Justin Achilli

Tag: setting

Six Spears and the Spire

A map is like a good line-art illustration, worth the proverbial thousand words. On the best maps, you can simply take a look at them and immediately have ideas for stories or games that can take place inside them.

Yesterday I went through a folder of old game stuff and found the one below. I can’t remember who did the original illustration (I TinEye’d and everything), but I obviously loved it so much I swiped it and dropped a handful of my own campaign details on it. This was from a game back in 2006, I think, which didn’t quite take off because I was living in Texas and my players were in Atlanta. It was an attempt at play-by-post but almost immediately collapsed under the weight of six adults’ schedules. If only roll20 existed back then. Hell, we hosted this thing on LiveJournal, that’s how long ago it was.

Image

The campaign itself was fun, I thought. Two big city-states at war, with the players serving as mercenaries taking whichever side they wished, with a great deal of urban conflict and political scheming above the players’ level but visible to them. Ptolus was one of the cities and the other was Ceyrun (which was the City-State of the Invincible Overlord under a different name). The home city was Belluna, a Venetian-styled canal city that was small but wealthy, and where I had run a previous campaign for the players. (I’ve doing something with Belluna right now, actually, but it’s in the queue behind another project or two.) But the point, of course, is that I saw the map, it gave me an idea, and a campaign emerged from it. All creativity requires is that single spark, and then… genesis!

Click here for the campaign character creation and background doc.

Exodus Campaign Kickoff

Now that I’m out from under Children of the Revolution (but still working on Hunters Hunted 2, Anarchs Unbound, and a fiction project… oh, and my day job of AAA video game development), I’m firing up a new Pathfinder campaign set in the Wilderlands of High Fantasy. You know, because I don’t have enough on my plate.

It’s an exploration campaign, turning the players loose on the world and letting them do what they want with it. Pathfinder is a little bit dense for this sort of thing — will no one deliver me from the perfidy of skill lists? — but it’s excellent for realizing distinct characters and niche protection. I want the players to have those distinctions when they charge into the unknown and either stake their claims or take up personal crusades.

In preparation for the kickoff, I bashed together a trailer-style introduction to the campaign. It’s light on details — those are the players’ province to flesh out — but good with mood and theme.

The trailer includes the art of E.M. Gist, Kris Kuksi, Fenghua Zhong, Ming Fan, Zheng Ma, Levi Hopkins, Yun Ling, James Paick, Jaime Jones, Mitchell Mohrhauser, Khang-Le, Jaemin Kim, Jeff Simpson, Thom Tenery, Seryl, Mathieu Lauffray, and Annis Naeem (all plucked from CGHub). The music is “La Douce” by Corvus Corax.

Written Sketches

I recently started using Day One, a journaling app that’s sleek and fun and has a popup feature whereby the app tells you, “Okay, write something.” I’ve been using it mostly for sketching — a paragraph or two at a time just to keep the words flowing without any real thought to where they might fit. They all seem to have some commonality, and from that, I’m getting a sense for what the world they’re describing looks like, which is a sort of neat emergent feature. Well, perhaps not a feature, but more of an intersection of how the app works and what I keep scribbling into it. Here are a few of the excerpts.


“What lands are these? They are the lands we lost, as men, to time, to declivity of the soul, and to outside forces against which we failed to rally. These lands once belonged to our fathers, sustaining us on their bounty, but then we grew proud, and in our pride we grew ignorant, and in our ignorance we debased ourselves and called it culture. Ours is not a legacy of culture, our legacy is a loss of the culture that once united us.”

These words were spoken by Taraq, son of Haroun, before he turned his back on humanity and walked into the wilds, never to return. Some will say his bride bewitched him, but others know the truth: that Taraq did indeed fall in love with his beguiling bride, but that the choice to leave the realm of mankind was wholly his. Taraq has followed his wife into the life of the Good Folk, those who were ancient before even the first true Men could speak words. No more does he practice his huntsman’s craft, for now he dwells in the world instead of merely being its guest.


