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Issue 6

Fall 2009

MINOTAUR
The Official, Irregular Webzine of the Mazes & Minotaurs Revival

Double-Sized, Triple-Themed Issue !

HEROES
HEROES,
ES, HORRORS & HYPERBOREA
Two Adventures, Official Background Material, New Creatures &
Mythic Items, Optional Rules, Ideas for Maze Masters and more !

MINOTAUR n6
MINOTAUR MIRTH

A Word from the Editor

Heroes, Horrors & Hyperborea


Greetings, adventurous readers, and welcome to
the sixth issue of the Minotaur !
After our highly focused Desert Kingdom special, we
felt it would be a good idea to place this new issue
under the blessing of Multifaria, the gaming goddess
of variety in other words, this issue contains a little
bit of everything for everybody. That being said,
most of this stuff can actually be grouped into three
broad categories, so we just couldnt resist making
this issue a triple-themed one.
First, we have stuff about northern Hyperborea, the
land of Barbarians, with a Mythika Gazetteer full of
never-before-published background information and
a few local nasties in our Mythic Bestiary.

- Its the new Lexos mini-coup !

In the Horrors department, we offer you Temple of


the Black Goat, a scenario for low-level characters,
a Maze Masters Lore column about the darker
deities of Mythika and a jumbo-sized feature article
on the art of devising new creatures for M&M.

Random Encounter Table


1 = Keeper of the Labyrinth : Olivier Legrand.

This issue also explores some variant paths for


Heroes, with a Twist In the Maze column detailing
an alternate approach to character advancement
and a Griffin Archives article detailing an optional
Fate point system straight from the 90s.

2 = Riddling Sphinx : Andrew Pearce.


3 = Nostalgic Ghost : Igor A. Rivendell.
4 = Wandering Monster : Luke G. Reynard.

As an extra offering to Multifaria, we also throw in a


few odd pieces for good measure : an interview with
Carlos de la Cruz Morales, the man behind the
monumental Tomb of the Bull King mega-module,
some bonus optional rules by our very own Luke G.
Reynard, a Pandoras Box column full of various
wondrous items and, of course, the Play Nymph !

5 = Bull-King Avatar : Carlos de la Cruz Morales.


6 = Re-roll on the Illustrators subtable below.
1 = Chuck Parish
2 = Emmanuel Roudier

Lastly, we also bring you the second part of our epic


Desert Kingdom adventure, The Secret of Zerzura,
which will reach its thrilling conclusion in issue 7 !

3 = Dominique Signoret
4 = Willy Pogany
5 = Sergio Terrax de la Cruz

Until then, may the goddess Multifaria watch over


your adventurous expeditions and heroic odysseys !

6 = Various Anonymous Artists

Olivier Legrand (2009)

Cartographers sub-subtable
1-3 = Andrew Pearce
4-6 = Tim Hartin
Some illustrations copyright Clipart.com
All game material included in this webzine uses the
Revised M&M rules (1987 edition).

Issue 6

TABLE OF CONTENTS

Mythika Gazetteer : Hyperborea

Fall 2009
4

Hyperborea, home of the big, bad, brave Barbarians

Adventure : Temple of the Black Goat

12

Dark woods, dark rites and a really cute Priestess named Keira

Maze Masters Lore : The Other Gods

17

Uncovering the forbidden secrets of truly inhuman deities

Griffin Archives : Favored by Fate

21

Back in 1991, Fate points were all the rage and M&M got hit, too.

Mythic Bestiary : Hyperborean Horrors

25

Meet our fiends from the north

Mythic Bestiary Special : Creature Crafting

27

A special feature on the fine art of devising new critters for M&M

A Twist in the Maze : Adventures & Advancement

38

Readers watch in horror as Luke G.Reynard trashes the M&M experience system

Pandoras Box : Bazaar of the Bizarre

40

Unprecedented special offers on magical rings, potions and amulets !

Dear Minotaur

42

Yeah, we actually havent dropped the idea of a letters page yet.

Interview : Carlos de la Cruz Morales

43

What happens when the Minotaur meets the Bull King ?

Official Oracle TWIST AGAIN IN THE MAZE

45

Luke G. Reynard hijacks our regular column to settle a matter of no small concern

Adventure : The Secret of Zerzura (Part Two)

46

Explore the Ruins of Beyda in the second part of our Desert Kingdom epic

Play Nymph : Andromeda

55

Waiting for Perseus to come to her rescue

MythIKA GAZETTEER

hyperborea
True and Verified Facts About the Barbarians of the Wild North
by Eurymion the Far-Travelled, Lyrist, Scholar and Adventurer
Translated by Olivier Legrand

North of the Land of the Three Cities, past the monster-infested Helicon Mountains, lies the frozen
land of Hyperborea, home to fierce tribes of fur-clad, sun-worshipping Barbarians.
Maze Masters Guide, p 8

The Far North


The first thing to understand about Hyperborea is
that it does not really exist.
There is no Hyperborean nation or culture. The very
concept of Hyperborea is an abstraction invented by
Minean scholars and explorers to put a single label
on several very different tribal peoples who live
north of the Minean lands ; as a name, Hyperborea
(which can roughly be translated as far north )
has no more cultural significance than other
cartographic expressions of ethnocentrism, such as
terra incognita or the orient .
This fact has not prevented most Minean scholars
from treating the various Hyperborean peoples as a
single nation of barbarians (another distinctive
concept of ethnocentrism), despite the fact that the
so-called Hyperborean tribes can be divided into at
least three very different cultural groups, with
different customs, different physical characteristics
and even different deities
The main reason for this over-simplistic
classification is that those tribes share a common
language, but anybody who has studied Borean
knows that this common language actually
includes many regional variations and dialects far
more than, say, our beloved Minean language.
Yet, those same scholars would cringe at the idea of
Thenans, Heraklians, Argoseans and Seriphians
being viewed as non-distinct components of a
single, hypothetical Minean nation, even though
they speak the same language, worship the same
gods and have very similar customs : if we consider
that the small cultural differences that exist between
our four city-states are enough to give each one of
them a distinct identity, then we must logically
acknowledge the major differences that exist
between the so-called Hyperborean barbarians .
In the course of my travels through the Hyperborean
lands, I have come across three very different
cultural groups, each with its own assortment of
clans, tribes and warring factions : Galleans,
Cimbrians and Thuleans.
It is very difficult to ascertain which of these three
groups is the more numerous ; my own observations
lead me to believe that they are roughly equivalent
in population size but occupy very scattered
settlements, making any form of demographic
census practically impossible not to mention the
fact that none of these folks keeps anything
remotely resembling archives or chronicles : they
have no written language and have a very limited
understanding of mathematics, making oral tradition
the sole vector of knowledge transmission.
I will present these three groups in geographical
order, from south to north. According to our civilized
standards, the farther north you get, the more
barbaric people become.

A typical summer afternoon in Hyperborea

Galleans
The territories which are closest to the Minean lands
(roughly located between the Helicon mountains
and the river Rhena) are under the control of the
various Gallean tribes.
Most Mineans will be familiar with the typical
appearance of Gallean warriors (which has in fact
become the stereotype of all Hyperborean
Barbarians) : tall, broad-shouldered men with long
moustaches and braided hair, wearing strange leggarments known as trousers, fight bare-chested and
have an inordinate love of drink, songs and chariots.
Their hair color ranges from the palest blond to the
darkest black and they often have green, grey or
brown eyes. Their fair-skinned, long-haired women
are renowned for their beauty - keep in mind,
though, that the Gallean idea of beauty is quite
different from our classical canons.
The gods of the Galleans may seem very different
from our Olympian deities but actually share many
common characteristics with them most of the
Gallean gods are anthropomorphic deities with
recognizable spheres of influence (such as warfare,
fertility, wisdom or even poetry) and are (more or
less) organized into a fairly cohesive pantheon,
known as the Tribe of Mother Earth (see Gods of
the Galleans below for more details).

Thuleans
The third group, the Thuleans, can be found farther
north, in the mountains of the Thulean Range and
west of the Frozen Sea ; they are very rarely seen
south of the Great Hyperborean Forest.
Physically, the Thuleans are very close to the
Cimbrians (and are often mistaken for them by
foreign observers) but their hair are often of a fiery
red, which has earned them the nickname of
Redheads among the Cimbrians.
Thuleans also share many cultural traits with the
Cimbrians indeed, an ancient Cimbrians myth
describes the Cimbrians and the Thuleans as two
feuding twin brothers. Despite these similarities (or
perhaps because of them ?), the two cultural groups
are very hostile to each other and often refer to
themselves as blood enemies.

A young Cimbrian warrior charging into battle

Cimbrians
The lands north of the river Rhena are ruled by the
Cimbrians, who are sworn enemies of the Galleans
and regularly fight very bloody wars against them,
as the Cimbrians try to expand their territory south
of the river. The Cimbrians tend to be even taller
and more massively built than the Galleans, with fair
hair and grey or blue eyes.
Unlike Galleans, Cimbrians do not wear trousers,
leave their hair unbraided and often display long,
unkempt beards which they adorn with gold rings,
knucklebones and other trinkets. While the Galleans
tend to fight with sword or spear, Cimbrian warriors
almost always select the sword or axe as their
weapon of choice and Cimbrian battle axes are
big, nasty things which have very little in common
with what a Minean soldier would call an axe.
On the whole, Cimbrians tend to be even more
warlike than Galleans and seem to be obsessed
with expanding their lands south of the river .
The gods of the Cimbrians are far more primitive
and primal than the Gallean deities (who would
already seem astoundingly barbaric to the
average Minean) in fact, god is a misleading
term here, since the Cimbrians deities include the
forces of nature themselves (such as Thunder, the
Sun, the Moon, Winter etc), what can only be called
animal archetypes (such as the Wolf or the
Bear) or even places (such as the Great
Hyperborean Forest or the river Rhena).

That being said, there are some significant


differences between Thuleans and Cimbrians,
especially where religion (I use the term loosely) is
concerned ; whereas the Cimbrians worship the
forces of nature in a very primal (and surprisingly
abstract) manner, the Thuleans have a single,
supreme god : Ymir, who is, according to their
myths, the King of Winter, the Father of all Giants
and (of course) the distant progenitor of the Thulean
nation which is why many Thuleans refer to
themselves as being giant-blooded .

The Land
The Hyperborean lands are defined by three very
important natural borders : the Helicon Mountains,
which mark the border between the Gallean
territories and the Minean nations, the river Rhena,
which separates the Gallean and the Cimbrian
territories, and the Great Hyperborean Forest which
acts as a natural frontier between Cimbrian and
Thulean lands.

