomanage and live in.

The Valerianus LegacyA few years later, Merriam began some of herbrother’s proposed expansions to the house, withboth her inherited wealth and the lucrative tradeswith Londinium giving her great freedom inpursuing the new constructions to the house andsurrounding lands. One of Merriam’s priorities wasthe sparse interior decoration of the house; paintedas it was with subdued colors and frescoes,

Merriam opted for a more modern approach andheld a contest awarding a commission at the house.

The winner was a man by the name of LeonitusGaius, an excellent painter who not only fell in lovewith the house, but also with its owner. Somewhatshy, Leonitus hid his affections for a year,completing two rooms in the meantime. For histhird and final piece Leonitus decided to his art tohelp his plight of love. Sealing himself off in anewly completed room in the expanded easternwing for three months, Leonitus created a work ofart that survives to this day and actually gave theroom its name, the Room of the Seduction. Thewalls were painted in a pastoral scene that reflectedthe scenery of the Valerianus lands around the villa,leading to the great scene painted along thefifteen-foot long wall. The portrait showedBacchus’ seduction of a young initiate, the demuremaiden looking longingly and enraptured as the godplayed his spiderweb-stringed lyre with unearthlypassion. Leonitus used himself and Merriam as themodels for Bacchus and the initiate, hoping hismessage would be clear. It was, and shortlythereafter Leonitus and Merriam were married atthe villa. Merriam and Leonitus had three children,a boy named Illustrius and two daughters namedLuccia and Iridia. Though the fate of both Illustriusand Iridia is unknown, Luccia, however, married asoldier named Victor, and lived at the villa with herhusband and parents.

When Merriam died three years later, Leonitus,following the wishes of his dead wife, drafted aproclamation that placed the villa and its landssecurely in the hands of the female Valerianus heirs,never to be taken from them. It took some majorpolitical muscle and more than a few favors, butone way or another, the edict was signed. Hisdaughter’s future secured, Leonitus spent the nextfive years painting a number of frescoes in thehouse, all featuring his wife and daughter as visionsof the various goddesses. Leonitus also madedetailed sketches for a new fresco to adorn a wholeroom depicting the mysteries of the initiation to theworship of Bacchus, but never got to paint his

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second masterpiece as he died just a day afterseeing his granddaughter, Deneira, be born.

In the decade following, Luccia made extensiveadditions to the land around the house, turning thevilla into a majestic complex. A service wing wascreated to house the growing number of servants,and the sumptuous gardens, twice and a half as longas the house itself, were finished. By the time of thebeginning of the Empire, the villa was on its way tobecoming a self-sufficient estate boasting top-notchcity engineering in the middle of the Albionancountryside.

DeneiraAfter her mother’s death, Deneira, now named heirof the villa, engaged in various project around theestate. From this period emerged the lake in thegardens, and the Nymphaeum, the nymph’sfountain. Deneira’s greatest addition to the villa,however, was the school complex. Housing variousrooms for lessons, a gigantic library and a temple toBacchus, it was this building that cemented the villain the pages of the history of Londinium at large.

With her extensive wealth, Deneira began amassive acquisition of literary and academic worksin a variety of fields, but geared towards thosesubjects she felt a model citizen of the Empire, anda noble woman should know. She sponsored anumber of writers from all over the Empire tocreate new works for her library, on topics such asImperial and World history, the various fine arts andgeography, as well as poetry, drama and music. Inorder to celebrate the new school, Deneira began tohost days-long Bacchanalias, devotional revelriesin praise of Bacchus. It was in one of these revelriesthat Deneira became pregnant, eventually givingbirth to a daughter, Erania.

While informal at first, this was the beginningof a still-standing relationship with the greater cultof Bacchus; the villa became a kind of privateretreat for followers of the god to increase theirknowledge and pursue their devotion in secureprivacy. Years later, the complex was renamed the

Villa of Mysteries, in honor of the many initiationsinto the mysteries of the cult of Bacchus performedthere.

After Erania, who had a markedly demurerpersonality than her mother, left to train at thecapital, Deneira finally settled down and marriedanother devotee of Bacchus, Avernié Valerianus. Atthis time she also began to install the villa’s mainform of security, the Guardians, a group of 12statues each depicting a magical beast, which couldbe animated to protect the villa. By the timeDeneira died, half the statues were in place, the villahad doubled in size and was serving as a haven forBacchans from Londinium and beyond, extendingsecular and religious education, and protection.

EraniaIn contrast to her mother’s sensate tendencies,Erania was purely a seeress, and a strong one atthat. Having a stronger sense of duty to the Empirein general than all her predecessors, when Eraniabegan to have visions of war to the north sheimmediately made arrangements to journey in thatdirection to aid as she could, asking Avernié to takecare of the villa in her absence. It wasn’t longbefore the visions became true in the form of thewar with the tribes of Alba.

This marked the first time the villa found itselfwithout a clear heiress; with Erania engaged in thewar, the possibilities of the lands ending up withoutan inheritor were alarmingly real. Bacchus,however, watched over her own, and shortly beforethe construction of the wall, Erania returned to thevilla, in bad shape but alive, only to discoverAvernié had died a year prior, and it was her sonMarcius who had been running the villa since.Though the war raged in the north, Erania hadreturned for one major reason, her rape at the handsof a barbarian from Alba. A beautiful baby daughterresulted from the vile crime, a girl Erania namedMirella; a new heiress had been born.

Erania and Marcius later married and resumedsome of the leftover projects around the villa,

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including an underground waterway and sewer.With the use of Imperial engineers, and with ahealthy dose of gold and luck, both projects werefinished in record time. Minor repairs wereundertaken around the house and garden to adapt tothe new source of flowing water, and several newfountains were installed, much to Erania’sfondness.

Stored in the library, among family documents,Erania came across the sketches done by hergrandfather for the frescoes of the initiationmysteries. Within days a room next to the privatehouse temple had been prepared and notices sent tothe capital for a new competition to find an artist topaint the frescoes. The winner was a young andinexperienced, yet highly talented painter namedVenezio; work on the room began almostimmediately. Five years later, the Room of theMysteries was finished to phenomenal acclaim.Erania also reinstated the feasts at the villa; thoughmore subdued in tone than those established byDeneira, the spirit remained the same.

MirellaBy the time Mirella was initiated into the mysteries,a great bath complex had been started at the villa,almost as grand as those found in the capital itself.After Marcius’ death, Erania became completelywithdrawn, leaving the reigns of the villa inMirella’s hands, while she passed her days incontemplative meditation in the gardens she so

loved. Mirella continued work on the baths, andcommissioned a great marble mausoleum for herfamily, to be erected at the edge of the villa’s land,as well as finishing the creation and installation ofthe last five Guardians, including the great statue ofBacchus that greets all visitors approaching thehouse.