Looming on the horizon is a castle penumbrated in a timeless twilight. I have watched the lords descend from the castle, thralls to their dead with-lord, to pull women screaming from their beds in the village below. They take them up the icy path, into that dark-shrouded castle and their screams linger in the cold air for an eternal moment and then end. I cannot say how often they do this, these awful lords, for the dread that oppresses me makes me fear and look away.

I hate this weakness in myself. I am powerless to stand against the lords from the shadow-castle, powerless to call out their evil, and too small to even raise my eyes to them. What is the greater crime: their boldness and inhumanity to men, or my selfishness and small misery in complicity?


The folk of the undertown whisper of the rogue’s omen, that when a scandal sets the privileged against one another, low men suffer the most. In such ugly times, though, events occur after which those low men’s fortunes change. Not everyone born in a barn need be a horse, to borrow another commoner’s saying. And not every title need be granted at court.


Beneath the manor, beneath the lime and the chalk and the thousand-plus spiraling stairs that crept into the cavern within the mountain, the thing that gives horror to bloom floats, in its parallel of life, in the brackish, primeval fluid that nourished it before the time when gods claimed to have made the world. There, in that stagnant pool, it floats endlessly, glutting itself on the thought and fear of those who live in the valley below the pass. Through millions of tons of stone, it swells in metonymy with the emotional tides of Men who feel its evil and quake in idle dread.

Those who once dwelled in the manor couldn’t have known the awful, cyclopean sect that stirred beneath them when they built it, looming over the pass. Some horrible, cosmic coincidence must have been at play or else, more likely, the creature reached out with its will and forced the construction of the castle, whether through some hellish minion or some more subtle machination. Although, to what end, none may guess.


Some of this should fit easily into the Pagan Lands material, but other stuff might find a place in some Vampire work (with a little retooling). The general sense here is that whatever world this is must ruly be an awful place, with all its rotten happenings and victimizations of the people who live in it. Or maybe it’s the people themselves who are so awful, and they keep bringing ruin upon themselves. There’s definitely a feeling of loss and fear going on.

Give ‘Em a (True) Hand

Something that has surprised me in the ongoing V20 work I’ve been doing is that I’ve taken a new shine to the True Black Hand.

Among the Vampire community, Dirty Secrets of the Black Hand can be an unpopular book. I’ve never been an apologist for it, and I can see what some people don’t like about it. It turns the idea of one of the most distinct Disciplines into something that’s thematically at odds with the rest of Vampire. Some of the powers get a little screwy. It has a few ideas in it that threaten to jump the shark, and the premise of the book itself comes perilously close to doing so, too — it leans on Vampire’s device of secrets within secrets a little too hard. Here’s this ancient weird sect you’ve never heard of before, and they’re pulling the strings of the other groups that you have heard of (so they’re not as cool anymore). A little fast and loose with the baseline Vampire experience, the True Hand is Vampire for people who want something a little weirder.

That said, there’s a lot it does well, and I’m really enjoying rooting around in its vaults again. In particular, here’s a list of what I like about the Tal’Mahe’Ra.

  • Perfect Vampire Tone: I’ve said this on panels and in forum discussions before, but the book absolutely nails the “wheels within wheels” conceit that makes Vampire tick. It’s a sect full of factions, and the sect itself overlaps with some of the other sects, and it even bleeds a bit into the thematics of the other supernatural types. What can you believe or trust? No one knows — and since the unknown is such a vital portion of the horror genre, the True Hand is a great sect for fomenting fear of the unknown by its very existence. It’s especially good for a Storyteller whose players know it all, being well-versed in WoD lore, because all that knowledge works against them in a dramatic way.
  • Exoticism and the Macabre: A slightly Eastern, Gnostic flavor mixed in with cyclopean tombs and the bleak resonance of the First City where vampires held sway. It’s a place where stones as old as Eden make up the halls where monsters plucked from their mother’s bosom as infants have never known anything other than servitude to Kindred — Kindred who claim to be shepherding them and protecting them. Everything they touch is twisted or becomes so, and the lament for what’s lost to their unlifestyle is either immediate and poignant or has never even entered their minds.
  • The Dark Side of Academia: There’s a strong monastic element to the Tal’Mahe’Ra, and it works wonders for Vampire. The idea that there’s such a thing as too much knowledge, that some secrets are better left unearthed, and the perils of what someone might do if only they could find out how — that’s a great motivator, both for or against the troupe’s Kindred. What is the morality of fighting to suppress information?