The River Rhena


The river Rhena acts as the perennial natural border
between the two nations - again, I use the term
very loosely, since both Galleans and Cimbrians are
divided into many fractious, often rival clans which
can only be united by the strongest, most ambitious
warlords and fortunately for Minean civilization,
Galleans and Cimbrians have never united their
forces : if such a thing happens one day, it will be a
matter of generations before the Three Cities fall
before the savage might of the wild north
But lets get back to the river Rhena itself : to the
Cimbrians, the river Rhena is not just a river but a
living goddess. Indeed, the river is home to a clan of
northern Naiads known as the Daughters of Rhena,
who act as the sacred protectors of the river and the
whole region.

An invincible force of proud Gallean warriors rafting across the River Rhena

The Great Hyperborean Forest


The Great Hyperborean Forest is not only a perilous
forest full of dangerous creatures and ancient nature
spirits. It is also a sacred site, at least to the Cimbrians,
who view it as a border to the Land of the Dead, which
is why even the bravest Cimbrian warriors will simply
refuse to venture in the very heart of the forest, not
because they are afraid (never even suggest this before
a Cimbrian) but because no living man should willingly
enter the land of the dead. Those who transgress this
sacred rule are believed to become half-dead beings
known as Wights, who sneak back into the world of the
living to spread discord, strife and death.
The outer parts of the Forest are home to a clan of
northern Dryads, the Huldras, who act as the sacred
wardens of the woods and seem to have quite a lasting
rivalry with the Daughters of Rhena.

Society
The social structure of Cimbrians and Thuleans is, to
say the least, quite rudimentary : all free men are
warriors and all warriors are free men. The only people
who do not belong to this category are women, slaves
and children ; in most tribes, male children are
considered to be grown men around the age of 13. As
in Minean society, women have strictly domestic roles
and slaves are, well, slaves.

There are no professional traders or craftsmen among


the Hyperboreans : blacksmiths, carpenters and other
essential artisans are simply warriors who also happen
to possess craft skills which they use in the service of
their tribe in times of peace.
Each tribe is ruled by a king but dont be fooled by the
royal title : most of these tribal kings are little more than
village chieftains. In most tribes, kingship seems to be a
hereditary privilege, inherited through the male
bloodline but other modes of succession, (including
election, designation by Druids and single combat to
the death) certainly exist.
Galleans follow this tribal organization too but have a
slightly more complex social structure, since their
society also includes what we might view as a form of
priesthood, whose members, the Druids, are held in the
highest respect by their fellow tribesmen, including the
kings themselves. The largest Gallean communities
also have a few Lyrists (known as Bards), who are also
held in the highest regard ; they act as storytellers,
poets, musicians and keepers of tribal history which is
an especially important role in a culture which has
never possessed any true form of written language.
The greater cultural sophistication of the Gallean
people (again, I use the term loosely, since we are
talking about Barbarians here) is also reflected in their
pantheon of deities, who do show an intriguing
resemblance to some of the true gods (see below).

loathed than ones actual enemies. They believe that


one mans word is his bond and that a mans honor (or
dishonor) is also shared by his kinsmen.
Family and blood are of extreme importance to them ;
indeed, no Hyperborean will ever completely trust a
man who has no family or who does not know who his
ancestors were. Their deep-seated sense of honor also
tends to make them immensely proud, overbearing and
quick to take a slight or pick a fight but it also makes
them utterly loyal to their kinsmen and friends.
Aside from unfailing courage in battle, the most
important quality a king is expected to display is not
political acumen (luckily for their civilized neighbors)
or even common sense but generosity, in the forms of
largesse (gifts, boons, spoils of war etc) and hospitality
(feasting, drinking, more drinking etc).

A political argument, Hyperborean style

Lastly, it should be noted that a small proportion of


Gallean Druids and Bards are druidesses and
bardesses and that Gallean women (especially
those of royal blood) are sometimes treated with a
degree of respect and devotion unknown among the
brutish Cimbrians and Thuleans, probably because of
the influence of Bardic songs and poetry, which often
celebrates feminine grace and also includes quite a few
tragic love tales.

Culture
To Galleans, Cimbrians and Thuleans, battle is
everything ; it is in war that a man finds the best
opportunities to assert his personal strength, be in the
form of physical might, moral resolve or both.
Indeed, might and will are a Hyperborean warriors
most important qualities. They have little interest (or
regard) for things like strategy, troop formations or
military leadership : they do not have armies as we
understand them, but hordes of howling, savage
warriors (some of them even fight completely naked)
that pour on the battlefield like waves of rage and
blood Ah, I guess Im getting a little too poetic, here
Speaking of poetic metaphors, a Gallean Bard once
told me that Hyperborean warriors fight like wolves and
this image may actually be more meaningful than it first
appears : a lone Hyperborean warrior certainyl fights
like a savage lone wolf and a Hyperborean warlords
command of his warriors is indeed very close to the
instinctive, animal authority of a pack leader over the
other wolves and among the Cimbrians and Thuleans,
this authority can indeed be challenged in exactly the
same way as in pack of wolves, by single combat
(which is one of the reasons why most Hyperborean
kings treat their warriors with extreme largesse).
Despite some deep cultural differences, Galleans,
Cimbrians and Thuleans have very similar visions of
man, life and the world in general. They value courage,
honor and loyalty above all things ; in Hyperborea,
traitors, cowards and oathbreakers are more hated and

Because they do not keep written records and rely


entirely on oral tradition, Hyperboreans have no
concept of history as we understand it. Their Druids do
not see time as a line but as a circle (and can be
represented by various circular symbols, such as a ring
or a serpent) : events repeat themselves in a cyclic (but
often quite obscure) manner, which (of course) can only
be correctly interpreted by Druids and it is only by
observing the hidden patterns of the past that the future
may be foretold which probably explains the Galleans
obsession with patterns of all sorts (be it in crafts,
poetry or destiny) and the extreme importance of
genealogy (as opposed to history), which study is
another prerogative of Druids and Bards.

Myths
Each of the three Hyperboean cultural groups has its
own founding myth.
As mentioned above, the Thuleans believe themselves
to be the mortal descendants of Ymir, the first Giant
(exactly how their gigantic progenitor could actually
impregnate a mortal, human woman is better left to the
imagination). This mythic tale is almost certainly a
fabrication but may actually conceal a small measure of
truth, since the northern reaches of Hyperborea are
also home to a race of half-giants known as the GiantKings, who are viewed with great awe by the Thuleans ;
perhaps some of these Giant-Kings mingled with some
mortal women (probably of Cimbrian stock, which would
explain the many similarities between the two cultures)
during the Age of Myth, giving birth to the Thulean race
as well as to the whole Ymir legend.
The founding myth of the Cimbrians is at the same time
more prosaic and more mysterious : Cimbrians believe
their ancestors were the children of Father Sky - also
known in Borean as Crom ( thunder ) or Wota
( storm ) - and Mother Earth, often identified with the
Great Hyperborean Forest itself.
Galleans have a much more complex (and quite
cryptic) founding myth involving Mother Earth, the
Sun and the Moon, some sort of gigantic Serpent and a
Cosmic Egg which, depending on which Druid you
talk to, might represent anything from the world itself to
the womb of each woman or some sort of magical
cauldron tied to the cycles of life.

Giant Kings & Dwimmerlaiks


During the Age of Myth, a small clan of
supernatural beings known as the Giant Kings fell
from the stars in the northern parts of Hyperborea.
Despite what their name may suggest, these
beings are not true Giants but Large-sized, pale
humanoids with sorcerous psychic powers. Soon
after their arrival, they started building five great
cities, whose names have now been lost in the
mists of time, all located in the farthest reaches of
Hyperborea.
They easily inspired awe in the local barbarian
tribes, the ancestors of the present-day Thuleans,
who soon treated them as living gods and became
their mortal vassals and servitors. To the Thuleans
of that time, the Giant-Kings were the Children of
Ymir; according to Thulean lore, Ymir was the
name of some primordial Giant but perhaps it was
simply the name of the star from which the socalled Giant-Kings had fallen
During centuries (perhaps even millennia), the
Giant-Kings ruled over their small but mighty
empire as the undisputed masters of the
northernmost parts of Hyperborea. Then, during the
Age of Magic, the supremacy of the Giant-Kings
was challenged by a powerful alliance of undead
Autarch sorcerers known as the Witch-Kings or
Dwimmerlaiks. With the help of their dark sorcery, a
few unique artefacts and legions of undead
warriors known as Wights, the Dwimmerlaiks
obliterated the civilization of the Giant-Kings in a
matter of decades.
After the downfall of the Giant-Kings, Hyperborea
fell under the dominion of the Dwimmerlaiks, who
had established their own Dark Kingdom in the
heart of the Great Hyperborean Forest. Toward the
end of the Age of Magic, the Witch-Kings
themselves were finally defeated by an alliance of
Thulean, Cimbrian and Gallean heroes led by the
legendary warrior Corma, who was of mixed
Gallean / Cimbrian stock and later attempted to
unite all the Hyperborean tribes under his own
high kingship, only to be treacherously murdered
by a mysterious assassin, who still remains
unidentified to this day the Gallean bards often
say that the great dream of the North
(Hyperborean unity) died with Corma.
Nowadays, the glory of the Giant-Kings has sunk
into oblivion and only survives in a garbled form in
a few obscure Thulean tales about the great giant
Ymir and his children, the Giant-Kings. The ruins of
their Five Nameless Cities still exist in the northern
reaches of Hyperborea, beyond the territories of
the Thulean tribes and may still be inhabited by a
few degenerate remnants of the Giant-King race.
As for the Dwimmerlaiks, their Dark Kingdom no
longer exists but the last members of their undead
order may still be encountered in the darker depths
of the Great Hyperborean Forest
See this issues Mythic Bestiary for more details
about Dwimmerlaiks, Wights and Giant-Kings.