Mirella Valerianus now stands as the sole heirand mistress of the Villa of Mysteries, house, centerof education, haven for worshippers, and sacred siteto the glory and mysteries of Bacchus.

The VillaThe Villa of Mysteries sits comfortably on a smalland gentle hill overlooking fertile fields to the westand a small river to the south. The villa isapproached along a solitary road that leads all theway from Londinium. Although the lands are notfenced by any kind of gate, a ring of tall cypresstrees, brought in from the capital, marks theboundaries of the villa on all sides.

The house complex itself sits on a raisedmany-arched platform where carriages and horsesare taken care of and that leads to the servant wingand quarters. The whole façade of the house isdecorated in rich white marble from the nearbyquarry with accents in dark obsidian shipped fromthe mountains to the west. To the right of the housecan be seen the two-storied school and temple

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The 12 GuardiansThese are marble guardians (see New Creature below) arranged in the following order (from south to north,as one approaches the house): pegasus, female centaur, minotaur, dragon, medusa, chimera, male centaur,griffon, cyclops, satyr, basilisk and Bacchus. The guardians have the following spells stored within them (allspells are cast as a 10th-level sorcerer, DC 20 where applicable):

2 guardians—the pegasus and the griffon—have the spell fly in storage.2 guardians—the satyr and the basilisk—have the spell silence in storage.2 guardians—the male and female centaur—have the spell shield other in storage.2 guardians—the medusa and the minotaur—have the spell bestow curse in storage.4 guardians—the dragon, the chimera, the cyclops and Bacchus—have the spell fireball in storage.

All the marble guardians at the villa are keyed to one amulet worn by Mirella. Though there are 11 otheramulets, one for each guardian, they only work when worn by the villa’s stated heiress (Mirella in this case).

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complex, with the main dome of the baths peekingfrom behind. To the left, the terrain slowlydescends, leading to the service quarters, and thefields.

The House1. Entrance – Upon arriving to the villa’s entrance,a visitor is greeted by a marble paved road flankedby the Guardians, twelve statues 15 feet tall eachdepicting a magical beast, with the statue ofBacchus in the middle of the reception roundel atthe base of the house steps (see sidebar). After aflight of 12 steps, the portico opens to receiveguests. Four columns in the First Imperium stylesupport an exquisitely carved frieze showing thegods of the pantheon with Bacchus in the middle.Massive cypress double doors lead into the house.2. Servants’ Quarters – Hidden behind movablepanels along the walls (Search DC 16) this areaholds the kitchens, pantries and house servant

quarters. It is accessible from underneath the houseor from the long loggia to the left.3. Offices – These rooms serve to keep day-to-dayrecords from the house, mercantile trades, and toreceive minor visitors not normally allowed furtherinto the house proper. The doors are protected bygood locks (Open Lock DC 30).4. Formal Receiving Room – Ambassadors,heralds and other important visitors are received inthis room. The decoration is typically Imperial, witha bust of the Emperor and frescoes showingmythical foundation of the Empire, the twinssuckling from the she-wolf.5. Overnight Guest Room – Reserved for travelingcouriers or heralds who need quickaccommodations for the night.6. House Wine Press – Mirella imports grapesfrom the continent so she can press her own wine.Canals carved into the floor channel the juice intoan urn that leads to the cellar.

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7. Wine Cellar – The ground floor has variouscaskets and three dozen bottles ready forconsumption, while the underground area, wherethe wine from the press comes into, contains adozen buried large urns for fermentation. The cellaris kept locked (superior lock, Open Lock DC 40)and only Mirella and Felicia have keys.8. Servants Courtyard – Common room for theservants, a moving panel along the north wall opensto reveal a passageway through which the servantsmay move to the tricliniums (dining areas) unseen.9. Peristyle (Inner Courtyard) – With the ceilingopening up to the sky, this courtyard serves as themain public common area. First Imperium-stylecolumns surround the small central garden where a10-ft. tall marble statue of a nude nymph stands.10. Privy Room – The latrines here have beenupgraded to be constantly flushed by the newunderground waterway into the sewer.11. Small Triclinium (Dining Area) – This tri-clinium is used for less formal events or for smallparties, and can accommodate up to 30 people.12. Room of the Seduction – Named after themassive fresco that dominates the east wall. Called“The Seduction of the Initiate,” it depicts themoment when the shy initiate is enraptured andseduced by Bacchus, as he plays his spiderweb-stringed lyre with unearthly passion. The scene hasan added meaning to the family, as the models forBacchus and the initiate are Leonitus Gaius andMerriam Valerianus, owners of the villa some 200

years ago. The room is enchanted with permanentdancing lights and ghost sound spells that create amulti-colored, shimmering light show while aghostly harp plays softly in the background.13. Large Triclinium (Dining Area) – Thistriclinium is used for large affairs and feasts, andcan comfortably accommodate as many as 100people. 14. Atrium – This area serves as a vestibule to theguest rooms and to bring cool air into the house. Asmall fountain in the center provides a pleasanttouch as well as drinking water, and the variousplants all around provide a nice, cool retreat duringhot days and nights.15. Guestrooms – Each of these rooms is protectedby a simple lock (Open Lock DC 20), and each hasa secret sliding panel (Search DC 18) that leads tothe hallway, or into another room.16. Portico – These two areas help channel cool airinto the house as well as serving as common areasfor general use.17. Room of the Mysteries – So named because ofthe tri-wall fresco commissioned by EraniaValerianus. The work portrays an allegorical inter-pretation of the initiation of a young woman into themysteries of the cult of Bacchus. The painter usedprevious owners of the villa as inspiration for someof the figures, and in that capacity, the fresco alsooffers a pictorial history of the owners of the villadating back 400 years.

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18. Private Altar Room – This is the family’sprivate chapel and is only used by the owner andher immediate family. A magical trap that onlyMirella knows how to deactivate protects theentrance to the room.

Door:Hold Monster Trap: CR 6; magic device; touch trig-ger; automatic reset; spell effect (hold monster, 9th-level wizard, DC 17 Will save negates); Search DC30; Disable Device DC 30. Cost: 22,500 gp, 1800XP.Whenever the trap is set off, an audible alarm spellis activated.

Inside the well-secured room is found theprivate altar to Bacchus. Gem-encrusted mosaicsadorn the walls around the room. Along the northwall is a shrine with a scrying pool, on the east wallstands a bookcase with various magical scrolls aswell as other valuable books.

