Bardic Lore: The Villa of Mysteries

HalWhitewyrm

First Post
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, Mirella Valerianus, unmistakably the mistress of the estate awaited our carriage with a veritable army of servants. [...] Early the next morning we were escorted to our carriages by the lady Mirella, who extended personal, private invitations to the Ard Righ and myself to return at any moment to the villa, whether on an official function or not. As we pulled away, and I turned back to see the olive-skinned beauty waving us farewell, I thought I may just have to take her up on her offer.
-- From the journal of Amergin O Mil

Bardic Lore: The Villa of Mysteries details an Imperial-style villa for your d20 Fantasy game. Learn the history of the villa, its association to the cult of Bacchus, and the secrets it hides within its walls. Includes a history, a detailed tour of the villa, important NPCs, a new creature, a new spell and Lore/Knowledge information. Written by Daniel M. Perez.
 
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Bardic Lore: The Villa of Mysteries

This is a 21-page PDF product from Highmoon Media. The 21 pages consist of the front cover – half illustration and half text introduction, another half page of introductory story, 3 and a half pages of history/background of the villa and its owners, about 5 pages of detailed descriptions of the villa and its gardens, two pages of maps, 5 pages of NPC descriptions, one page of adventure seeds, three pages outlining a new spell and a new monster, one page with a coupon, and the open gaming license. That adds up to more than 21 pages, but it’s roughly accurate.

The quality of the PDF production is excellent. The illustrations are mostly black and white, but one map is in full color and one beautiful mosaic wall painting is in color. The cover has a drawing of the front approach of the house, nicely illustrating an otherwise mildly confusing description. The top of each page sports a narrow green band of color, and the bottom sports a slightly wider band and a Celtic knotwork motif. One sidebar is given a parchment background. Otherwise the document is black and white.

Maps consist of one large floor plan in black and white, a second copy of that plan in full color and several smaller black and white maps of the school and temple complex. The two versions of the main map provide an excellent balance between clarity of line in the black and white map and details of texture and mood in the color version. I really appreciated having both available when reading the room descriptions.

The house is designed to fit a distinctly roman campaign. It is definitely a roman villa in style and flavor. The background is generic enough to fit into most campaigns, and could be modified for a non-roman campaign while still maintaining much of the flavor. The history covers a period of several hundred years, but is simple enough to allow much scope for modification. The room descriptions are specific, flavorful, and to the best of my knowledge, seem quite true to the roman period. Note however that my major sources of knowledge of the roman era are Lindsay Davis’ mysteries and the History Channel!

The house is large and rich, and includes a school and temple wing, a full suite of baths (not mapped, unfortunately) and gardens (also not mapped). Cellars and stables are referred to in the description, but left undetailed.

Four NPCs are described in great detail, with fully articulated histories, motivations, personalities and stat blocks. They fit perfectly with the house and with each other. They consist of Mirella, the owner, her music master Gavan, the librarian Viras, and housekeeper Felicia. All are human, and all but Felicia are PC classed.

There is one new spell listed in the product – limited miracle. This spell exactly mirrors the limited wish spell. The new monster is the Marble Guardian – a construct used to guard the house from unwanted intruders. Full instructions to make these guardians are also included.

This product does a wonderful job describing a lovely adventure locale, but it does have some flaws. First is my pet peeve; the document is rife with grammatical errors. For example, in the history of the house “all tenants of the villa were killed by a barbarian raid.” Raids don’t kill people. Raiders kill people, or they are killed during a raid. But grammatical errors may not bother everyone. My second complaint is in the area of content. I feel that a price tag of $8 is a bit steep for a single setting no matter how well done. There are adventure seeds, but none are particularly innovative. If the purchaser redeems the coupon in the back of the book and buys the 16 page full-color 25mm scale map booklet for $2 rather than the full $3, it’s a better deal, but still not cheap.

I also noticed two real errors in the product; one was a trap in a room which was not clearly located; my guess is it was a door trap, but no information is given to that effect. The second error is in the OGL; the sentence stating that all text (excluding product identity) is open names another product by this company (Bardic Lore: Ogham) instead of the Villa of Mystery.