A Druid blessing warriors before battle

The Gallean Pantheon


As mentioned above, the Galleans have a pantheon of
deities which is not entirely unlike that of the true
Olympian gods ; indeed, most scholars seem to agree
on the opinion that most of these so-called barbarian
gods are actually Olympians in disguise.
There are many strong elements in favor of this
hypothesis : the similarities between some of the
Hyperborean deities and some Olympians (such as
Zeus and Taranis or Apollo and Belenos) are obvious
and uncontestable and it is quite logical to think that
gods and goddesses should assume forms that best
suit the culture of their human worshippers deities like
the almighty Zeus or Apollo certainly have the power to
appear as they wish to us mere mortals.
There are, however, a few problems with this theory ;
the fact that some of the Olympians do not seem to
have any homologue in the Hyperborean pantheon can
easily be explained by various mythical and cultural
factors but there are also a few Hyperborean gods who
really cannot be interpreted as Olympian alter egos
which is quite unsettling if you consider (like most
sensible, cultured persons do) the Olympians to be the
only true gods in existence, since it brings forth various
metaphysical questions such as : if Taranis is in fact
Zeus, who in Hades is the sinister Gallean war goddess
known as the Morrigan ? And if this entity does exist,
how can true Olympian gods accept to be associated
with them in the same pantheon ?
There are of course some possible (but purely
hypothetical) explanations and I have included some of
these fascinating theories in my description of these
rogue Gallean gods (see below) but the truth of
the matter will probably remain a mystery, simply
because the gods of the Hyperboreans (unlike the

Olympians) never manifest themselves in person (with


the possible exceptions of the Horned God and the
Morrigan), a fact which has of course given rise to all
sorts of scholarly speculations.
The only major Olympian male god that does not seem
to have a Gallean homologue is Ares. Oddly enough,
the Gallean pantheon does not have a male war god ;
instead, this niche is filled by the sinister goddess
known as the Morrigan (see below). Neither Hera nor
Artemis seems to have a Gallean equivalent, which is
not as odd as it may seem at first, since the Galleans
view of women does not really leave much room for
jealous, scheming wives or for Amazon role models.
While these mythological similarities and scholarly
speculations are certainly fascinating, they should not
make us forget that the Galleans understanding of
religion is very different from our classic Minean
worldview : the gods of the Gallean pantheon do not
have individual priesthoods and are served as a
collective entity by the Druids this alone drastically
changes the way men interact with gods (and,
conversely, the way gods interact with men, too).

Taranis
This majestic, lightning-wielding god of storms is an
obvious local equivalent of Zeus. It should be noted,
however, that he is not perceived as the supreme ruler
of the gods but as one of the three god-kings, along
with Belenos and Lyr.

Belenos
This bright solar god is clearly the local form of Apollo ;
like him, he is also associated with poetry and skill.
Akthough often described as the supreme god of
Hyperboreans by Minean scholars, Belenos is just one
of the three god-kings of the Gallean pantheon, along
with the more tempestuous Taranis and Lyr but the
bright, triumphant sun god does seem to be the most
popular member of the kingly triad.

Lyr
This mighty, wrathful sea-god is clearly Poseidon under
another name. Although he is recognized as one of the
three god-kings of the Gallean pantheon, he rarely
receives any form of active worship, the sea being seen
by most Hyperboreans (including Druids) as a hostile
territory well outside the dominion of man.

Ogmios
This god of learning, eloquence and wisdom shares
quite a few traits with the Olympian Hermes but is
usually depicted as an old crafty sage rather than as a
dashing, wing-footed athlete.

Gobannon
The smith god of the Gallean pantheon is clearly
Hephaestos under another name. It should be noted,
however, than he does not appear to have a lame leg
or any other form of physical disability.

The Horned God (aka the Hyperborean Dionysos)

The Horned God


This savage, stag-horned god presides over the wilder
and darker aspects of nature (including madness and
wild sex) and also appears to be a trickster god (albeit a
dark and primitive one), making him a very probable
candidate for the Hyperborean incarnation of Dionysos.

Dagda
This enigmatic hooded god appears to rule over the
Underworld and the darker mysteries of life and death,
making him a very probable equivalent of Hades. He is
sometimes known as the Druid God.

Danu
This earth-mother goddess plays a major role in the
various myths of the Galleans ; she clearly appears to
be the Hyperborean equivalent of Demeter but is
sometimes described as being the mother of Taranis
and other deities, which would take us in the direction
of Rhea, the ancient titan-goddess mother of Zeus.

Belisama
This graceful goddess is associated with skill and
wisdom, making her an obvious equivalent of Athena
but Belisama is also associated with hearthfire,
domestic life and womanly duties , which clearly
correspond to the sphere of influence of Hestia, as well
as with love and feminine beauty, which would make
her the obvious local homologue of Aphrodite
Indeed, Belisama is often referred as the triple
goddess and depicted as a triad of young women,
which does seem to suggest that Belisama is actually
some sort of collective guise shared by the three
Olympian goddesses.

10

Morrigan

The Blue Men


This goddess of war, death and carnage is usually
depicted as a very ugly woman armed with a spear. As
the bloodthirsty queen of the battlefield, she is also
associated with crows.

The Barbarians Barbarians

Many wild theories have been concocted about the true


identity of this goddess some scholars have even
suggested that she could actually be a female aspect of
the strangely absent Ares (never even hint at such a
theory in the presence of a true Ares devotee).
The most probable explanation is that the Morrigan is
actually a barbarian daughter of Ares, forever exiled
(or barred) from Olympus because of her excessive
bloodlust and left in charge of the wild north by her
warlike father.

Life, Death & Fate

They acknowledge the existence of destiny (as a


cosmic and as a personal force) but have no real
concept of fortune as we understand it ; they seem to
believe that a mans fate is cast from the moment of his
birth (and even before that).

In the Bones of War mountains, west of the Great


Hyperborean Forest lives a fearsome folk of howling
savages known to the Hyperboreans as the Blue Men,
not because they have blue skins but because they
cover their bodies with blue war paints in the shape of
spirals, serpents and other strange patterns. They
sometimes come down from their mountainous
enclaves to raid the westernmost parts of Hyperborea,
especially the ones settled by the Galleans, who view
the Blue Men to be their most irreducible enemies.

And yet they also think that strong-willed individuals are


able to make their own fate, which is not as
contradictory as it might seem to the mind of a Thenan
Philosopher : for those northern barbarians, a mans life
is a constant battle between his own willpower and the
(often hostile) forces of destiny and it is at a moment of
a mans death that Druids will be able to tell whether
this battle was won or lost, by examining his deeds and
accomplishments as well as the circumstances of his
death and, in some cases, various omens that may
have occurred during his life.

Little is known about the customs of the Blue Men;


they speak a strange, guttural language which no
human throat can manage and they appear to worship
strange, loathsome, serpent-shaped gods known as
the Worms of the Earth, to whom they routinely
sacrifice human victims. One of the few certain facts
known about the Blue Men is that they are
anthropophagi eaters of human flesh. This alone is
enough to make the Blue Men odious and abhorrent to
Hyperboreans who (despite what some misled or
over-imaginative Minean scholars would have you
believe) have the strongest taboo against cannibalism.

If the dead man is declared the victor, his spirit will


either journey to some weird otherworld or be reborn in
a newborn babys body (different tribes seem to have
different and often quite nebulous beliefs about afterlife)
and his name will be celebrated by the Bards in their
song and tales ; if, on the other hand, the dead man
was defeated by fate , his name will only be
remembered by his those who knew him in life and his
spirit will apparently dissolve into the mysterious,
impersonal forces of destiny.
This vision of life and death can of course be
interpreted as a mythical metaphor of mans struggle for
survival in a natural environment as savage and harsh
as Hyperborea but it also emphasizes two fascinating
aspects of Hyperborean culture : the role of Druids as
judges of the living and the dead and the importance of
personal renown (be it a warriors glory or a sages
reputation for wisdom) not only as a social asset but
as a vital, mystical force that defines the very fate of a
persons spirit after death.

Even though they do look humans, as far as the


Hyperboreans are concerned, the Blue Men are not
humans but beasts in human form which not only
explains why they eat human flesh but also why the
art of metallurgy seems to be completely unknown to
them. According to most Hyperborean Druids, union
between a Blue Man and a human (ie Hyperborean)
woman can only produce monstrous, accursed halfbreeds that cannot be allowed to live. The other way
around (a Hyperborean mating with a Blue Woman) is
simply taboo and for all that the Hyperboreans know,
Blue Women may not even exist. According to another
belief, the Blue Men are a degenerate race of humans
with demon-tainted blood; they are also said to abduct
Hyperborean children to replace them with their own
spawn - warped, evil babies known as changelings
but this may simply be a bogeyman story invented by
Hyperborean mothers to scare their unruly children
(Be quiet or the Blue Men will get you !). Or perhaps
the truth is both simpler and uglier and the Blue Men
simply capture human children to eat them, because
they are easier to carry away than full-grown adults.

Olivier Legrand (2009)

See this issues Mythic Bestiary for more details on


those abominable painted savages.

The way Hyperboreans envision concepts like fate and


afterlife may seem quite hazy and confusing by our
more civilized standards.

11

TEMPLE OF THE BLACK GOAT


A Revised Mazes & Minotaurs mini-scenario for novice adventurers, by Olivier Legrand
Temple of the Black Goat is a short scenario for a small party of first level adventurers. It can easily be run in a
single, 3 to 4 hour gaming session and can fit smoothly in any ongoing campaign.

An Auspicious Encounter
During the course of their travels, the adventurers
meet a young Priestess of Artemis named Keira.
The best way to introduce her is to have her come
to the adventurers help perhaps she suddenly
appears to assist them with bolts of Divine Wrath
while they are fighting a dangerous beast or
monster or perhaps she arrives after the fight to
heal them with Divine Vitality. Whichever way the
Maze Master sets things up, the overall idea is to
have Keira befriend the characters by helping them
in a tight spot.
Keira will then explain to the characters that she
also happens to be on an adventure of her own no
better than an adventure, a divine mission. And now
that she thinks of it, perhaps her chance encounter
with the adventurers was in fact predestined by the
goddess Artemis herself ! She will tell the following
story to the characters
Deep in a nearby forest lies an abandoned temple
of Artemis. Some thirty years ago, it was raided by a
savage horde of Tragos and other Beastmen, who
slaughtered its priestesses and desecrated the
sacred place by their foul deeds and odious habits.
Their descendants are still occupying the former
temple and their vile presence is an insult that the
goddess Artemis can no longer bear.
Keira, a young Priestess of Artemis

Through a Divine Vision, the goddess Artemis has


sent one of her most devoted young priestesses
(thats Keira herself) on a sacred mission : journey
to the lost temple, drive away (or, preferably,
exterminate) the foul Beastmen and reclaim the
place on behalf of her goddess. Of course, young
Keira cannot be expected to carry such a heroic
task all by herself so she will need the help of brave
and bold adventurers such as the player-characters.
If the adventurers seem too greedy to be content
with intangible rewards like glory or the personal
satisfaction of helping to execute a deitys will, Keira
will explain to them that the high priestess of her
temple has promised a vast financial reward to
those who would help young Keira to carry out her
sacred mission. This is of course a complete lie,
since Keira embarked on her divine-inspired quest
without the permission (or knowledge) of her high
priestess (who also happens to be her aunt, but
thats somewhat irrelevant). In other words, Keira is
an adventurous (read : runaway) young priestess
who got bored with sacerdotal duties and decided it
was time to really do something for the goddess
like, for instance, reclaiming a long lost temple.