The room is protected by permanent mage’sprivate sanctum spell (caster level 10th). Thescrying pool is a magical basin that when filled withwater functions as a crystal ball. The bookcase onthe east wall contains some 20 books, all quitevaluable, some quite rare. The books are worthbetween 1,000 to 5,000 gp each, depending on theparticular tome. The scrolls in the bookcase are toovaried and change too often. However, there arealways 3 copies of each cure spell, and 2 copies ofeach remove blindness/deafness, remove curse,remove disease, neutralize poison, lesserrestoration and heal. In addition, there is an 85%chance for there to be a scroll for any spell of 3rdlevel or less, 45% for any spell of 4th or 5th level,and 20% for any spell of 6th level.

On the west wall are various coffers with goldcoins and gems, two chests holding a few minormagical items and a shelf on the wall with potionvials. These are also varied, and can be tailored toyour likings, though there are always at least twopotions of cure serious wounds. The contents of thechests can also be tailored, though it is likely to

include a +1 rapier, enchanted leather and chainarmor, and a random ring or wondrous item of lessthan 5,000 gp of value. The total worth of the coinsand gems in the coffers is 20,000 gp.19. Cavaedium (Porch) – This large and openspace overlooks the majestic gardens at the back ofthe house. Much like the entrance, four Imperium-style columns support a semi-circular ceiling openon all sides. Various couches make this a greatlounging area. The room is decorated in the centerby a large, unique statue given to the villa as a gift.It depicts the goddess Venus as a voluptuous andcurvaceous woman in the nude, laying comfortablyone her side inside a half-shell, her hands, bodyposture, and facial expression all in a mannerextremely suggestive of truly forbidden pleasures.20. West Stairs – These lead to the Servants Wing,stables, and fields.21. Main Loggia – This long, open and columnedhall overlooks the sloping fields. It is the one areaof the house where social class is not a barrier, andany may meet freely and without problems.22. East Stairs – These lead to the School andTemple complex, and to the Baths.

The School and TempleThis two-storied complex is also decorated in a finemarble façade accentuated with red-veined marblecolumns. 1. Entrance – The entrance is flanked by twoelaborate columns made of red-veined marblesupporting a triangle frieze showing a wingeddragon.2. Main Meeting Room – Normally used forlessons, this room is also used for formal religiousmeetings. The walls are decorated with mosaicsshowing important scenes in Imperial and Bacchanhistory.3. Library – Deneira’s Library spans both floors.Shelves line every available inch of wall space,stacked with books, scrolls, tablets and journals ofall shapes and sizes, though none magical in nature(these are kept in the private altar inside the house).Three ceiling-high ladders are situated one to eachwall, and two long tables with magical glowingglobes provide research space. The library is

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protected with various minor magical effects tomaintain constant temperature and preventhumidity, fungi and bugs. All items used must becleared with the librarian, Vinas. Should any itembe removed from the library without consent, eachand every item is well catalogued for the purposesof spells such as locate object. Though this hasnever occurred as of yet, no expenses would bespared in tracking down a missing item from thelibrary and those responsible. The library is onlyaccessible from the first floor.4. Classrooms – These are multi-use classroomeach holding up to 20 people.5. Main Temple – While the house has a privatealtar, this is the villa’s main temple to Bacchus,though there is a small shrine to the other gods ofthe pantheon in the corner to the right of theentrance. The temple has been decorated inred-veined marble with numerous accents inemeralds and lapis lazuli brought in from thefarthest reaches of the Empire. The main altarpieceboasts a mosaic showing Bacchus holding a gobletand a cluster of grapes in one hand, extending theother in a welcoming gesture. Cypress benchesaccommodate up to 60 faithful, and the room itselfcan hold up to 100. Mirella normally heads allservices, though she is free to bestow the honor onany visiting priest.6. Spiral Staircase – Leading to the second floor.7. Classrooms – These are multi-use classroomeach holding up to 20 people.8. Main Hall – This is multiple use area, used foranything from classroom, lecture room, meditation

room, as well as for makeshift accommodations forlarge groups of visitors.9. Records Office – All temple records are kept inthis locked room. Only Mirella and Vinas have keysto this room and know how to deactivate the smalltrap.

Glyph of Warding (Blast): CR 4; spell; spelltrigger; no reset; spell effect (glyph of warding[blast], 5th-level cleric, 2d8 acid, DC 14 Reflexsave half damage); multiple targets (all targetswithin 5 ft.); Search DC 28; Disable Device DC 28.Cost: 350 gp to hire NPC spell caster. Whenever thetrap is set off, an audible alarm spell is activated.

10. Librarian’s Quarters – These are Vinas’private quarters. The door is protected by a goodlock (Open Lock DC 30).

The BathsThe Eneiran Baths, as they have been named, wereonly recently completed. With the advent of theunderground waterway sending fresh water fromthe river to the south, and the magnificentdecoration Mirella commissioned, the baths havequickly become the most famous baths in Albion,and a must-see stop for visiting Bacchans anddignitaries.

The baths themselves have nothing out of theordinary; their two claims to fame come from thesumptuous decorations—marble mosaics, highlysuggestive statues, and frescoes, all to the glory of

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Bacchus—and from the quality of the service, fromthe constantly flowing water and the continuouslyflushing privies, to the ably-trained servants whorun the services inside the bath. Mirella made sureto give her servants the best training, and it shows.

The layout of the bath is quite traditional. Asone enters, immediately after the entrance is founda receiving area with storage for clothing whichleads into the tepidarium (warm pool room), wheresaunas and warm waters make the visitor sweatprofusely in preparation for the ritual. Thecaldarium (hot pool room) follows, and the massagearea, with the frigidarium (cold pool room)completing the basic ritual. The baths at the villaalso have a small indoor common room and a smallpool, as well as six private rooms. Unlike otherbaths scattered around the Empire, these baths caterto both sexes, and even though it is expected forguests to keep decorum, within those boundariesthere is little that’s prohibited.

The GardensExtending for an area twice and a half the length ofthe house are the great formal gardens on the villa.Planted over the years, the various areas hold plantsand trees native to Albion, as well as from otherareas of the Empire and the world. Hedgerowsdivide areas and create small habitat pockets,as well as small labyrinths and hideaway places.

The most obvious feature of the gardens is thelong narrow lake that runs from one end to theother, ending in the Nymphaeum, or the nymph’sfountain, which caps the gardens on the north end.Constructed out of one giant slab of marble, thenatural spring flows from an arch held on both sidesby two statues of Venus. Ten statues of sensuous,frolicking nymphs, five to each side, complete thesculpture. All the statues have an amazing lifelikedetail; one could swear they are about to dance outof the marble and into the gazer’s dreams. A sweetmusic can be heard near the fountain, an effectcreated as the water flows through the various pipesand crevices.