Overall, for usefulness I give this product 4 out of 5 stars – it is very evocative, and quite complete, but I wanted to know more – how many servants, students and slaves lived in the house, what buildings the grounds contained, whether there were nearby villages or farms owned by the villa, etc…

For value and creativity, I can only give 3 stars. It’s a lovely villa. But it would take a lot of work to make it an adventure. I wanted more NPCs, a more or less complete adventure or at least an idea for a complete adventure, and more dangling adventure hooks built in.
 



Hello, Gilladian. First of all, thanks for the review. To reply to a couple of items:
I wanted to include maps for the baths, but I just wasn't able to make any good enough to publish, nor was my budget enough to hire someone to do them for me. However, if you are looking for maps of Roman-style baths, go no further than Atlas Games' Backdrops (link to RPGNow.com). They include a Baths location that can be perfectly inserted into the Villa. Due to the restrictions of the OGL, and the lack of a timely reply from the folks at Atlas, I wasn't able to include this detail in the product.

As far as grammatical errors, they even escape the eyes of an English graduate after way too many readthroughs (though it seems they escaped the eyes of my proofreader as well). If you could send a list to me directly at daniel@highmoonmedia.com I could then fix things in the product and release an update.

I'm not sure where you get $8 for a single setting. The Villa of Mysteries is only $2, and even if you purchase the companion Villa of Mysterious Delights for the full price of $3 (though, as pointed out, there is a coupon for $1.00 off included), that's still $5.

You are correct, the trap in question does apply to the door; I'll make that clear. I'll also fix the OGC declaration (hate it when I miss little things like that).

I wish I could have included a lot more details about the villa, but ultimately this was meant to be a short, rather neutral product so it could be inserted into almost any campaign without much fuss. Perhaps if an actual adventure centered around the Villa was later developed, then we could go into a lot more detail about the day-to-day operations of such a villa in a pseudo-Roman setting.

haakon1 said:
Sounds interesting. Do you think it will come out on paper?
Not in print, at least not in such a short format. Bardic Lore does indeed have an implied setting running through it, so if an actual setting product is produced, or once there are enough smaller products that can be combined into a collection, then print may indeed be an option.

Thanks to both for the review, the comment and the interest.
 

If I'm wrong on the price, then I'm really sorry. It was my only real complaint. I went to your site and I THOUGHT that was the price listed there. I received the product free through Crothian as a review copy (which I forgot to mention in my review).

I just finished running a romanesque campaign last year and would have snatched up your product then! For the price you quote it's superb. And thanks for the info about the baths.

I'll try to make a list of the grammar thingies I noticed (I think there were 5 or 6 of them alltogether, but none were horrible - I'm very picky about other folks' grammar, even when mine falls by the wayside).

Gillian
 

Bardic Lore The Villa of Mysteries

[imager]http://www.rpgnow.com/products/product_4910.jpg[/imager]



Sometimes there are products that almost have everything to make them very good. But the one aspect that seems to be missing is actually the ability to use the book. Sometimes it is not all that bad but at times I read a book and I think that it is a good book and I have no idea really what to do with it. Or I know what I can do with it but it will take quite a bit of work to get it to be useful. That applies to this book. There are a lot of pluses about this work and a lot of really good things to be said about it. But in the end I am just not sure it will be that easy to use in a campaign.

High Moon Production has been putting out a very nice series of Celtic themed products. So far the books have been well done and improving as the line of products goes on. With luck at some point they will greatly expand these products and really give us something of great substance. Up to now it feels like I have been getting nice little snippets and I long for the whole thing. Bardic Lore Villa of Mysteries is a PDF that really captures the place. The PDF is only twenty two pages long but it has a nice layout and it is well book marked. The book does have green page borders that can make it consume a bit of ink when printed. The art is nice and the maps of the place are really well done. The maps eat even more ink though.

The book is a nice ground work of a place and the people that live and work there., However, it just needs to go father and have some plots and day in the life stuff to bring the place alive., What is here is great. The book just needs more for me. I guess one could think of it like a blank canvas. For some they will like that the basics have been provided but the important campaign details they will be able to come up with and create specifically for what they want and what they need. Others though will feel that book just does not provide enough and not want to take the extra time and effort to find a way to use the book. It can be a tough situation for a writer as too much info some people love and some people complain about. Of course that is the same with too little like we have here.