Keira the Priestess


Level 1 Priestess of Artemis, age 19
Attributes : Might 8, Skill 12, Luck 17, Wits 15,
Will 17, Grace 16.
Combat : Initiative 12, Melee +2, Missile +5,
Basic Defense Class 15, Hits Total 7.
Saving Rolls : Athletic Prowess +2, Danger
Evasion +8, Mystic Fort. +8, Phys. Vigor +5.
Personal Charisma : +8 (+9 with reputation)
Weapons : Bow, dagger.
Magic : Divine Prodigies of Artemis, Spiritual
Aura +6, Mystic Strength 18, Power 7.
Note : Using the optional variant formulas given in
previous issues of the Minotaur, Keiras Danger
Evasion would be +5 instead of +7. Her Mystic
Fortitude would be unchanged.

12

Suspicious adventurers may also wonder why, in


the last 30 years, the priestesses of Artemis havent
tried to reclaim the temple before. If they question
Keira about that, she will reveal the ugly truth : a few
years after the tragic event, her own temple did
send an expedition to the lost temple but these
priestesses and the adventurers who escorted them
were never heard from again

Trail of the Black Goat


The abandoned temple of Artemis has been
colonized by a band of evil Beastmen (actually a
pack of Tragos) led by an unusually charismatic
(and mystically inclined) Caliban.
Under the Dark Satyrs tutelage, the goat-heads
have turned the place into a temple dedicated to
their own deity, a malevolent earth spirit known as
the Black Goat of the Woods. Over the years, the
odious orgies and foul sacrifices performed by the
Tragos in the lost temple has attracted other
followers to the cult of the Black Goat including
local Degenerate Men and a few perverted Silenes.
Of course, the worshippers of the Black Goat do all
the things that one might expect from mad,
degenerate cultists, including bloody sacrifices,
gratuitous torture, bestial orgies and other things
better left to the imagination.
The Caliban priest now rules over a small force of
fanatically loyal (and completely crazed) adepts,
who have managed to exterminate (or drive away)
the former inhabitants of the woods, including Beefolk, Sylvans and Acteons (who fought with utter
courage but were eventually butchered by the
servants of the Black Goat).
As a consequence of the cults growing menace, the
nearest human villages have been deserted for
several years and of course those rare wayfarers
who are foolhardy enough to venture into that part
of the woods usually end up as the main course (or
worse) in the next orgy of the Black Goats minions.
It is to bring an end to this insufferable situation and
to reclaim the lost temple in the name of Artemis
that Keira needs her newfound friends help. Of
course, from this point on, we shall assume that the
adventurers do accept to help Keira in her daring
mission, otherwise there would not be an adventure.
If you feel like your players need some extra
persuasion, have their characters ambushed by a
few Tragos sent by their Caliban master to purge
the forest of their unwelcome presence.
The trip to the ruined temple should be pretty
uneventful, since the activities of the cult have
driven away most of the denizens of the forest
(including most wild animals). The Maze Master
should insist on the eerie, gloomy silence of the
woods as if something had driven away all life
from the area If you want to accentuate the dark
tone of the adventure, the characters could stumble
on the grisly remains of a few Acteons severed
heads impaled on tree branches, garlands made of
entrails you get the idea.

The cultists have grown lax in their surveillance of


the woods they simply cant believe anyone would
be stupid or crazy enough to venture so deep in
their territory so unless the adventurers do
something really stupid, they should be able to
approach the temple undetected. If you want to
spice things up a bit, have them encounter a few
marauding Tragos, Degenerate Men looking for
hallucinatory mushrooms or even some drunken
Silenes having bestial intercourse in the woods.

The Cultists
The size of the cultists force should depend on the
might of the player-characters party and should be
calculated as follows, with X corresponding to the
total number of levels in the group, including Keira.
One Caliban cult leader
2X Tragos
3X Degenerate Men (and 2X Degenerate Women
who never fight and behave like scared beasts)
1X Silenes
st

Thus, if the party is made up of four 1 level playercharacters plus Keira, there will be a total of ten
Tragos, fifteen Degenerate Men and five Silenes.
These creatures stats can be found in the Creature
Compendium. The Tragos are unarmored, do not
carry shields and are armed with swords or spears,
while the Degenerate Men and Silenes are armed
with clubs and stone axes. All these creatures are
crazed fanatics and will fight to the death, except for
the Silenes who are just cowardly bullies.
The Caliban priest is armed with a vicious sickle
and a magical thyrsos staff (see p 15).

The Lost Temple


Once the adventurers get near the temple, the sight
which awaits them will depend on the moment of
their arrival. During daytime, most of the cultists are
in the large communal room (see map) - either
asleep, drunk or otherwise trying to recover from
last nights debauchery (-4 to detection rolls).
Then, as dusk draws closer, they begin to grow
more and more restless, starting to chant, feast and
otherwise worship their foul goddess in ways which
are, again, better left to the imagination. Things
culminate to a paroxysm of collective frenzy at
midnight, the hour at which the Caliban usually
leaves his private premises in the temple to join his
flock in their bestial orgies which take place in the
worship chamber (see map). These revels then
proceed until dawn, at which point most of the
celebrants start to doze off into sleep or druginduced stupor; during their orgies, they ingest
enormous amounts of hallucinatory mushrooms
which are regularly collected by the Silenes.

13

MAP OF THE LOST TEMPLE

4 : Stairway
1 : Entrance
This location is usually guarded by 1d3+1 Tragos
(see Creature Compendium, p 118). Like all the
other Beastmen met in this adventure, they are
unarmored and do not carry shields.

2 : Storage Room
This is where the cultists keep their food including
the partially dismembered carcasses of a few fellow
cultists and perhaps one or two unwary adventurers.

3 : Mushroom Storage
This closet is filled with heaps dried hallucinatory
mushrooms. Anyone foolish enough to eat these
things will have to make a Physical Vigor saving roll
(target number 15) for each handful. Failure means
that the character will suffer from hallucinations,
disorientation and warped perception for the next
three hours (-2 to Danger Evasion, Melee, Missile
and Initiative). Effects are cumulative. Note that the
cultists are accustomed to the ingestion of these
mushrooms and do not suffer such penalties.

These stairs originally led to a lower (underground)


level but access has long been blocked by stone
boulders and rubble. It would take three Feats of
Strength to clear the way. What awaits below is left
to the imagination of the Maze Master.
Alternatively, the stairs could be unblocked and lead
to a large chamber filled with the grisly remains of
dozens (hundreds ?) of victims, in which case a
nauseating stench should logically emanate from
the stairs : anyone trying to go downstairs will have
to make a Physical Vigor saving roll (against a
target number of 10) or throw up after the first two or
three steps (make the same saving roll for each
minute spent below). Characters who throw up will
immediately and instinctively retreat upstairs.

5 : Large Communal Room


This is where the members of the Black Goat cult
sleep, eat and spend most of their non-ceremonial
time. Depending on the time of the day, it may be
completely empty, filled with sleeping cultists or
occupied by roughly one-half of them (plus most of
the Degenerate Women).

14

The Caliban Priest


The Caliban priest has the same stats as a
standard member of his race, except for his
Mystique, which is Eldritch, reflecting a special
psychic connection with unseen forces.
The Caliban also carries three mythic items on
his person : an Amulet of Protection and a
Ring of Good Fortune (both stolen from
adventurers who were killed and eaten a few
years ago by the cultists), which give him
various saving roll and Defense Class bonuses,
and the Thyrsos of Pain, a staff with special
properties (see below for more details).
Size : Medium
Ferocity : Aggressive
Cunning : Clever
Mystique : Eldritch
Movement : 80
Initiative : 19
Melee Attack : +3
Damage : 1d6 (weapon ; a vicious sickle)
Defense Class : 18 *
Hits Total : 12
Detection / Evasion : +6 / +12 *
Mystic Fortitude : +6 *
Special Abilities : Grapple (M = 16), Lightning
Fast, Stealthy (18), Supernatural Vigor,
Uncanny Agility.
Awards : Glory 75*, Wisdom 10.
* These scores take into account the bonuses granted
by the Calibans Amulet and Ring.

The Caliban, leader of the Black Goat cult

6 : Prison
This is where the cultists keep their prisoners before
they butcher them during their demented orgies.
The heavy barred door is always guarded by two
Tragos armed with spears. The cell currently holds
one Acteon captive named Kernos, who is the sole
survivor of his tribe (see Creature Compendium).
Kernos is down to 5 Hits because of various injuries
inflicted on him before and after his capture. The
cultists intend to sacrifice (and devour) him during
their next full blown orgy. If he is given a weapon,
Kernos (who, like all Acteons, is a devotee of
Artemis) will gladly join the adventurers in their
search-and-destroy mission. Keira will heal him
back to his maximum Hits total of 12, which will cost
her 3 points of Power.

Thyrsos of Pain
This magical thyrsus staff (Enc = 2) is the most
prized possession of the Caliban. It gives him
the power to cause excruciating pain (but no
physical damage) to a single target of his
choice within 20, simply by pointing the staff in
the victims direction.
The target must make a Mystic Fortitude saving
roll against a target number of 15 or writhe in
helpless agony for the rest of the battle round.
While in this state, characters are completely
unable to act and suffer the same penalties as
for being prone (-4 to melee EDC).

7 : Worship Chamber
This is where the cultists of the Black Goat
celebrate their foul ceremonies during night-time.
The star mark on the map indicates the location of a
man-sized statue which once represented Artemis
but has been defaced and mutilated by the cultists
and now acts as a grotesque representation of their
dark deity : the arms of the statue are missing and
its head has been crushed and replaced by the
horned skull of a dead goat. The body of the statue
is covered with dried blood and other yucky stuff
best left to the readers imagination.

15

This sacrilegious vision will cause the righteous fury


of any Priestess or devoted worshipper of Artemis
(included, of course, Keira herself); such characters
will receive a +2 bonus to their Melee attacks when
fighting the cultists. This bonus lasts for the rest of
the adventure and only applies to characters who
have chosen Artemis as their patron deity.

8 : Calibans Private Apartments


This is where the Caliban leader of the cult usually
spends his daytime. This room is separated from
the Worship Chamber by a reinforced door which
the Caliban closes with a very strong bar when
inside (he doesnt trust his flock that much
especially the Silenes, whom he wrongfully
suspects of plotting his demise); the barred door
can be broken down with a successful Feat of
Strength or by doing it a total of 10 Hits of damage
using axes, maces and other similar weapons.
Unlike the rest of the temple, the Calibans living
quarters are well-kept and even have some decent
pieces of furniture. The room contains nothing of
real interest except for a hidden door leading to
the Secret Treasure Room (see below).
This hidden door can only be found by characters
who conduct a careful search of the room and make
a successful detection roll (target number 15). It is
protected by a trap (Concealment 17, Danger 15) : a
poison-coated needle (death in 1d6 battle rounds).