NPCsWhile the villa receives countless visitors everymonth, and houses a staff of dozens, here are thosewho are an integral part of the villa.

Mirella ValerianusThe current mistress of the villa is, without a doubt,one of the most beautiful women in the province. Atthirty-two, Mirella is still young and energetic, witha high sense of humor, and has not let the duties ofrunning the villa interfere with her having both areligious and private life.

She stands as tall as some men, with a full andcurvaceous body she loves to emphasize and hint atwith the use of various layers of thin fabric. Shewears her luscious dark brow hair long or wrappedin the distinctive Imperial style, and she makes sureto catch enough sun to maintain the golden sheen ofher light olive skin. Her most alluring feature, how-ever, are her dark brown eyes, eyes that can easilyand equally seduce and curse with but a look.

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Motives: Mirella has two priorities in life: herdedication to Bacchus and to the villa. Lucky forher, these two are compatible most of the time, ifnot one and the same. When they come in conflict,Mirella is careful to look for a way in which tocompromise to the best the situation allows.Mirella tends to the needs of the villa as a mothertends to a child; she knows all the servants by name,and makes sure to provide a pleasant atmospherefor both worker and visitor. In addition, Mirella is afairly good businesswoman, and has managed tomaintain the profitable trade deals established byher predecessors. This in turn allows her to performthe necessary, and expensive, upkeep to the greatcomplex.

When not engaged in day-to-day affairs,Mirella likes to read or write, stroll the house andgardens, or spend some time in the baths. She mayalso be found from time to time teaching lessons onImperial history and Bacchan doctrines to youngnobles from Londinium. Though not romanticallyinvolved with anyone at the moment, Mirella doesentertain liaisons from time to time.

Her only true friend is the enigmatic musicteacher, Gavan, whom she adores because, and inspite, of his unique personality and sense of style.Vinas she cares for like a younger brother, and shetakes a personal interest in his development, as apriest and as a person. Lastly, difficult as she maybe, Mirella also cares highly for her headhousekeeper, Felicia, and values her servicesimmensely. It has become an afternoon ritual forFelicia to relate the day’s gossips to Mirella over aglass of wine in the gardens; between Felicia andGavan, Mirella stays incredibly well informedabout the comings and goings in and around thevilla.

Mirella Valerianusfemale human Ari3/Brd1/Clr12: CR 15; MediumHumanoid (Human) (5 ft. 2 in. tall); HD 15d8 +1d6; hp 93; Init +1 (+1 Dex); Spd 30 ft.; AC 16 (+1Dex, +2 ring of protection, +3 bracers of armor),flat footed 15, touch 13; Base Attack/Grapple

+11/+10; Atks masterwork dagger +11 melee(1d4-1, 19-20); Full Atk masterwork dagger+11/+6/+1 melee (1d4-1, 19-20); SA Spells; SQBardic knowledge (+5), bardic music 1/day, castChaos domain spells at +1 caster level, protectiveward 1/day, spontaneous casting, turn undead7/day; AL CG; SV Fort +9, Ref +8, Will +24; Str 8,Dex 12, Con 10, Int 15, Wis 28, Cha 18.

Skills: Concentration +18, Diplomacy +31,Knowledge (Arcana) +5, Knowledge (History) +9,Knowledge (Local) +7, Knowledge (Nobility andRoyalty) +7, Knowledge (Religion) +14,Listen +15, Perform (Oratory) +25,Sense Motive +17, Spellcraft +18. Feats: CraftWondrous Item, Iron Will, Leadership, Negotiator,Silent Spell, Skill Focus (Perform [Oratory]), StillSpell.

Languages: Common, celestial, sylvan.Equipment: +1 dagger, bracers of armor +3,

circlet of persuasion, cloak of charisma +2, periaptof wisdom +6, ring of mind shielding, ring ofprotection +2, wand of magic missiles (7th-levelcaster, 47 charges left), amulet of the villa (allowsMirella to call and control the marble guardians).This is only the equipment Mirella carries onherself from day to day. Mirella is extremelywealthy, and can procure most other equipment, beit mundane or magical, with little problem.

Cohort and Followers: Mirella has aLeadership score of 22, granting her a 15th-levelcohort, one 6th-level follower, one 5th-levelfollower, two 4th-level followers, four 3rd-levelfollowers, seven 2nd-level followers, and 751st-level followers. Mirella rarely keeps a cohort,though she can certainly call on a trusted guardian(Ftr15) should the need arise, while her followersare the workers of the villa.

Bard Spells (Save DC 14 + spell level): 0-lvl(2/day)—daze, ghost sound, mage hand, message.

Cleric Spells (Save DC 19 + spell level,6/7+1/6+1/6+1/5+1/4+1/3+1). Domains: Chaos,Protection.

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Gavan No one at the villa knows what Gavan truly lookslike. Since he appeared at the villa four years ago,he has always affected the particular costume thathas become his hallmark: a long black tunic, atriangular wide-brimmed hat, and a full-face, whitemask. Only his eyes can be seen from behind themask, and these reveal a passionate, but torturedsoul.

Gavan has a strange history that ties him to thevilla. Three generations ago, Iridia Valerianus,sister to Mirella’s great-grandmother, Luccia,escaped her education in the capital for a life ofadventure in the great wide world. Her gamblebackfired, as Luccia found herself enslaved by atribe of horse-riding barbarians, far to the north,away from everything she knew. Luccia bore achild to her enslaver, and years later, once the boyhad grown up, bought his freedom with her life. Theboy made his way south, eventually reaching thecapital, where he simply disappeared into themaze-like streets. It is from that boy that Gavantraces his ancestry.

Born in a far-off province of the Empire, Gavanwas cursed from birth; his face is disfigured, hisbody weak, and his constitution frail. By all meanshe should have died a baby, but the one thing he hadfrom birth was determination, a trait that served himwell growing up a jeered and feared pariah amongthe outcasts of the Empire. Gavan’s one gift was aheavenly singing voice which he used to get aheadin life. In order to avoid persecution, Gavandeveloped great disguise skills, and eventuallyadopted the persona of a masked poet. Coupledwith his amazing musical talents and powerfultenor voice, Gavan was able to travel unhindered,reaching the capital, where he set out to increase hisskills. The Imperial obsession with ancestryawakened in Gavan a desire to know more about hisown; though it took him large amounts of gold, thedeterioration of his health as he pushed his magic tothe limits, and a fistful of years to assemble all thepieces, Gavan finally learned he traced his blood tothe Valerianus family in the farthest reaches of the

Empire. It was enough to claim a semblance of aheritage, and Gavan promptly set out to visit his“ancestral” lands. Eventually he made it to the villa,where after months of consistently proving hismusical talents, not to mention his determinationand patience, he was invited by Mirella to becomethe villa’s musician.