I’ve been scribbling notes for a True Hand chronicle I want to run, a sort of coterie-against-the-world thing that I don’t think should last too long, but would be an interesting exploration of digging some mysteries up and tirelessly hiding others. Tal’Mahe’Ra agents operating in a domain that doesn’t know they’re there but certainly doesn’t want them. When the whole of the local power structure is against you, but what you’re doing you do to protect it? That’s a theme worth telling a story about, I think

Nemesh

Nemesh, Avatar of the Black Ram

The party may encounter a black ram prowling the alpine forests, leading a herd of mountain goats that seem without number. Surprisingly, the black ram has the ability to speak, and will introduce himself as Nemesh, should the characters engage it in conversation. Nemesh is haughty in demeanor and exudes a powerful aura of evil, though he expresses no agenda that seems at odds with that of the civilized races. He refers to leading his herd — his children — between worlds upon worlds, serving a great master with an unspeakable name.

Eventually, Nemesh will exhaust his conversation with the characters and move on, leaving literally no trace of the herd’s passing as they disappear into the wood. Nemesh gives the impression of a creature with great and alien malice in his heart, though he takes no action to justify the impression.

Engaging in combat with the mountain goats is likely foolhardy, given their immeasurable number. Any individual one of them,including Nemesh, may be slain, and doing so results in a permanent blight on the spot of the killing where no plant life will grow and the spilled blood will excoriate the ground to the stone beneath. (It is also almost certain to enrage the rest of the herd).

Nemesh can command (Su) any goats that can hear him speak (Will save of DC 10 to resist, if it becomes necessary). Goats within his sight gain a +1 morale bonus to attack rolls and saving throws. He has DR 10/ magic (Ex), may cast true strike once per day as a 3rd-level wizard, and can speak with animals at will (Su). Treat the herd as a nigh-infinite number of normal goats, wholly docile unless incited. The mountain goats carry no treasure.

An Anarch (Free) State of Mind

In revisiting Vampire for the 20th Anniversary Edition, I knew I wanted to go back and give the Anarchs a fair shake. The Anarchs took a beating in the revised era, largely as a result of metaplot advancements, but also because their identity at the time was missing a key compelling element. The Anarchs needed the Camarilla to remain relevant. They needed an established organization to rebel against, because without rebellion, what were they?

The other entities in the game with similar outlooks at least had cultural identities to help shape them. The Brujah are the key example here: They’re the clan of “rebels,” but they also have an historical identity tying them to Carthage and Egypt during Classical times, they have an ongoing feud with the Ventrue, and if all else fails, you can just let them be the Lost Boys.

The Anarchs don’t have that. Without the Man, they don’t exist. At least, they didn’t.

Anarchs get all the hot chicks.

That’s a shame. The Anarchs were a really great piece of first- and second-edition Vampire that lost relevance over the life of the game. I certainly have to shoulder some of the blame for that. So that’s why I feel like I owe them an empowering update.

The more I’ve been working on V20, the more the Kindred have showed their age. The Camarilla still cares about its pomp and circumstance, becoming very much Nero as, in the End Times, Rome burns. The Sabbat still wages its holy war, consuming as many of its childer in consecrated fire as it sends against the hated Antediluvians. But the Anarchs? The Anarchs had their ass kicked so bad during the Revised era that they’re still smoldering and black-eyed.