9 : Secret Treasure Room


This concealed room contains all the treasure the
greedy Caliban has managed to amass since the
temple was taken. It includes 200 silver pieces
worth of gold, silver, bronze coins and jewels for
each character in the party (including Keira) as well
as several mythic items (all of which are detailed in
the Maze Masters Guide) :
3 amphorae full of Wine of Dionysus
3 phials of Potion of Healing (3 doses per phial)
1 phial of Potion of Celerity (3 doses)
1 Aegis
1 Sword of Ares
1 Bow of Artemis and 1 Quiver of Artemis
1 Harp of Poetic Insight

Options & Complications


Maze Masters who wish to make things tougher or
trickier for the poor adventurers might consider the
following complications or alterations :

The Caliban Sorcerer


The Black Goat has granted the Caliban priest full
Psychic Powers. In this case, his Thyrsos becomes
either a Staff of Power or a Staff of Command and
he will also have some Enslaved creatures to his
service, such as several Acteon warriors, a Dryad
(who could use her powers to lure new victims to
the temple) or perhaps even some Large Monster
with a suitable theme, such as a Moon Spawn, a
Wood Titan or even a Capricorn Horror.

Dark Festival
The adventurers have chosen the worst moment to
raid the temple that of some dark festival which
attracts many other worshippers of the Black Goat
to the lost temple in the woods. Such evil pilgrims
could include more Calibans, Silenes and Tragos,
as well as humans who have secretly converted to
the cult (such as, say, a local Noble or his son).

More Crawling Chaos


Guided by dark visions sent to him by the Black
Goat and thanks to a foul ritual involving a massive
blood sacrifice, the Caliban is about to summon a
Crawling Aberration onto the mortal plane as the
messenger of the Dark Goddess of the Woods.

The Mad Old Crone


The priestesses of the previous expedition were
NOT all slaughtered by the Beastmen one of them
survived and was kept alive by the foul creatures,
who inflicted such horrors on her that she became
hopelessly insane. In her madness, she had a vision
of what she thought to be a darker, more primitive
aspect of Artemis and joined the Beastmen cult as
the Calibans consort.
She is now a raving mad, withered old crone who
has forgotten her true past so the fact that the real
Artemis has stripped her of her Divine Prodigies
does not worry her at all especially since her new
goddess has granted her new powers, similar to
those of a Priestess of Cybele (see M&M
Companion, p 25), including the dreadful prodigy of
Divine Emasculation.

1 Flute of the Shepherd


Written by Olivier Legrand (2009)
Temple map by Tim Hartin
Visit Tims great cartography site at http://paratime.ca/cartography/

16

MAZE MASTERS LORE

the other gods


With a few exceptions (such as the mentions in the
Creature Compendium of Pestia, the Great Rat-Mother
of Ratlings and Gorgora, the Great Devourer Mother of
the Ogres), the vast amount of background material
published for Mazes & Minotaurs has left the topic of
nonhuman religion almost untouched.
Recently, the mega-module Tomb of the Bull King,
which featured Wildmen and Troglodyte worshippers of
the Goddess Rhea (the Titan mother of Zeus, often
identified with Cybele and with the snake-wielding
goddess of ancient Crete), has shed a novel, very
interesting light on the subject, raising many questions,
hypotheses and speculations
The goal of this article is to explore the matter further by
presenting an overview of the non-Olympian gods
worshipped by the various nonhuman and pseudohuman races of Mythika, from the barbaric Beastmen to
the decadent Atlanteans .
Warning : Some of the cults and entities detailed below
were inspired by various ideas found in the works of HP
Lovecraft; R.E. Howard, C.A. Smith and J.R.R Tolkien
and mercilessly twisted, transformed and recycled to fit
the peplumesque paradigm of Mazes & Minotaurs.

Gods of the Beastmen


Even though humans remain its dominant (or, at least,
its most prolific) species, the world of Mythika also has
a very large population of nonhuman Folks, including a
myriad of different Beastmen races, which are usually
organized in tribal or semi-tribal communities.
Since they do have a society of some sort, these
creatures are almost bound by the laws of ethnology
(not to mention the laws of fantasy gaming) to have
some sort of religious practices, no matter how primitive
or crude but since the Olympian deities are so
obviously anthropomorphic, it seems highly improbable
that they should be worshipped by beast-headed
humanoids (especially the more brutish or evil ones).
There are exceptions, of course, as exemplified by the
Acteons and Bearmens devotion to Artemis, but on a
general basis, it seems quite logical to assume that
nonhuman Folks have different gods of their own
made in their own image, if you will - entities who may
not seem as divine as the majestic Olympians but are
nevertheless regarded as true deities by their
worshippers. Who (or what) are these deities ?
But before we begin our study of the Gods of the
Beastmen, lets take a quick look at those nonhuman
Folks who do worship Olympian deities.

Welcome to the world of non-Olympian worship !

With a few exceptions, Poseidon and Artemis are the


two Olympian deities who are widely worshipped in
nonhuman circles. Poseidon is, of course, the supreme
deity of Tritons and Mermaids (as well as the odd
Ichtyocentaur), while traditional nonhuman devotees of
Artemis include Acteons, Bearmen, Bee-folk, Sylvans,
Wildmen and other woodland Folks.
Other Olympian-worshipping Folks include Lesser
Cyclops and Obsidians (worshippers of Hephaestus),
Hawkmen and Icarians (who worship Zeus and Apollo),
Myrmidons (who worship the Olympians in pretty much
the same way as Minean humans) and, of course, the
diminutive Muscusii and Rhabdosians, who are
respectively devoted to Athena and Poseidon.
As noted in the Players Manual (p 16), Centaurs usually
have little religious inclination but those who do usually
select Apollo or Artemis as their patron deity.
Satyrs and their kin (including the malevolent Calibans)
worship Dionysos (see M&M Companion p 26), whom
they refer to as the Great God Pan and whom they
usually envision as the progenitor of the Satyr race.
It should be noted that Dionysos is a very ambiguous
deity, whose changing and complex nature is perfectly
reflected in the various incarnations of the Satyr race :
the Great God Pan is equally present in the true Satyrs
lusty and festive energy as he is in the Calibans darker
passions, the Silenes raucous drunkenness, the Fauns
playful mischief or the Sataurs hallucinatory madness.

17

Pestia
Pestia the Rat-Mother, Mistress of the Plague, is the
goddess of Ratlings, who envision her as an enormous,
bloated female rat or, sometimes, as a rat-king (or,
more properly, rat-queen ) a mass of rats with
intertwined tails, looking like a single monstrosity with
multiple heads and bodies.
As ruthless and vicious as the epidemics she
embodies, Pestia is corruption incarnate. The Ratlings
seem to identify her with the plague itself not
symbolically, but literally : they view plague-infested
areas as sacred places, infected and tainted by the
divine corruption of the Rat-Mother.

The Serpent Goddess


The Dark Mother in one of her many guises

The Dark Mother


This primal earth mother goddess is known by many
names. She has been identified with Cybele (see the
Mazes & Minotaurs Companion, p 25) and with the
Great Goddess Rhea, the Titan mother of Zeus but
nonhuman Folks know her under a variety of sinister
denominations - the Dark Mother, Gorgora the Great
Devourer or Shub-Niggurath the Black Goat of the
Woods with a Thousand Young
She also has many guises : a gigantic black goat, a
headless, vaguely humanoid but distinctively female
body with a bloated belly, a writhing and obscene mass
of flesh, tentacles and maws...
The cult of the Dark Mother is especially popular among
Ogres, Tragos and Degenerate Men. Their approach to
religious practice is as crude and barbaric as their other
customs, usually involving a lot of blood sacrifices,
mass slaughter, gruesome orgies and little else.

This other (?) earth mother goddess has also been


identified with Rhea and Cybele as well as with the
underworld goddess Persephone ; she is thought by
some scholars to be another avatar of the same entity
as the Dark Mother. She is mainly worshipped by some
(but not all) tribes of Troglodytes, Lizardians and
Wildmen but NOT, despite what some pedantic
scholars erroneously believe, by Serpent Men (who
worship their own snake-father god, Set). She is usually
represented as a reasonably human-looking woman
with snakes coiled around her arms (or, in some
versions, with snakes in lieu of arms) or as a gigantic
serpent (sometimes with the head of a woman).
The Serpent Goddess is tied to caves, darkness,
snakes and the mysteries of life and death ; she is
supposed ro rule over mythical creatures known as the
Serpents (or Worms) of the Earth. Her rites of
celebration are very primitive and do include blood
sacrifices (of beasts, humans, other Folks etc) but are,
on the whole, less aberrant and grotesque than those of
the Dark Mother, as if she represented a more mystical,
less degenerate form of the same earth mother deity.

Mordiggos
This dark god of carnage and death is often depicted as
a dog, a dog-headed humanoid or some other canine
creature, including a humanoid with the three heads of
a Cerberus. He is (naturally enough) mainly worshipped
by Cynocephals, Hyenakins and Lycans.
Some scholars view Mordiggos as a degenerate (or
perhaps more archaic ?) version of the Underworld God
Hades but this may be just another fancy theory ;
travellers who have journeyed to the Desert Kingdom
have also pointed out his resemblance to Anubis, the
jackal-headed progenitor god of the Anubians, who also
seems to be connected with death and the underworld.
Lastly, Mordiggos is also believed by some students of
arcane lore to be the original teacher of the Stygian
Necromancers dark arts and forbidden knowledge.
Ceremonies performed in his honor by his worshippers
include ritual massacres, macabre dances and all sorts
of anthropophageous and cannibalistic feasts.
Mordiggos, Canine God of Death

18

The Atlantean Triad


The pseudo-human Atlanteans worship a triad of deities
which they refer to as the Ancient Ones. According to
their unhallowed, twisted mythos, those Ancient Ones
were the true and original rulers of the cosmos before
the Olympian usurpers somehow robbed or cheated
them of their power and sovereignty over the universe.
No matter how blasphemous and preposterous such
beliefs might seem at first, Minean scholars have long
pointed out the many similarities between the Ancient
Ones of the Atlantean pantheon and some of the primal
Titans defeated by Zeus and the Olympians before the
Age of Myth (see Maze Masters Guide, p 11). It should
also be noted that, unlike the Mineans and most other
Mythikan peoples, Atlanteans envision their deities as
wholly monstrous, aberrant or abstract entities rather
than as anthropomorphic beings, making their gods
disturbingly alien by Minean standards.
Anubis, another (?) Canine God of Death

Anubis, Bastet et al
These two mythical beings are believed to be the
respective progenitors of the Anubian and Ubasti Folks.
For more about them, see last issues mammoth-sized
Mythika Gazetteer, which also contains fascinating
information about other animal-headed gods of the
Desert Kingdom, including the crocodile-headed Sobek
and the enigmatic Sutek, supreme god of the Orycters.
The dark half Desert Kingdom pantheon also includes
the ophidian Set, the patron deity and, some say, the
progenitor of the elder Serpent Men race once again,
we refer you to last issues mega-gazetteer for more
details about this dark and devious deity.