Gavan is physically deformed and grotesque;he more than makes up for it, however, with hisincredible musical talents, his extensive breadth ofknowledge, and his ability to find out what hedoesn’t already know.

Motives: Gavan has a strange code of ethics.While he only watches for himself, he has genuineconcern for the well being of both Mirella and thevilla. Other than that, only his music has anymeaning to him.

As the villa’s musician, Gavan teaches musicallessons at the school. He is strict and unforgiving,but devoted to those that show respect and promise.His particular appearance, a combination of anexcellent disguise coupled with his own powers ofillusion, has made him something of a localpeculiarity. The “Music Teacher,” as both studentsand staff refer to him, does not mind this at all;anything that adds to his mystique only serves tohide the horrible truth.

Gavan lives in secret underground quarterstowards the back of the estate, behind theNymphaeum, where he is free to practice his musicand voice lessons, and has a degree of privacy. Hehas a penchant for appearing out of mists in front ofthe Nymphaeum, something that, while a parlortrick, amuses everyone around. Gavan also likes totrade in secrets, and he has assembled a small,though reliable, network of spies, both in the houseand in Londinium. Though done partly for hispersonal amusement, Gavan is the de-factospymaster of the villa, and shares most of hisfindings with Mirella.

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Gavan is indifferent to most people, theexceptions being Mirella, his only true friend (towhom one day, perhaps, he may reveal the truth ofhis identity and heritage), and his gifted pupils. Hehas great contempt for Felicia, the headhousekeeper; her constant prying into otherpeople’s business, namely his own, unsettles him,as she has tried on various occasions to learn whatreally lies behind the mask.

Gavanmale human Brd5/Rog3: CR 8; MediumHumanoid (Human) (5 ft. 0 in. tall); HD 8d6 - 8; hp31; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex),flat footed 10, touch 14; Base Attack/Grapple+5/+4; Atks masterwork cold-iron rapier +10 melee(1d6-1, 18-20); Full Atk masterwork cold-ironrapier +10 melee (1d6-1, 18-20); SA Sneak attack+2d6, spells; SQ Bardic knowledge (+7), bardicmusic 5/day, evasion, trap sense +1, trapfinding; ALCN; SV Fort +1, Ref +10 Will +7; Str 9, Dex 18,Con 8, Int 15, Wis 14, Cha 22.

Skills: Bluff +16, Disguise +21, Escape Artist+8, Forgery +9, Gather Information +19, Hide +6,Knowledge (Local) +13, Listen +10, Move Silently+20, Open Lock +8, Perform (Sing) +20, Search+8, Sense Motive +11, Sleight of Hand +11,Spellcraft +5. Feats: Deceitful, Dodge, Skill Focus(Perform [Sing]), Weapon Finesse.

Languages: Common, draconic, sylvan.Equipment: boots of elvenkind, cloak of

charisma +2, hat of disguise, potion of cat’s gracex2, elixir of hiding, masterwork cold-iron rapier.

Spells (Save DC 16 + spell level):0-lvl (3/day)—daze, flare, ghost sound,mage hand, prestidigitation, read magic;1st-level (5/day)—cause fear, charm person,expeditious retreat, unseen servant;2nd-level (3/day)—detect thoughts, invisibility,tongues.

Vinas Vinas is the head librarian at the villa. Tall andlanky, with a short but unruly head of black hair,and pale from being indoors all the time, Vinasnonetheless has a certain charm about him and atwinkle in his eye that hints at great possibilities orgreat secrets. In Vinas’ case, it is both.

Vinas was born at the literal edge of the Empire,in one of the villages around the great Imperial wallto the north. From an early age, Vinas felt a desireto learn everything there was to learn in the world.He learned to read and write on his own, andeventually headed south to Londinium in search ofnew horizons.

Along the way Vinas was waylaid by bandits,and in the ensuing chase, something amazing andterrible happened: in desperation and faced withfour attackers, Vinas lashed out with lethal bolts ofmagic. By the time Vinas recovered his senses, fourbandits lay dead at his feet, killed by the arcanepower that shot from his hands; Vinas haddiscovered he was a natural-born sorcerer.

Though he made it to Londinium withoutencountering any further trouble, Vinas nonethelessdecided not to use his powers for the time being, apromise he soon broke as he started exploring theextent of his newfound abilities. He also began towork a string of odd jobs, eventually ending up inthe service of Mirella Valerianus. Working aroundthe villa, Vinas learned of the cult of Bacchus,becoming enthralled by it, and eventually becominga student under Mirella’s tutelage. This gave himaccess to the villa’s library, and soon he was all butliving among the books. Shortly thereafter, Mirellagranted him the position of head librarian, a post atwhich young Vinas more than excels.

Motives: All Vinas wants to do in life is studyand become the best scholar he can be.Unfortunately his studious mind is also a curiousmind, and he has been secretlypracticing how to control his innate powers.He has failed miserably at keeping the secret,

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however, as it is now common knowledge thatVinas is a sorcerer.

Vinas is somewhat shy though he comes off asaloof. He likes Felicia, though he has neveracknowledged this out loud and in his naiveté, staysaway from her. Although he tends to keep Gavan atarm’s length, the two sometimes have wonderfulconversations about music and the arts.

Vinasmale human Clr3/Sor 3; CR 6; MediumHumanoid (Human) (6 ft. 3 in. tall); HD 3d8 + 3d4(24 hp); Init +1 (+1 Dex); Spd 30 ft.; AC 13(+1 Dex, +2 ring of protection), flat footed 12,touch 11; Base Attack/Grapple +3/+3; Atksmasterwork mace +4 melee (1d6, 18-20 x2) ordagger +4 ranged (1d4); Full Atk masterwork mace+4 melee (1d6, 18-20 x2) or dagger +4 ranged(1d4); SA Spells; SQ All Knowledge skills are classskills, spontaneous casting, protective ward 1/day,turn undead 6/day; AL NG; SV Fort +4, Ref +3,Will +9; Str 10, Dex 12, Con 10, Int 15, Wis 16, Cha17

Skills: Concentration +9, Knowledge (Arcana)+11, Knowledge (History) +8, Knowledge(Religion) +11, Profession (Librarian) +9, Search+8, Spellcraft +11. Feats: Craft Wondrous Item,Heighten Spell, Skill Focus (Knowledge[Religion]), Still Spell.