So with the ongoing development work I’m doing for the classic World of Darkness, the more writing I’ve been doing, the more the Anarchs have carved out their own niche in my mind, and I’m wanting to bring that to the supplementary material. Here’s the thing: The Anarchs are younger than the other sects, by individual and on the whole. Their rebellious politics and comparatively low numbers and power (when compared with the elders and officers of the other sects) put them on a guerilla path. To remain viable, the Anarchs need to maximize whatever advantages they can find.

To that end, it’s made increasing sense to me to have the Anarchs become the most technologically adept of the Cainite factions. With the technological and communication advancements since the end of the Revised era, it’s been the perfect opportunity for the Anarchs to grasp emergent technology as a weapon and wield it against the larger, slower, more hidebound sects. It makes sense, Anarchs using Facebook and Google+ groups to trade information, using Twitter to organize (#fucktheprince), and trading or even selling boons on a dedicated auction site. They dump scans of Elders’ incriminating documents into shared Dropboxes. They pass around cultural tokens like music and pictures on sharing services like Tumblr and they call out Kindred hot spots using code phrases on services like Yelp and Foursquare. (Smiling Jack just checked in at the Prince’s Manor.) Hell, some of the really savvy ones might have created their own apps for use on mobile devices. (A geotagged RackFinder? “The music here is good and the kine are way drunk Thursday through Saturday, so the blood is plentiful but boozy. Sunday is industry night. Bartender Ashleigh is a blood doll, so order your drink ‘dirty red’ to let her know what you are.”)

So long as there's 3G available along the way, this guy might join the Anarch Movement in your city once he has to flee his own.

There’s space for this to become silly (Smiling Jack is the mayor of the Prince’s Manor…), but when used with reason, moderation, an Anarch’s on-the-ropes mentality, and with an basic understanding that it’s all a part of a secret war among bloodthirsty predators, it’s actually a really cool way to fight the system. There’s no reason the Anarchs can’t stage innumerable Arab Springs of their own or mobilize like #occupywallst. And think what a group of Anarchs organized and skilled like Anonymous might do — assuming they’re not vampires among us already.

It’s all got me thinking: Is the idea, even, of “domain” outdated for the Anarchs? Is the new Anarch model a sort of enlightened, information-rich Autarkis state? Is each Anarch his own sovereign domain?

This last might be getting a little out there, but it’s certainly food for thought. It’d be worth exploring in a one-shot or chronicle, and can definitely alter the course of the nightly . Whatever the case, it makes the Anarchs fundamentally viable again, and no longer the whipping boy for the Camarilla (and the Sabbat, and the Kuei-jin…). It also gives a compelling reason and method for them to be fighting back from the whipping they suffered throughout the previous run of Vampire titles.

First Level Deserves to Be Cool

You know what I want to fight at first level? This:

 

Stalinist Ethernaut Nosferatu Space Heretic Tyrant Demon whatever, she has four hit points.

There’s no reason this shouldn’t be an exciting encounter. As I’m learning to use the UI or as I’m climbing the bildungsroman ladder or as I’m using the “lite” version of the system, it should be just as exciting as consuming the top-tier content or playing the advanced rules.

Where did the idea take root that low-level play has to be lopsided, stupid, or insulting? At what point was it decided that killing a rat was an adequate challenge for a hero in the early stages of his legend? Why do I have frayed pants?

Players deserve better. A game should consist of concentrated kick-ass at every point of entry and participation. There’s no benefit to parceling it out only for the elite or accomplished, and you’re less likely to retain the average player if you treat him like a rat-thwacking farmbound hobo numbskull.

This is class warfare! First level belongs to the people.

Odd Properties

He collects the things you find, even though you found them first.