Hanuman the Ape God


Hanuman is the god of the Apemen a primitive and
bloodthirsty idol appearing as either a jet black or ivory
white giant apeman. According to some unverified
tales, Hanuman is actually a real, gigantic ape living in
the deep Charybdian jungles, which the brutish and
superstitious simians have chosen as their living god.

Amrah the White Lion


This majestic, ivory-white lion god is the deity of the
Leonids. Amrah is the divine embodiment of leonine
majesty, strength and pride. The surprisingly spiritual
Leonids view him not as a living being of flesh but as
the powerful, immortal spirit king of the savannah, ruling
over the entire animal (and demi-animal) kingdom.

Humungos the Great Hog


Humungos the Great Hog is the god of Boarmen, who
envision him as a gigantic boar or boarman. Humungos
is the epitome of boarmanity, embodying brute strength,
destructive fury and snarling, grunting pigheadedness.
There is little else that can be said about him

One factor that definitely makes it very hard to assess


the true nature of the Atlantean gods (or even their very
existence, for that matter) is the fact that Atlantean
religion has no Priests in the usual M&M sense of the
term, the conduct of religious ceremonies being one of
the many prerogatives of the haughty Atlantean Nobles.
And no Priesthood means no Divine Prodigies which
are usually the quickest and easiest way to prove the
reality of your gods power.

Kthalos, Lord of the Deep


Kthalos is the Atlantean god of the sea, oceans and
marine abysses - a terrible, unfathomable entity which
would make Poseidon pass for a nice guy. Kthalos is
usually depicted as an enormous octopus-like monster
with a single, cyclopean eye an image embroidered
on the sails of most Atlantean warships. Khtalos can
easily be identified with the Titan Okeanos (ocean). The
three Sea Titans Dagon and Ktolos and Kraken (see
Minotaur Quarterly n1, p 38) are either his sons or his
living manifestations (or perhaps both ?), depending on
which source you consult. Because of the naval nature
of the Atlantean empire, Kthalos is also associated with
martial might, supremacy and conquest.

Astor, Lord of the Ether


Also known as He Who Must Not Be Named, Astor is
the god of air and the mysterious dark void which
extends between the stars. Some Minean scholars
have identified him with the very first Titan, Ouranos,
the sky father, despite some major differences in their
respective myths; others have identified Astor with the
Titan Atlas, whose name might well be the origin of the
word Atlantis. As far as the Atlanteans themselves are
concerned, Astor is said to dwell on the distant world of
Carcosa, somewhere in the Hyades constellation, and
is often described as the brother of Kthalos (rather than
as the first, uncreated Titan). Atlantean metaphysicians
like to point out the cosmic symmetry of the two entities:
while Kthalos, the King Below rules over the abyss of
the ocean, Astor the King Above rules over the abyss
of the celestial void. Kthalos and Astor are sometimes
referred to as the Twin Gods of the Abyss.

19

Zathoqua : Nobody seems to know what (if anything)


this chthonian, roughly toad-shaped being is supposed
to represent or embody it may be a forgotten deity or
perhaps the Atlanteans own Trickster God.

Other Nonhuman Cults


Arachne
The Mother of all Spiders is of course worshipped by
the Daughters of Arachne, who view her as a supreme,
all-devouring entity of living darkness, whose web shall
one day entrap the entire world.

Atlas & Hyperion

A truly unspeakable vision of Yoxothos

Yoxothos, Lord of the Spheres


The third member of the Atlantean Triad is Yoxothos, a
god of Time and the Spheres (whatever that means). It
is an abstract cosmic entity, which the Atlanteans also
associate with all intellectual pursuits, including the
study of Sorcery and other arcane arts; Atlantean texts
are full of cryptic references to Yoxothos as the Keeper
of the Gate, the Gate and the Key, the Opener of the
Way, the One Beyond and, of course, the everpopular One in All and All in One.
Because of his connection to time, Yoxothos has often
been identified to the Titan Kronos by Minean scholars,
even though the Atlantean sacred texts make
absolutely no mention of Yoxotos eating his own
children or being overthrown by some rebellious son
(yes, that would be Zeus). Atlanteans do not picture
Yoxothos as a bearded old man or as a ravenous giant
(two traditional images of Kronos) but as a nexus of
shifting, iridescent spheres.

Other Atlantean Gods


The complex Atlantean mythos also includes a number
of other Ancient Ones who are not actively worshipped,
are not (obviously) part of the Triad but have direct links
with its members. In other words, the Triad is probably
just the prominent part of a broader, more ancient
pantheon of cosmic entities and here again, Minean
scholars point out the similarities with the primal Titans.
These other Ancient Ones include (among others) :
Axathos : The personification of blind, mindless, Primal
Chaos, the Beginning and the End of Everything, the
true center of cosmos (well, you get the idea). For some
obscure reason, Axathos is sometimes described as
Yoxothos brother, father or cosmic twin.
Ubbosatha : Also known as the Unbegotten Source,
this subterranean deity is seen as a protoplasmic mass
of organic matter the oozy, primal soup from which all
life on Earth was originally spawned. Minean scholars
view it as a distorted, warped equivalent of Gaia.

Along with other lesser-known Titans and Titanides,


Atlas and Hyperion are honored by the Titanians, who
see as the truly divine progenitors of their race, unjustly
banished and punished by those Olympian upstarts.

The Great Eye


This strange deity (?) is depicted as a single, fiery eye
by its worshippers, which, despite what you might think
at first, include neither the Lesser Cyclops (who are all
devotees of Hepahestus) nor the Gigantic ones (who
are probably too dumb to have a patron deity at all); like
many of Mythikas weirder beliefs, the Cult of the Eye
comes from the East and is mainly present among the
Arimaspian and Orko nomadic tribes; its worshippers
view the Eye as an omniscient entity of ruthless power
and domination - but they wouldnt put it that way, since
words like omniscient and entity are too complicated
for them - Eye see all, eye know all, eye rule all is a
much likelier version of their religious dogma.

The Machine
This abstract, mechanical entity is worshipped by the
demented Derros, who often define themselves as
Servitors of the Machine. This imaginary entity is of
course a metaphorical reflection of their obsession with
machinery an obvious fact which has not prevented
some demented metaphysicians from making inane
speculations about this Machine being some secret
invention of Hephaestus, devised for some inscrutable
purpose - a ludicrous hypothesis which, incidentally, is
viewed as a heinous heresy by the Derros themselves,
who acknowledge no other deity than their Machine.

The Monolith
Another fairly abstract deity, the Monolith is supposed
to be a monumental parallelepiped of black obisidian
endowed with cosmic awareness. It is only worshipped
by Obsidians, who claim to be its living extensions
and indeed, the society and culture of Obsidians does
seem to be monlothic and collectivist.

Selene
The Moon Titanide is worshipped by the Selenites, who
also view her as the mysterious mother of their race.
Olivier Legrand (2009)

20

Each issue,

Griffin Archives unearths an old Griffin article from the glorious 1980s

FAVORED BY FATE
An optional Fate points system for MAZES & MINOTAURS, by Igor A. Rivendell
Many recently-published RPGs feature the concept
of Hero / Fate / Karma points a pool of points
which a player can spend to turn the odds in his
characters favor, make him succeed at heroic tasks
in desperate circumstances or even allow him to
cheat death in the manner of so many fictional
heroes. Such a system could add an extra touch of
epic heroism to Mazes & Minotaurs, as noted by our
Philosopher friend in a recent issue of the Griffin.
This article presents an attempt to bring such a
system to the game without disrupting its venerable,
time-tested mechanics. The rules detailed below
are, of course, entirely optional and should only be
used by those Maze Masters who really want to add
a sense of destiny (or simply an extra touch of
pulpy heroism) to their M&M campaigns.

Fate and Fortune


But before we see how our Fate points work in
game terms, lets examine more closely how the
concept of Fate relates to (and differs from) the
concept of Fortune, as reflected in game terms by
the all-pervasive, omnipresent attribute of Luck.
At first, having both Luck and Fate as separate
game concepts may seem somewhat redundant,
especially given the fact that a characters Luck
already affects so many things in the game (no,
dont worry, we wont go into the old Luck-is-toopowerful debate here).
Yet, on closer inspection, we find that Fate and
Fortune actually represented very different things for
the ancient Greeks and could thus conceivably be
reflected by different game concepts in M&M.
Without going too heavy on metaphysics (well leave
this to our Philosopher friend), we can define the
difference between Fortune and Fate as follows :
Fortune is essentially random and always retains an
element of unpredictability, while Fate appears to be
rooted in certainty and ineluctability.
The unpredictable and random aspect of Fortune is
already quite well reflected by the effects of Luck in
game terms : a characters Luck score affects all his
attack and saving rolls (as well as basic Defense
Class, Personal Charisma etc) but never really
gives the absolute certainty of success or survival :
even characters with extraordinary Luck scores can
miss a foe or fail a saving roll.

Behold the Power of Fate !

If we want to add an element of Fate in the game,


we will have to make its impact on play significantly
different from that of Luck Luck and Fate should
not only be different things, they should work
differently in game terms.
Yet, for all their differences, Fate and Fortune also
share some (very) common elements : both are
supposed to be out of a characters control, both
may help or hinder characters in critical situations,
both are linked to the will and whim of the Gods
and, last but not least, despite their apparent
opposition, Fate and Fortune somehow seem to be
inextricably tied to one another much like the two
plates of the same (cosmic ?) balance.
But enough metaphysics ! Keeping all the above in
mind, lets now see how Fate points could work with
the Revised Mazes & Minotaurs rules.

21

This rule applies to all attack and saving rolls


including the Physical Vigor roll that must be made
when a wounded character falls to zero Hit. Thus, a
characters life may be saved by the power of
Destiny, in the form of a wisely-spent Fate point.
The way Fate points work illustrates the certainty
concept mentioned above : while a characters
Fortune (Luck) affects most of his die rolls (as well
as attacks made against him, since a characters
Luck affects his Defense Class), Fate refuses
randomness and replaces it by a one-time certainty.
In combat, spending a Fate point instead of making
an attack roll is usually a sure hit but will also
often result in an automatic critical hit, if the optional
Homeric Combat tables from the Mazes &
Minotaurs Companion are used.

- Hold on ! Ive still got one Fate point to spend !