Languages: Common, celestial, draconic.Equipment: Ring of protection +2, goggles of

minutes seeing, potion of mage armor, potion ofprotection from evil, potion of sanctuary, wand ofsummon monster I, calligraphy set, assorted books,paper, ink.

Cleric Spells (Save DC 13 + spell level,4/3+1/2+1). Domains: Knowledge, Protection.

Sorcerer Spells (Save DC 13 + spell level):0-lvl (6/day)—arcane mark, mending, open/close,read magic, resistance; 1st-level (6/day)—colorspray, magic missile, shield.

FeliciaFelicia is the head housekeeper at the villa. She is incharge of all the servants in the house and servesMirella personally with great attention to detail anddevotion. She’s in her mid twenties, is short andhyper, and is possessed of a vigor that both amazesand frustrates those under her orders. She wears herdark hair in a tight bun, and rarely changes her sternexpression in public.

Felicia’s family has served in the villa for threegenerations. Originally brought in as slaves, thenowner Luccia grew to like Felicia’s ancestors, andgranted them their freedom after years ofexemplary service. Felicia’s family decided to stayat the villa and continue their service to theValerianus. Felicia is the fourth member of thefamily in a row to become head housekeeper, atestament to the family’s and Felicia’s dedication.

Motives: Felicia knows most people don’t likeher and she does not care. Her only cares areserving the needs of Mirella and the villa, and shedoes these with absolute dedication regardless ofanyone’s opinion. The satisfaction she draws fromaccomplishing these tasks to perfection more thanmake up her lack of popularity among the staff andservants.

Regardless of the face she puts out to thepublic, Felicia is a sad person who wishes she hadfriends. She just doesn’t have the necessary peopleskills, and coupled with the self-imposed demandsof her position, she sees this possibility as beingalmost unattainable. Felicia fills this void bylearning every single secret she can abouteverybody; no gossip exists in the villa that Feliciadoes not know about, or so the rumors go. Whileshe does keep some of what she learns to herself,Felicia shares much of her knowledge with Mirella.So far the only secret that has eluded her is that ofthe Music Teacher, though she bides her time.

Felicia always maintains her stern personalitywhile in public. She is incredibly curious aboutGavan and sometimes her curiosity borders on

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obsession, which has gotten her polite but firmreprimands from Mirella. Felicia is incrediblyinfatuated with the young librarian Vinas, though sofar she has done nothing about it, as he tends to stayaway from her, no doubt due to her reputation.

Unknown to all, Felicia’s greatest secret is thatshe has been courted on various occasions byagents from rival noble families and otherorganizations in Londinium. Her position in thehousehold would provide a great benefit towhoever can sway the young woman, though so farFelicia has remained loyal to Mirella.

Feliciafemale human Exp3; CR 2; Medium Humanoid(Human) (4 ft. 4 in. tall); HD 3d6 (10 hp); Init +1(+1 Dex); Spd 30 ft; AC 11 (+1 Dex), flat footed 10,touch 11; Base Attack/Grapple +2/+1; Atks Club +1melee (1d6-1); Full Atk Club +1 melee (1d6-1); ALLN; SV Fort +1, Ref +2, Will +6; Str 9, Dex 12,Con 10, Int 12, Wis 12, Cha 16

Skills: Bluff +8, Gather Information +9, Heal+7, Intimidate +6, Knowledge (Local) +7,Profession (Housekeeper) +10, Search +8, SenseMotive +9, Spot +8. Feats: Alertness, Iron Will,Skill Focus (Profession [Housekeeper]),

Languages: Common.Equipment: Club, fine quality servant’s outfit,

handed down noble’s dress, safe box with 100 gp.Felicia has access to all the resources of the villaand can reasonably procure any regular, non-magi-cal, item.

Adventure SeedsThe following are a few ideas on how to use theVilla of Mysteries in your campaign. The villa is asetting ripe for roleplaying opportunities, withsecrets everywhere, and countless delights aroundevery corner.

These suggestions are by no means exhaustive,but should provide you with a good starting point inintegrating this great new location to your games.

1. After completing a particularly well-done serviceto a member of the cult of Bacchus, the adventurersare rewarded with a day visit to the villa. If the partyhas any followers of Bacchus, the invitation couldbe extended to two days. Player characters couldmeet Mirella, use the facilities for both educationand relaxation, and embroil themselves in thecomings and goings of the villa. Villa politics arevery much like a snake, silently slithering allaround until it strikes out of nowhere. Sometimes amere formality as a “Hello” can mean the differencebetween being perceived as an ally or an enemy, sothe characters will have to be on their toes.

2. The characters are hired by a Londinium mer-chant to guard his caravan as it heads to the villa todeliver supplies. The characters are received at thevilla, invited to a sumptuous dinner and put up forthe night while the shipments are prepared.Depending on how the night goes, the characterscould find themselves employed by Mirella to actas a caravan guard after their present job iscompleted.

3. While visiting the villa, a visiting noble from thecapital is found dead in the baths one morning,apparently the victim of poison. The entire villa isalarmed at having an assassin in their midst, Mirellais furious that something like this would happen inher house and worried over the repercussions thisdeath could have for her and the villa. Regardless ofher social status and position, as an unmarriedwoman Mirella is in a precarious position and thisdeath could bring much unwanted attention uponthe villa. Rumors swirl everywhere, and gossippoints at the ever-masked music teacher, Gavan.The villa is sealed until the crime is solved, andMirella asks the characters to help in theinvestigation, hoping that due to them beingoutsiders, they will have a more unbiased opinion.After a few hours of questioning, the characters findthat behind marble walls and under the layers ofgracious hospitality, the villa is a viper’s nest ofbitter rivalries, hidden agendas, and secret liaisonsthat make the Imperial senate seem like child’s play.Did the masked musician kill the priest? Was it

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someone else from the staff? Did anyone seeanything? Is there an uninvited guest in the villa?Who stands to gain from this death? And how longbefore the culprit sneaks away free and brings ruinover the magnificent villa?

LoreUse the information below whenever a bard rolls aBardic Lore check regarding the villa. At the GM’sdiscretion, a Knowledge (History), Knowledge(Local) or Knowledge (Nobility and Royalty) skillcheck (as appropiate) could be used to learn someof these facts as well (add +5 to the DC forKnowledge checks).

DC: Type of Knowledge10: The Villa of Mysteries is a grand estate situatedabout a day’s ride from the city of Londinium. Itbelongs to the Valerianus family, and its currentmistress is Mirella Valerianus.20: The Villa of Mysteries is a center of worship forthe cult of Bacchus, under the direction of Mirella.