The details in the book are really well done. There is a very nice history of the place and a good eye for detail on some interesting events and family issues in the past. The place is as much about the people as it is about the villa. The NPCs are well written up and given a lot of very good detail. They are going to be easy to use and to portray. The characters have good histories and motives clearly defined. The book really leaves me with wanting more, lots more.

The book is well written and has creativity in it. It just comes down to how much does a person need for a book to be useful. I would have liked to have seen more detail and I eagerly wait to see what the next book in this product line is. All in all it is a very positive book that has a lot of good things going for it. So whi8le the star rating is not as high as one might guess from the positives listed here, it is a good book that those who like this type of thing will really enjoy.
 

Posted on behalf of Tom Gafkjen, d20 Magazine Rack Staff Reviewer

Initiative Round
Bardic Lore: The Villa of Mysteries is a 22 page pdf from Highmoon Media Productions. It is authored by Daniel M. Perez. The cover is a line art picture of the front of a mansion. Bardic Lore: The Villa of Mysteries lists for $2.00.

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, Mirella Valerianus, unmistakably the mistress of the estate awaited our carriage with a veritable army of servants. [...] Early the next morning we were escorted to our carriages by the lady Mirella, who extended personal, private invitations to the Ard Righ and myself to return at any moment to the villa, whether on an official function or not. As we pulled away, and I turned back to see the olive-skinned beauty waving us farewell, I thought I may just have to take her up on her offer.

— From the journal of Amergin Ó Míl


This product uses the maps from UK Publishing’s Villa of Mysterious Delights at RPGNow.

Bardic Lore: The Villa of Mysteries opens up by giving us a history of the villa which covers about 200 years and the various family members that lived there. It then gives us a map and description of the actual villa with a room by room account. After that, we have the description of the four important residents along with their history and motives – the current mistress, a masked poet, the head librarian, and the head housekeeper.

The author gives us three adventure seeds to incorporate the villa in your campaign along with a Lore table for knowledge skill checks to see what the characters know about the place.

There is a new monster – Marble Guardian and a new 7th level divine spell included at the end.

Critical Hit
I like the way they use an existing product from UK Publishing and flesh out the history to provide a reason to keep using their map. As a result, both products are better for it.

Critical Fumble
The main character and the history revolve around a particular god. There is no write-up or point of reference included. I would have liked to see either a breakdown of the deity in reference or a location where he can be found.

Coup de Grace
This is a drag and drop location you can incorporate into your campaign. The history may have to be changed a little to fit it into your world. You can use this as a place of intrigue or as a reoccurring location the PCs frequent.

Final Grade: B+

This review originally appeared at d20 Magazine Rack.
 

By Daniel M. Perez
Published by Highmoon Media Productions
Pages: 19 + OGL + advertisements
Fully bookmarked

Bardic Lore: The Villa of Mysteries is a short little PDF detailing a fully fleshed out location that you can drop into your campaign world. What you get is a fair amount of backstory for the location, three maps, brief descriptions of rooms keyed to the maps, four NPCs, a handful of plot hooks, a new creature, and a new spell. Four pieces of art grace the pages, done in a classical style, one of which is in full colour. The art and the maps are all fairly spread out amongst the document, breaking up the text and making it relatively easy to read. Instead of borders along the sides of each page, Villa of Mysteries sports a green banner at the top and bottom, which may cause an issue for those wanting to print it off on older machines like my own where toner is difficult or expensive to replace. The pages are all laid out in the standard portrait style, except for the very last page, an advertisement, which is inexplicably in landscape.

The Villa of Mysteries starts off with a journal entry describing the villa as written by a previous visitor, and setting the tone for what is to come. This is followed by several pages of history describing the villa’s part in the author’s campaign setting, that of a modern fantasy Roman Empire. Mostly it details previous owners, when certain features were added and under what circumstances, who painted the frescoes, and the like. This in turn is followed by a pair of maps, and several subsequent pages are given towards a brief description of the various rooms’ contents. One of the maps is in full colour, and takes up the entire page. Four NPCs incumbent to the location are next, including full stats, motives, and fairly detailed backgrounds. Finally, the document wraps up with three adventure seeds, a new creature called a “marble guardian”, and a new spell.