Fate & Level


All player-characters start their adventuring career
with 1 Fate point at first level. Once spent, Fate
points cannot be recovered : the only way to get a
new Fate point is to reach a new level.
Each time a player-character reaches a new level,
he gains a number of Fate points equal to this new
level but these points must be spent before the
character reaches the next level.
Fate points which are not spent before a new level
is reached are simply lost; they will not be added to
the Fate points granted by the new level. Thus, a
character who reaches level 5 will have 5 Fate
points, regardless of how many Fate point he spent
at level 4 (or at any other previous level).
This rule has two important consequences. First, it
is impossible for characters to hoard or save
Fate points from one level to another. Secondly, the
higher a characters level, the more Fate points he
gets to spend. Why ? Because each new level
represents an important step in the accomplishment
or in the revelation of the characters destiny : thus,
the higher the level, the more important a character
becomes in the grand tapestry of things.

Remember what we said earlier about the subtle


connection between Fate and Fortune ? Lets see
how a characters Fate points interact with his Luck.
At first, there does not seem to be any link between
the two, since Luck does not affect Fate but since
Fate points are used to replace Luck-related die
rolls, players of characters with high Luck scores
are more likely to trust their characters good fortune
and thus less likely to spend their precious Fate
points except when their characters life is directly
threatened. Thus, a characters Fortune does
interact with his Fate (and vice versa) but in a
suitably subtle and flexible manner.

The Limits of Fate


Fate points can only affect attack rolls and saving
rolls (both of which are made on 1d20); they cannot
be used to influence reaction rolls or other non-d20
rolls, such as damage rolls or feats of strength.
A characters Fate points can only affect his own
deeds : they cannot be used to affect someone
elses saving rolls, nor can they be used to make
your opponents miss you such things remain the
sole province of Fortune, in the form of a characters
Luck (which always modifies his Defense Class).

In other words, the number of Fate points available


to a character can never be higher than his level. In
reality, since spent Fate points are not recovered.

Calling on Fate
Whenever a player must make an attack roll or
saving roll for his character, he may decide to spend
1 Fate point instead. In this case, the player does
not need to roll the d20 : everything is resolved as if
he had rolled a result of 20, plus the appropriate
saving roll or attack mod.

- Sisters, the guy has only 1 Fate point left !

22

If you intend to graft this system to your ongoing


M&M campaign, the easiest method is simply to
give each player-character a number of Fate points
equal to his current level and simply assume that no
point were expended so far (and how could they
have been expended, since they did not yet exist ?).
If you find this method too generous, assume that
1d3 Fate points have already been used.

Fate & the Gods


Despite what some of you might expect, the Gods
do not grant extra Fate points to their champions
and protgs. There are two reasons for this.
The first justification is that the Gods themselves
acknowledge the power of Fate and prefer to
abstain from meddling with them (at least in a too
blatant or obtrusive way), since this could upset the
Balance of Destiny (whatever that means).

Fate points are NOT for everyone !


The automatic 20 granted by the expenditure of 1
Fate point should be more than enough to succeed
in most circumstances, although some Invulnerable
creatures with an extremely high EDC might still
remain unhittable (if their EDC is greater than 20 +
the characters attack mod), in which case the Fate
point has been (horror !) spent in vain.
This might seem a bit unfair but (a) should occur
very rarely and (b) simply means that some very
powerful beings are (at least partially) protected
from (or by ?) the powers of Fate unless they
meet the hero whose Fate was to defeat them (or, in
game terms, a warrior with a high-enough attack
mod and a few Fate points to spend).

The second, much more convincing reason is that,


all things being equal, a Fate point remains less
powerful than a Divine Call (a type of Divine Boon
detailed in the optional rules on divine agents given
in the Mazes & Minotaurs Companion) as well as
far less spectacular, and you know how much those
deities like to show off.
In fact, when you come to think of it, a Divine Boon
can be seen as a super-powerful version of a Fate
point. It would therefore be quite fair to rule that
Divine Agents can no longer earn Fate points, for
they have placed their destiny into the hands of their
divine patron. Thus, a character who becomes a
Divine Agent at level 4 does not receive the 4 Fate
points he should normally receive for reaching level
4, but will receive the usual 3 Divine Boons granted
to new agents instead. Each time he reaches a new
level, he will gain a new Divine Boon, as per the
usual rules, but no Fate point.

A similar situation may also arise with Mystic


Fortitude rolls made against a Mystic Strength so
high that the target has absolutely no chance to
resist, even with a roll of 20 or the intervention of
Fate. There again, we find the idea that some very
powerful beings (in this case, very powerful wielders
of magic) can overcome the Fate of those who are
not strong enough to oppose them.

Whos Got Fate ?


Creatures should never be given Fate points, no
matter how powerful they are. Major NPCs, on the
other hand, can be given Fate points by the Maze
Master, within the usual limitations.
A simple system to use is to take the characters
level and subtract 1d6 : if the result is positive, this
shows the number of Fate points available to the
character; if the result is zero ro negative, then the
NPC has no Fate points left. Alternatively, you
might also decide to make Fate points an exclusive
prerogative of player-characters, who are, after all,
the heroes of the story.

Randomia, Goddess of Game Balance

23

This may seem harsh but keep in mind that Divine


Agents are already extremely powerful and that
Divine Boons ARE more powerful than Fate points.
The divine destiny justification is also perfectly
logical and consistent with mythical tales.
Lastly, this rule also has the advantage of
presenting Fate as an alternative to divine affiliation,
by giving a specific advantage to those characters
who do NOT become Divine Agents, either because
they dont meet the requirements or simply because
they dont want to : the right to make (or at least to
follow) their own Fate.

Fate & Doom


Words like fatal or fatality remind us that Fate
also has a dark, tragic facet. In many mythic tales,
heroes who have been protected by Fate are often
punished by Fate as well, either for having called on
the powers of Fate one time too many or for having
thought themselves mightier than Fate itself in a
classical crisis of hubris. In game terms, this dark,
tragic dimension of Fate (which we shall call Doom)
represents the necessity of counter-balancing the
wonderful advantages granted by Fate points.
So how can we simulate all this in game terms ?

- Excuse me, ladies, are you the Three Fates ?

Each player should keep a running total of all the


Fate points spent on behalf of his character. This
total, called the Destiny total, is a direct indication of
how many times the character has called on Fate
during his entire life. If a characters Destiny total
ever reaches his current Luck score, then he is on
the verge of Doom. In other words, characters
should never let their Destiny exceed their Luck,
because this would mean Doom.

Depending on a characters Luck score, the loss of


a single point may or may not have a direct impact
in game terms : falling from 16 to 15, for instance,
will not reduce the characters Luck mod, but falling
from 15 to 14 would reduce it from +2 to +1. Luck
losses that do not affect the Luck mod should be
interpreted as warning signs of impending doom,
while losses that do reduce the Luck mod are clear
and manifest retributions on the characters fortune.

Each Fate point spent beyond a characters Destiny


limit will literally force Fate, qualifying as an act of
hubris : the Fate point will have the usual effect but
will also cause the permanent loss of 1 point of
Luck. In other words, Fate will still give the character
what he wants but will make him pay a heavy price
for that, affecting his long-term Fortune.

Thus, characters who have reached their Destiny


peak can still call on Fate but at a potentially
devastating price, since a reduction of Luck can
sometimes create the difference between life and
death. Thats what Doom is all about.
If a Doomed character manages to increase his
Luck over his Destiny limit (usually by reaching a
new level), then he is no longer Doomed but will
obviously have to tread a very fine line if he doesnt
want to be Doomed once again.
Also note that such a reversal of fortune is only
possible for characters whose Destiny does not
exceed their Luck by more than one point : those
who are already way past the limit of their Destiny
are simply beyond redemption. Since Luck
represents divine favor, this possibility of offsetting
Doom by increasing ones Luck shows that even the
Gods can sometimes be merciful too.
Lastly, since Divine Agents no longer earn Fate
points, they are virtually immune to the effects of
Doom precisely because of their divine patrons
attention and protection.

- Why, WHY did I have to run out of Fate points ?

Igor A. Rivendell (1989)

24

MYTHIC BESTIARY

HYPERBOREAN HORRORS
Undead, Giant Kings & Savage Half-Men from the Northern Wildlands

Children of Ymir
Taxonomy : Monster
Description : Also known as Giant-Kings; not true
giants but tall (9to 10), thin, hunched and hairless
humanoids with almond-shaped heads, albino-white
skin and reflective yellowy eyes.
Size : Large
Ferocity : Deadly
Cunning : Alert
Mystique : Eldritch
Movement : 90
Initiative : 15
Melee Attack : +8
Damage : 2d6 (weapon)
Defense Class : 16

Blue Men

Hits Total : 36
Detection / Evasion : +6 / +4

Taxonomy : Folk
Description : Howling, man-eating painted savages
from the Bones of War mountains; see this issues
Mythika Gazetteer (p 11) for more details.

Mystic Fortitude : +8
Special Abilities : Crushing Damage (req. grapple),
Fearsome, Grapple (Might = 20), Magic Resistance,
Sixth Sense, Supernatural Vigor, Tough Skin.

Size : Medium

Awards : Glory 400, Wisdom 50.

Ferocity : Aggressive

Additiobal Lore : The origins and history of the


Giant-Kings of Hyperborea are described in detail in
this issues Mythika Gazetteer.

Cunning : Alert
Mystique : Weird
Movement : 60
Initiative : 14
Melee Attack : +3
Missile Attack : +2
Damage : 1d6 (weapon)
Defense Class : 15
Hits Total : 8
Detection / Evasion : +6 / +4
Mystic Fortitude : +2
Special Abilities : Charge into Battle (Initiative 16,
Melee +5), Missile Weapons (javelins, 120), Sharp
Senses, Stealthy (16), Uncanny Agility.

Giant Kings of Old


The stats given above represent the degenerate
remnants of the race; in their long-gone days of
glory, the Giant Kings had a more majestic
appearance, as well as a Clever degree of
Cunning and full-blown Psychic Powers; the
mightiest among them even had Crafty Cunning
and Unearthly Mystique. Whether or not such
ancient, primal beings still exist in the current
era of Mythikas history is entirely left to the
Maze Masters discretion. Perhaps such Kings
of the Giant-Kings are buried somewhere
beneath the lost ruins of their kins Nameless
Cities in a state of artificially-maintained
suspended animation which could be the true
facts beneath the various tales of buried
sleeping giants found in Hyperborean lore.

Awards : Glory 50.

25

Wight
Taxonomy : Spirit
Description : Undead revenants bent on spreading
discord, strife and destruction among the living.
They look like abnormally pale and gaunt humans
with hauntingly dead eyes; an eerie aura of gloom
seem to surround them at all time. Most of them
haunt the deeper parts of the Great Hyperborean
Forest, as noted in this issues Mythika Gazetteer.
Size : Medium
Ferocity : Dangerous
Cunning : Alert

Dwimmerlaik

Mystique : Eldritch
Movement : 60

Taxonomy : Spirit

Initiative : 16

Description : These very powerful, dangerous and


malignant undead beings inhabit the darker depths
of the great Hyperborean Forest They look like
human skeletons whose empty eyesockets are filled
with an evil, greenish light. They use their psychic
powers to prey upon human victims and often use
Wights (see below) as their servitors and sentinels.