The villa also houses a grand library and aluxurious Imperial bath complex. The villa isprotected by magical statues as well as by othermagical and mundane means.25: The villa has been in the possession of theValerianus family for centuries. Members of thecult of Bacchus travel from all over the Empire tobe initiated into the mysteries of the cult at the villa.30: The villa always passes to a female heir, and itremains in the Valerianus family even if the heirmarries, going against all the conventions of theEmpire. This is possibly the greatest weakness ofthe villa and of the Valerianus family.

New CreatureMarble GuardianLarge ConstructHit Dice: 10d10+30 (85 hp)Initiative: +0Speed: 30 ft.AC: 24 (-1 size, +15 natural), flat footed 24, touch9Base Attack/Grapple: +7/+17Attack: Slam +12 melee (1d8+6)Full Attack: 2 slams +12 melee (1d8+6)Space/Reach: 10 ft./10 ft.Special Attacks: Spell storingSpecial Qualities: Construct traits, fast repair 2,find master, hardness 8Saves: Fort +3, Ref +3, Will +3Abilities: Str 22, Dex 10, Con —, Int —, Wis 10,Cha 1Climate/Terrain: Any land or undergroundOrganization: SolitaryChallenge Rating: 6Treasure: NoneAlignment: Always neutralAdvancement: 11-24 HD (Large); 25-45 HD(Huge)

Marble guardians are great construct statues createdby spellcasters to provide protection to an area,typically a house or a temple.

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A marble guardian looks like an ordinarymarble statue, with as much detail as the sculptorhad ability, with most being of fine craftsmanship,which when created is keyed to a particular amulet.Henceforth, it regards the wearer of the amulet asits master, obeying that person’s commands to theletter.

Marble guardians are normally stationary,standing in one place as ordinary marble statues.Whenever commanded by the amulet’s wearer, orwhen certain conditions are met, the guardiansbecome animated, following their master’scommands or performing an already-stated set ofcommands such as “protect the temple fromintruders” or “move the sacred texts to the securearea.” Although not good for much beyond combatand some manual labor, marble guardians performtheir duties with utmost efficiency.

CombatMarble guardians are straightforward in battle,striking with their marble fists. While they aremeant for defense, they can nonetheless provide agood offense.

Spell Storing (Sp): The marble guardian canstore one spell of 3rd level or less that is cast into itby another creature. It “casts” this spell whencommanded or when a predetermined conditionarises. Once a spell is used, it can store the same oranother spell.

Construct: Immune to mind-influencingeffects, poison, disease, and similar effects. Notsubject to critical hits, subdual damage, abilitydamage, energy drain, or death from massivedamage.

Fast Repair (Ex): The marble guardian regains2 hit points per round.

Find Master (Su): No matter the distance,when called, the marble guardian can find theamulet wearer (or just the amulet, if it has beenremoved after the guardian has been called) as longas they are on the same plane.

Hardness (Ex): The marble guardian has ahardness of 8.

ConstructionA marble guardian costs at least 80,000 gp to create.This cost includes the construct’s basic physicalbody, the keyed amulet, and all the materials andspell components that are consumed or become apermanent part of them.

The body must be crafted first, and this isusually left to a master sculptor in order for thestatue to be of the finest quality. Creating the mostbasic of bodies requires a successful Craft(Sculpture) or Craft (Stonemasonry) check (DC16). The keyed amulet is fashioned next. The mostbasic amulet must be fashioned from gold,

requiring a successful Craft (Metalworking) check(DC 14).

Once these two are created, the creature mustbe animated using a complex magical ritual thatrequires a week to be completed. The creator mustlabor for at least 8 hours a day in a speciallyequipped laboratory or arcane workroom. Suchrooms normally cost 1,000 gp to establish and canbe used repeatedly.

The creator must work non-stop each day forthe time it takes to create the guardian, withactivities limited to resting, eating, sleeping ortalking. If the caster is creating the body as well,both the building and the ritual can be performedsimultaneously. If the creator misses a day, theprocess fails and must be started again, moneyspent is lost, but XP spent are not. The body andchamber can be reused.

CL 15th; Craft Construct, command, limitedmiracle, locate objects, shield of faith, shield other,caster must be at least 15th level; Price 80,000 gp;Cost 54,000 gp + 3,200 XP.

AmuletIf the amulet is destroyed the guardian returns to itsstationary form and ceases to function until a newone is created at a cost equal to the original. If thewearer dies but the amulet is intact, the guardian

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remains in statue form and carries out the last set ofcommands given.

Since marble guardians are created to guardlocales, a ritual was developed to transfer amuletmastery from one person to another. This ritualrequires one full day to complete, drains 500 XPfrom both present and new master, and requirescommand and comprehend languages to be cast atthe end of the ritual, command by the currentmaster and comprehend languages by the master-to-be.

New SpellLimited MiracleEvocationLevel: Clr 7Components: V, S, XPCasting Time: 1 standard actionRange: See textTarget, Effect, Area: See TextDuration: See TextSaving Throw: See TextSpell Resistance: Yes

You don’t so much cast a miracle as request one.You state what you would like to have happen andrequest that your deity (or the power you pray to forspells) intercedes.

A limited miracle can do any of the followingthings:

• Duplicate any cleric spell of 6th level or lower(including spells to which you have access becauseof your domains).

• Duplicate any other spell of 5th level or lower.• Undo the harmful effects of certain spells,

such as feeblemind or insanity.• Have any effect whose power level is in line

with the above effects.

If the limited miracle has any of the aboveeffects, casting it has no experience point cost.

Alternatively, a cleric can make a powerfulrequest that would be outside the effects of theguidelines above. Casting such a limited miraclecosts the cleric 300 XP because of the powerfuldivine energies involved. In any event, a requestthat is out of line with the deity’s (or alignment’s)nature is refused.

A duplicated spell allows saving throws andspell resistance as normal, but the save DCs are asfor a 7th-level spell. When a limited miracleduplicates a spell that has an XP cost, you must paythat cost. When a limited miracle spell duplicates aspell with a material component that costs morethan 100 gp, you must provide that component.

XP Cost: 300 XP (for some uses of the limitedmiracle spell; see above).

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CREDITSAuthor: Daniel M. Perez

Proofreader & Additional Material: Mark GedakLine Cartography: Daniel M. Perez

Color Cartography: John Milner of UKG Publishing,used with permission.

Some artwork from Fantasy Filler Artcopyright Rick Hershey, All Rights Reserved.

Some artwork is copyright byOctavirate Games,and used with permission.

Some artwork is copyright byMad Elf Enterprises,and used with permission.