I found The Villa of Mysteries to be very hit-and-miss, which is regrettable, because it is clearly an ambitious work that shows much promise. The introductary journal entry does a rather nice job of setting the tone. It starts to draw you in with its prose until you come to some rather awkward writing. The villa itself has a long and glorious history, but one in which it is difficult for one’s players to interact with. Unfortunately, the history is tied to a rather specific setting and deity. If you don’t have a Roman-style setting with an empire-spanning civilization, and barbarians at the gate, or a Bacchus-like god in your game’s pantheon, then you will likely need to rewrite a good chunk of the backstory anyway, largely defeating the purpose of a product like this.

The black-and-white maps are well done, and artistically, I quite like them for their simplicity. I find them reminiscent of blueprints of the kind you might find in an archaeology textbook, fitting the subject matter rather nicely. But they have no scale and no key. The full-colour map has squares at least, but the colour and the artwork make it terribly busy, and difficult to actually understand or use. It also lacks a scale and a key. The new creature, the marble guardian, looks to me essentially like a golem with a few extra special abilities. OK so far, but why does it use a hardness mechanic instead of damage reduction? I thought hardness was only used for objects, and creatures get damage reduction instead? There is a new spell, but it is essentially just a cleric version of limited wish, and its primary use is to allow the villa’s owner to create her marble guardians. The spell is even called limited miracle. (Wouldn’t something like ‘minor miracle’ be better? I’m just saying.) Four NPCs are detailed, but there is no real reason to speak with any of them other than the villa’s mistress. They could just as well be furniture with names, for all the interaction you’re likely to do with them. To boot, they all seem to get along with one another just fine. Oh there are a few character conflicts, but they are pretty minor in the grand scheme of things; the kind of impotent, gossipy infighting you might find between servants vying for position. Although one does wear a mask in a rather feeble attempt at intrigue. Is that the villa’s mystery?

Of the three adventure hooks, two are throw-away ideas. One has the party arrive as a “reward” for having accomplished some previous feat. The second recommends the party escort a caravan with the villa as its destination. The third is more interesting, and briefly describes a murder that takes place while the PCs are there. Unfortunately, while many suggestions are raised, none of them are actually fleshed out. If a murder mystery is to take place in the Villa of Mysteries, DMs will have to import their own.

Bardic Lore: The Villa of Mysteries provides a DMs with a detailed location to throw into their game. For what it is, it’s reasonably well done. Unfortunately, as a DM for a group primarily composed of hack-and-slash players, I just don’t see it as being terribly useful to me. There is simply no real conflict there to resolve, and nothing really to do except chat with a few NPCs. Which may be fine for the role-players among us, but is likely to produce only ennui amongst the roll-players.

Reviewed by Scott Benoit
 

Hello, Vurt. Thanks for the review, first of all. I appreciate you taking the time to do it.

You are absolutely correct, this is not a location primarily for the hackers among us. The villa is very much a role-playing location modelled on good old Roman-style politics. I have to agree that it is very tied to a particular themed setting (and it does work best in such a world, like any Eternal Rome campaign, or even Arcanis), but I've received word from customers who've bought it who have adapted it to more standard fantasy campaigns with just a few changes, so it can be done.

Mea culpa on the lack of more NPCs to interact; I agree that there should have been a lot more detailing as far as the villa's inhabitants go (all in all, the villa has a permanent population of about 50, not counting the constant flow of visitors), but had I gone into such a list, the product's page count would have gone hideously high for such a small work. I do suggest using a product like EN Publishing's Everyone Else to get a ready-made cast of extras. The NPCs that were detailed are some of the more obvious players, and yes, they do more or less do get along; it's not that there isn't more vicious infighting going on, but you can't really have such a household running efficiently if everyone is trying to poison each other half the time.

May I ask that the piece of "awkward writing" on the journal entry was?

Anyway, I do thank you for taking the time to do the review, and I hope that, even to your group of roll-players, the villa can serve for something. Trust me, throw in an illegal gladiatorial fight in the gardens gone horribly wrong when the slave fighters try to escape and you'll have your hack-n-slashing allright. :)
 

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