Vampire doesn’t deal much with “magic items,” so when I use something as a sort of McGuffin in a World of Darkness game, I like it to be something with more affect than just a noun of verbing. This extends often to other games I run, in which magic items are implements with their own histories and reasons for creation, rather then mass-manufactured bonus-givers. I’ve been working on two different items recently, one for a Vampire story and one (well, a set of three, actually) for the Pagan Lands, which really got me to thinking about their narrative properties outside their mechanical properties. before long, I had a fun little list of odd properties that can be attributed to occult objects in any game or story.

1) Draws a cloud of flies

2) Emits a constant unintelligible, agonized whispering

3) Absorbs light, appearing out-of-focus and indistinct

4) Smells cloyingly sweet

5) Becomes hot when hidden from sight

6) Is covered in an unremovable layer of grime; cannot be cleaned

7) Bears a symbol long associated with heresy or unwholesomeness

8) Appears more valuable than it truly is to onlookers

9) Floats or sinks; the opposite of what is expected

10) Causes the owner’s speech to take on a musical lilt

11) Anything written in its vicinity becomes smudged, blurred, or otherwise illegible

12) Possesses a lambent nimbus

13) Kills minor plant life

14) Causes everything the owner eats to taste like ash

15) Rattles as if something was inside

16) Turns the owner’s blood black when it is spilled

17) Excretes a sheen like the oil of saints

18) Draws the attention of animals with a keen sense of smell

19) Cannot be accurately remembered or described

20) Crumbles to dust when held by a poor and pious man

Thinking About the Nosferatu

Feels like a fiction bit coming together. Or maybe it’s the prelude to some game content? I’ll have to shape this a little more.


A roar escaped form the darkness as if it were belched from the depths of hell, riding on the fetid breath of the forgotten tunnels beneath the city. It surged past the tunnels where the Sewer Rats made their wretched havens and, to the last, the Nosferatu who dwelled beneath the streets streets knew fear — the stark, oppressive fear of the hunted. The fear of prey. Some went mad in that instant, scourged by the terror that they had previously considered it their privilege, their duty, or their curse to inflict.

In a screaming, humid moment, the Nosferatu grasped the terrible realization that, though they were vampires, something now hunted them. The notion was foreign to them, unknown and shocking. The night belonged to the vampires, the Kindred, and though the Nosferatu were among the most loathed of the vampire clans, they were still predators in the darkness. That something now stalked them was a nightmare made real, yet another foul twist for a nocturnal world that held innumerable horrors.

Dread poured over Ol’ Pitch Morris when the roar broke loose, waking him from his reverie. It made his pallid flesh crawl, spooking him so that his pen skittered across the page of his notebook, leaving a great black mark like a bloodstain.

Pitch had long thought that something out there wanted he and his fellow Nosferatu. He didn’t know what it was, or what they were, since it sometimes occurred to him that more than one “it” sometimes howled for the tainted blood of the Sewer Rats. Pitch spent his nights hunting clues that supported the idea, which he had discovered while skulking among the run-down cellars of the city. His haven overflowed with relics of vampires who had inexplicably vanished, victims or perpetrators of the Jyhad or some less definable event. All Kindred feared some sort of variously definable war or culling culling of their kind. It seemed that the undead brought dooms upon themselves, for some vendetta or supernal reckoning had come and eradicated individuals among the Damned. But the Curse of Caine always bore out and new Kindred forever emerged from the shadows that had swallowed their sires. Ol’ Pitch himself numbered only four years among the Kindred. Four long years finding blackened bones, ominous journals, and havens inexplicably abandoned, all pointing to this war of ages. And now this chthonic scream from beneath the lowest warrens the Nosferatu called their own. Was this the apocalypse he suspected of consuming the Kindred in an endless cycle, or had some new horror been birthed from the collective fears of the Damned?