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Designation of Product Identity: The followingitems are hereby designated as Product Identityin accordance with Section 1(e) of the OpenGame License, version 1.0a: Any and allHighmoon Media Productions logos and identi-fying marks, including all Highmoon MediaProductions product and product line namesincluding, but not limited to: Bardic Lore,DaVinci Labs, Liber Sodalitas, Terra Mythica,Aimergin O Mil (and any variant spelling), and"A Renaissance in Mechanization"; and all art-work, symbols, designs, depictions, illustrations,maps, and cartography, likenesses, poses, logos,or graphic designs; except such elements thatalready appear in final or draft versions of thed20 System Reference Document or as OpenGame Content below and are already OGC byvirtue of appearing there. The above ProductIdentity is not Open Game Content.

Designation of Open Game Content: Subject tothe Product Identity and Closed Content designa-tion above, all text in Bardic Lore: Ogham is here-by designated as Open Game Content.

'd20 System' and the 'd20 System' logo are trade-marks of Wizards of the Coast, Inc. and are usedaccording to the terms of the d20 System Licenseversion 6.0. A copy of this License can be foundat www.wizards.com/d20.

'd20 System' and the d20 System logo are trade-marks of Wizards of the Coast, Inc. in the UnitedStates and other countries and are used with per-mission. Dungeons & Dragons, and Wizards ofthe Coast are trademarks of Wizards of the Coast,Inc. in the United States and other countries andare used with permission.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards ofthe Coast, Inc. and is Copyright 2000 Wizards ofthe Coast, Inc ("Wizards"). All Rights Reserved.1. Definitions: (a)"Contributors" means the copy-right and/or trademark owners who have con-tributed Open Game Content; (b)"DerivativeMaterial" means copyrighted material includingderivative works and translations (including intoother computer languages), potation, modifica-tion, correction, addition, extension, upgrade,improvement, compilation, abridgment or otherform in which an existing work may be recast,transformed or adapted; (c) "Distribute" means toreproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute;(d)"Open Game Content" means the gamemechanic and includes the methods, procedures,processes and routines to the extent such contentdoes not embody the Product Identity and is anenhancement over the prior art and any additionalcontent clearly identified as Open Game Contentby the Contributor, and means any work coveredby this License, including translations and deriva-tive works under copyright law, but specifically

excludes Product Identity. (e) "Product Identity"means product and product line names, logos andidentifying marks including trade dress; artifacts;creatures characters; stories, storylines, plots, the-matic elements, dialogue, incidents, language, art-work, symbols, designs, depictions, likenesses,formats, poses, concepts, themes and graphic,photographic and other visual or audio represen-tations; names and descriptions of characters,spells, enchantments, personalities, teams, per-sonas, likenesses and special abilities; places,locations, environments, creatures, equipment,magical or supernatural abilities or effects, logos,symbols, or graphic designs; and any other trade-mark or registered trademark clearly identified asProduct identity by the owner of the ProductIdentity, and which specifically excludes theOpen Game Content; (f) "Trademark" means thelogos, names, mark, sign, motto, designs that areused by a Contributor to identify itself or its prod-ucts or the associated products contributed to theOpen Game License by the Contributor (g) "Use","Used" or "Using" means to use, Distribute, copy,edit, format, modify, translate and otherwise cre-ate Derivative Material of Open Game Content.(h) "You" or "Your" means the licensee in termsof this agreement.2. The License: This License applies to any OpenGame Content that contains a notice indicatingthat the Open Game Content may only be Usedunder and in terms of this License. You must affixsuch a notice to any Open Game Content that youUse. No terms may be added to or subtracted fromthis License except as described by the Licenseitself. No other terms or conditions may beapplied to any Open Game Content distributedusing this License.3. Offer and Acceptance: By Using the OpenGame Content You indicate Your acceptance ofthe terms of this License.4. Grant and Consideration: In consideration foragreeing to use this License, the Contributorsgrant You a perpetual, worldwide, royalty-free,non-exclusive license with the exact terms of thisLicense to Use, the Open Game Content.5.Representation of Authority to Contribute: IfYou are contributing original material as OpenGame Content, You represent that YourContributions are Your original creation and/orYou have sufficient rights to grant the rights con-veyed by this License.6. Notice of License Copyright: You must updatethe COPYRIGHT NOTICE portion of thisLicense to include the exact text of the COPY-RIGHT NOTICE of any Open Game Content Youare copying, modifying or distributing, and Youmust add the title, the copyright date, and thecopyright holder's name to the COPYRIGHTNOTICE of any original Open Game Content youDistribute.7. Use of Product Identity: You agree not to Useany Product Identity, including as an indication asto compatibility, except as expressly licensed inanother, independent Agreement with the ownerof each element of that Product Identity. Youagree not to indicate compatibility or co-adapt-ability with any Trademark or Registered

Trademark in conjunction with a work containingOpen Game Content except as expressly licensedin another, independent Agreement with theowner of such Trademark or RegisteredTrademark. The use of any Product Identity inOpen Game Content does not constitute a chal-lenge to the ownership of that Product Identity.The owner of any Product Identity used in OpenGame Content shall retain all rights, title andinterest in and to that Product Identity.8. Identification: If you distribute Open GameContent You must clearly indicate which portionsof the work that you are distributing are OpenGame Content.9. Updating the License: Wizards or its designat-ed Agents may publish updated versions of thisLicense. You may use any authorized version ofthis License to copy, modify and distribute anyOpen Game Content originally distributed underany version of this License.10. Copy of this License: You MUST include acopy of this License with every copy of the OpenGame Content You Distribute.11. Use of Contributor Credits: You may not mar-ket or advertise the Open Game Content using thename of any Contributor unless You have writtenpermission from the Contributor to do so.12. Inability to Comply: If it is impossible for Youto comply with any of the terms of this Licensewith respect to some or all of the Open GameContent due to statute, judicial order, or govern-mental regulation then You may not Use anyOpen Game Material so affected.13. Termination: This License will terminate auto-matically if You fail to comply with all termsherein and fail to cure such breach within 30 daysof becoming aware of the breach. All sublicensesshall survive the termination of this License.14. Reformation: If any provision of this Licenseis held to be unenforceable, such provision shallbe reformed only to the extent necessary to makeit enforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000,Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; AuthorsJonathan Tweet, Monte Cook, Skip Williams,Rich Baker, Andy Collins, David Noonan, RichRedman, Bruce R. Cordell, John D. Rateliff,Thomas Reid, James Wyatt, based on originalmaterial by E. Gary Gygax and Dave Arneson.

Bardic Lore: The Villa of Mysteries Copyright2005, Daniel M. Perez d/b/a Highmoon MediaProductions; Author Daniel M. Perez. www.high-moonmedia.com.

Bardic Lore: The Villa of Mysteries www.HighmoonMedia.com