CCVV-0073

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Dicey Dangers, The Creepy Creature of Vulture's Vineyard Game by Joel Hills

Arcanium Tower

Time-Icon.png Arcanium Tower rises just off the Dusty Road, a narrow column of old stone that looks like it was built for someone who wanted to be left alone. The door is heavy oak, carved with symbols nobody in town claims to be able to read, and it opens onto a single circular room stacked floor to ceiling with books: history, theory, the kind of potion recipes most Alchemists only ever hear about secondhand. A chandelier burns without oil or flame, casting a steady light over desks crowded with half-finished notes and quills gone dry mid-sentence.

Not everything on the shelves is a book. One row holds jars and vials, wings, eyes, small bones, things that were clearly once part of something living and clearly aren't anymore. Nobody who visits asks what they're for twice.

The tower's real centerpiece sits apart from all of it, on a shelf of its own: a statue of a six-fingered hand, scaled like something reptilian, each claw tapered to a point that still looks sharp. It doesn't belong with the books. It doesn't belong anywhere, really, and everyone who sees it seems to feel that at the same time.

Event

Roll 1d6 on a 6, One of the shelved jars shifts, just slightly, all on its own, and settles again before you can be sure you saw it move. Nothing else in the room so much as stirs.

Local Gathering

Roll 1 time on this table

Roll 1d6 Townsfolk
1 - 6 Thaddeus Vellum Arcanium Tower

Travel Locations

Conditional Actions

CCVV-Icon.png The Creepy Creature of Vulture's Vineyard ********************************************************************************************************************************************