Outside, in the streets above, rain fell, and that always meant trouble for the Sewer Rats. The cesspit that was the world poured all its effluence into the Nosferatu under-kingdom when it rained, from trash, muck, and the undesirable detritus that accumulated in the gutters and alleys to the unfortunate, wayward, and foolish mortals who took refuge below — when the skies opened up, it all came sluicing or crawling into the sewer warrens. The anti-cathartic rain-filth tumbling down from above and the howling hell-thing now surging up from below made for a foul time to be Nosferatu, Pitch thought.

Pagan Lands: Widdecombe’s Laboratory

Widdecombe’s laboratory is a tragic place, where creatures never intended to encounter life have been brought into painful existence. The building where Widdecombe’s experiments took place certainly served some other purpose before the eugenicist established his laboratory there. Indeed, it seems that it may have been a grand manse or even some sort of temple, given the open gallery and pillared hall that make up the front face of the building. Composed of fine marble, the building itself appears august until its horrid purpose becomes evident.

This is actually Tilda Swinton, but the photo says what I want it to say.

Of Widdecombe himself, little trace remains, save for some of his foul notations and some of his devices and instruments. Part demiurge and part eugenicist, Widdecombe appears to have vanished from the world over a millennium ago. The creature Adapa in area 9 can sometimes recall the name of his vile “father,” and Widdecombe recorded his own name in the journals that can be found in area 1 only once. Finding the name among the notes would certainly be a lengthy undertaking. Certainly, Widdecome comes from some world other than this one, as neither his language nor the technology he commanded has a counterpart in the Pagan Lands.

  1. The amoral scientist once made his apartments in this room, at the center of his ghastly bridewell of harrowed beasts. The room contains a daunting array of notes, books, chalkboards and charts on display to interlopers.  Widdecombe appears to have been a very principled and orderly fellow, judging from the precise notes on his papers, in his books, and printed on the chalkboards adorning the walls. The texts themselves are indecipherable, but the sketches make it evident that the writer’s interest lay in combining, transposing, and breeding the qualities of creatures left in his horrific care. If a magic-user can somehow decipher the notes and other details, they can be used to aid magical research and magical item creation for items and spells that summon animals or monsters. The rooms also contains small alchemical devices worth 1200 gp.
  2. Tattered curtains hang from the walls of this room, rent by the claws of the anguished beast that dwells here. The creature resembles a great, awkward ostrich with the torso and head of a humanoid woman and ever-molting, useless wings instead of arms. The creature’s humanoid appearance is misleading, as it is hopelessly stupid, venturing forth only to eat the birds (or whatever else it can find) in area 8. This room was once a salon or something similar, and a damaged bust of a forgotten poet or philosopher lies next to an overturned pedestal in the corner, worth 1200 gp and 225 gp, respectively, to an interested collector.
  3. This pair of laboratories contains the incomprehensible apparatuses and bizarre ingredients used to fabricate artificial life, or provide the “genesis fire” required to spark actual life, however flawed the results may be. These items are surely of inconceivable value, but they are alien and not at all portable, and finding a buyer in the Pagan Lands who might want them is surely a quest in and of its own. The laboratories have been constructed to fit into the rooms that preceded their current purpose, and various tubes, pipes, fittings, and wires emerge and vanish from holes bored into the marble walls.
  4. This room contains six great metal tureens, the lower ends of which depend into funnels that look like a hose might be attached. The contents of the vessels are a protein-rich broth of viscosity varying by the vat in question. The contents of all the vessels has long gone rancid, and whatever life-nourishing properties it once had have become vile and poisonous. If someone consumes it or exposes it to a wound, the victim suffers 8d8 damage (reduced to 8d4 on a saving throw of target number 18). The noxious stuff becomes inert when exposed to air for longer than 15 minutes, and lasts only one turn if applied to a weapon as a poison.
  5. Two great, exposed electrodes descend from the ceiling in this chamber, terminating inside a vast, brushed-steel tough inside which pulses a glistening, gray-pink slab of protean flesh. An inch-deep pool of cloudy fluid stands stagnant in the bottom of the trough. The room is humid and smells of brine. A cabinet of cutting instruments, for work both coarse and fine, occupies one wall of the laboratory. The cutting instruments are comparatively easy to move, and are cumulatively worth 600 gp.
  6. The door to this room is extremely difficult to open, but with a suitable application of strength, it gives, accompanied by a shattering sound from the inside. The interior surface of the door had been layered with a thin sheen of nacre, and the whole room bears a subtle sheen of this pearly substance, which becomes thicker in proximity to the corner of the room, where a great agglomeration of the stuff creates an organic bulge. Sheets and hunks of the nacre may be harvested to a quantity of 72 pounds, worth 200 gp per pound to a gemseller or artisan. The room is humid and unpleasant. If the bulge is attacked or an attempt to harvest it is made, it erupts into a moist gray-pink mass of mottled flesh and defends itself (treat as a gelatinous cube that can’t move from the room, but can attack anyone occupying the room or immediately outside).
  7. This room houses an androgynous, fine-featured individual who sits on the floor, his head in his hands. The creature wears tattered and filthy finery and a bedraggled powdered wig, and its eyes are solid black orbs. If anyone attempts to converse with it, the fellow shrieks and squawks in an attempt at communication that cannot possibly be a language, and tries to push a few broken sticks into a pattern on the floor, using hooked fingers in a way that suggests the creature occupies a body not its own. The room also holds the ruins of once-comfortable furniture as well as 63 scattered gp worth of the “changeling money” described on p. XX.
  8. On the two tables occupying the bulk of this room, two partially complete (or partially disassembled…) brass automatons, a seeming matched pair of male and female constructs, lie in stasis. If a humanoid or demi-human enters the room, the automatons activate, rattling and flailing, attacking everyone present in their clumsy but effective manner. Treat the automatons as flesh golems.
  9. In this secret chamber that passes for Widdecombe’s treasury, 1,648 gp worth of ceramic chit-coins are scattered on the floor and pour out of shattered cubical coffers. A black lance-shaped rod with a cowl at one end hangs from a mount on the wall. Inside the cowl are a handle, which has two studs on it. Pressing one of the studs releases a cloud of pyrotechnics (12 charges remaining)while pressing the other one causes the lance to emit a shrieking sound that functions as power word: stun (two charges remaining) on the creature toward which it’s pointed. Blood, a pulpy crust, and a greasy ash streak the marble walls and floor in this room.
  10. Stone stairs lead into this ruined marble gallery, in which caryatids sculpted into singing poses uphold the ceiling. A blue-green fungus grows up the walls, over the surfaces, and especially in the cracks of the gallery, which is home to over a hundred birds. The birds find nourishment in the fungus, and the gallery is also stained by their droppings. There is a 1-in-6 chance that a pitiable, vaguely canine humanoid creature (treat as a kobold) is in this room at any time, trying to skewer birds with its spear. This creature (and the birds) are easily frightened.
  11. The creation known as Adapa prefers to bask in this area, contemplating exactly why it was concocted. The room itself is a fabulous ruin of quarried marble tarnished by neglect and a thousand-plus years of exposure, with marble columns sculpted into caryatids holding unfurled scrolls. Adapa is a miserable combination of fish and man, of melancholy disposition but not inherently hostile, and he actually enjoys the opportunity to have a conversation with anyone willing to speak with him. Drawing breath is a labor for him, as the complicated lung-and-gill structure that sustains his respiration is far from perfect, and he has no desire to leave his “solarium.” Unfortunately, Adapa has no long-term memory, and cannot remember longer than one day. Once per week, Adapa can cast any single magic-user spell of level seven. Adapa’s treasure is an ivory-handled knife worth 300 gp.
  12. This loggia admits visitors from the thoroughfare into the pillared hall of area 11. The walls are of crenellated marble and similar marble pillars comprise the supports of the loggia. A pair of tarnished silver salvers lie discarded on the floor here (worth 100 gp each), amid broken glass and the debris of untold ages.
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