Melee Attack : +4

Size : Medium

Damage : 1d6 (weapon)


Defense Class : 16
Hits Total : 16
Detection / Evasion : +4

Ferocity : Deadly

Mystic Fortitude : +8

Cunning : Crafty

Special Abilities : Fearsome, Magic Resistance,


Stealthy (16), Supernatural Vigor.

Mystique : Unearthly
Movement : 60
Initiative : 17
Melee Attack : n/a
Damage : 1d6 (touch)
Defense Class : 18

Awards : Glory 65, Wisdom 90.


Additional Lore : Wights are brought back to life (or
rather undeath) by the Life-Energy Drain ability of
Dwimmerlaiks, as detailed above. There is no other
way of creating a Wight. Since their soul is still
trapped in their undead bodies, they qualify as
Spirits rather than as Animates.

Hits Total : 20
Detection / Evasion : +10 / +8
Mystic Fortitude : +10
Special Abilities : Fearsome, Life Energy Drain *
(touch), Magic Resistance, Psychic Powers (Psychic
Gift +6, Mystic Strength 18, Power 24), Sixth Sense,
Stealthy (18), Supernatural Vigor.
Awards : Glory 130, Wisdom 540.
Additional Lore : Dwimmerlaiks are the undead
revenants of the sorcerer-kings of a long-forgotten,
possibly prehuman race who battled against the
Giant-Kings (see below) during the Mythic Age. As
hinted above, they are responsible for the creation
of Wights, which are brought back to unlife by the
Dwimmerlaiks foul life-energy drain powers.
* Humans killed by a Dwimmerlaiks Life Energy Drain
automatically become Wights (see below). As soon as
they are reanimated, Wights become automatically
Enslaved to the Dwimmerlaik who created them; these
undead slaves do not count against the Dwimmerlaiks
usual maximum of Enslaved beings.

Creatures devised by Olivier Legrand & Peter Politis


The illustration for the Dwimmerlaik was taken from
Wikimedia Commons, released under the GNU license.

26

MYTHIC BESTIARY : SPECIAL FEATURE

CREATURE CRAFTING
How To Create Your Own Mythic Bestiary, by Olivier Legrand (2009)

Creature Creation 101


The M&M creature construction system detailed in
chapter II of the Maze Masters Guide was designed
with several implicit assumptions in mind, some of
which may not be immediately apparent to players and
Maze Masters the hidden nuts and bolts of the
system, if you will. One of the purposes of this article is
to discuss these inner workings and implicit
assumptions in explicit detail, so that Maze Masters
wishing to craft their own creatures can use the system
to its fullest potential.

Concept
The first step of creature creation is, of course, coming
up with an interesting concept and theres no system
for this ! Assuming you are not adapting a creature
from a book, movie or other fictional source, youll have
to rely on your creativity here.
One method which works quite well for old school, youcan-never-have-too-many-monsters games like M&M is
starting from a picture either a mental one or an
actual image. In fact, many creatures in the vast M&M
bestiary were created in this manner, starting from the
image. Many of the marine creatures described in the
first issue of Minotaur Quarterly are perfect examples of
this approach ; such beings as the Hexapod or the
Hogrebos started life as unnamed, undefined
illustrations and were simply constructed from scratch
to fit what their picture showed or suggested (yes, thats
how we managed to find accurate pictures of such
improbable creatures).

Basic Questions
Assuming you have a pretty clear concept in mind,
statting up a creature for Mazes & Minotaurs breaks
down to four basic questions :
1. What is the Size of the creature : Tiny, Small,
Medium, Large or Gigantic ?
2. What is the Taxonomy of the creature : Folk, Beast,
Monster, Animate or Spirit ?
3. What are the Ferocity, Cunning and Mystique
ranks of the creature ?
4. What are the creatures Special Abilities ?
Everything else is just calculations, as detailed in the
Maze Masters Guide (p 15-16).

- Mmh, lets see what we have here

The Question of Size


Size is probably the easiest characteristic to define. The
five Size categories used in the rules (Tiny, Small,
Medium, Large, Gigantic) are very clear-cut, which
should allow you to select the appropriate category very
easily, using the following guidelines :
Tiny : Bee-Folk, Myrmidons, Muscus, Rhabdosians,
rats, scorpions, most birds.
Small : Derros, Lares, Lemures, Morlocks, Ratlings,
Fauns, Sirens ; cats, small dogs, huge birds.
Medium : Men, most Beastmen, Centaurs, Tritons,
Minotaurs, Harpies ; hounds, wolves, lions, horses.
Large : Bronze Colossus, Cerberus, Chimera, Giant
Boars ; bears, bulls, rhinos.
Gigantic : Giants and Gigantic Cyclops, Dragons,
Hydras, Titanic Statues ; elephants, whales.
Since this is a very clear-cut, five-grade scales, some
creatures will seem to fall precisely between two Size
categories : some fantastic Monsters, for instance, may
seem to be huger than Large without being truly
Gigantic. Faced with such cases of Size dilemmas ,
Maze Masters will have to use their own judgment ; if
you find yourself unable to choose between two Size
categories, simply devise two versions of the
creature (such as a Large version and a Gigantic
version), check the resulting numbers and make your
choice based on how hard a time you wish to give your
adventurers. Keep in mind that Size is one of the most
important features of a creature ; among other things, it
is the main factor in determining how much damage a
creature can deal and also has a major incidence on
how well it fights and how much damage it can sustain.

27

As can be seen from the examples above, each Size


category is quite broad ; the Medium category, for
instance, encompasses anything from a large dog to a
lion or horse.
Speaking of horses, they are a typical example of a
Size dilemma that occurred during the design of the
M&M rules ; on one hand, common sense seemed to
dictate a Large Size for horses, since they are much
bigger and heavier creatures than men (the average
for Medium-sized creatures) and are not that less big or
heavy than, say, bulls, who are clearly Large animals
yet, this choice would have made horses far too strong
in game terms so it was decided to stretch the Medium
Size category as much as possible, in order to include
horses at its upper end (and putting bulls at the lower
end of the Large category).
This Size dilemma was not solved with zoological facts
or real-world calculations but with what we might call
gaming logic : horses were made Medium-sized in
game terms so that they could be killed in one or two
blows or arrows, just like in the books and movies
which M&M takes its inspiration from. This decision also
ensured that Centaur player-characters would be
categorized as Medium-sized beings too and would not
gain the outrageous advantages associated with a
Large Size. In a game like Mazes & Minotaurs, fun,
simplicity and genre tropes should always trump
scientific facts or tactical realism.

The Importance of Taxonomy


Although this might not be readily apparent, a
creatures category (Beast, Folk, Monster, Spirit or
Animate). has a great deal of impact on its profile and
abilities. The differences between these five categories
should be pretty obvious to anyone as far as the
descriptive or narrative side of things is concerned but
Maze Masters who wish to craft their own creatures
should also consider what these distinctions actually
mean in hard, technical game terms.
Each creature class has a set of special restrictions and
benefits inherent to its category. As explained in the
rules, a creatures Taxonomy may have a direct impact
on its worth in terms of Glory, Wisdom or Experience :
Beasts are worth twice their Glory award in Experience
points to Hunters, Monsters have their Glory award
doubled, making them opponents of choice for all
Warriors, Spirits have their Wisdom award doubled,
making them opponents of choice for all Magicians.
But there are other, subtler limitations and privileges
which, while not explicitly mentioned in the Maze
Masters Guide, were taken into consideration when
designing the various creatures described in the
Creature Compendium or in the various issues of the
Minotaur. Until now, these Unwritten Laws of Creature
Design were one of the best-kept secrets of Legendary
Games Studio and are revealed here for the very first
time, in all their Exclusive Mythical Glory uh, sorry, I
got carried away The following sections examine the
hidden nuts and bolts of creature creation for each of
the five Taxonomy categories used in the rules :
Beasts, Folks, Monsters, Spirits and Animates. Each of
these sections also include a detailed Example showing
how these design principles work in practice.

- Fire-breathing BULL ? You gotta kiddin me ! What about


the restrictions on Special Abilities for Beasts ??

Beasts
Beasts, Not Monsters
Beasts are just common animals ones that actually
exist in the real world, such as wolves, horses or lions.
The only exceptions to this rule listed in the Creature
Compendium are a few tougher variants of natural
animal species, such as the Giant Bat (which is only
man-sized) and the Hyperborean Wolf and the various
types of fantastic horses, such as the Magical Horse,
the Pegasus, the Unicorn and even the Sea Horse.
Although one might still wonder why the Giant Bat was
not categorized as a Monster (perhaps it had something
to do with keeping abusive players from gaining
enormous amounts of Glory by shooting down hordes
of Giant Bats or perhaps the person who designed this
creature does believe that man-sized bats actually exist
in the real world), the reasoning behind the equine
exception can easily be inferred : Pegasi, Unicorns
and other fantastic horses are, like true Horses,
essentially noble creatures and thus cannot
reasonably be labelled as Monsters, even in the
broadest sense of the word. It should also be noted that
categorizing these beings as Beasts rather than as
Monsters is a purely symbolic or semantic distinction,
since killing them does not bring any Glory at all, as
noted in their respective Creature Compendium entries.
With the exception of the aforementioned fantastic
mounts, the vast majority of Beasts are natural,
mundane creatures. This, of course, has some
incidence on their Ferocity, Cunning and Mystique
ranks (see below) and also bars them from possessing
truly supernatural abilities such as Breath Weapon,
Fearsome, Insubstantial, Invulnerability, Life Energy
Drain, Magic Resistance, Mindless, Multiple Heads,
Petrification, Psychic Powers, Regeneration, Sixth
Sense, Supernatural Vigor or Vocal Entrancement.
Again, fantastic horses are the proverbial exception
here ; both Pegasi and Unicorns have the Sixth Sense
and Supernatural Vigor abilities.

28

Ferocity

Example of Beast Creation

A quick survey of the various Beasts described in the


Compendium shows us that the vast majority of Beasts
(including Brown Bears, Wild Boars, Bulls, Elephants,
Horses, Rams, Stags and Wolves) are defined as
Aggressive (+1), only a few exceptional cases (Cave
Bears, Lions, Rhinos, Hyperborean Wolves) are
defined as Dangerous (+2) and no Beast is ranked at
Deadly (+3). This is not an oversight but a deliberate
design choice, the idea being to leave the higher
Ferocity ranks to Monsters and other mythic creatures.
In M&M, most wild animals will have an Aggressive (+1)
rank in Ferocity ; at first, this might seem quite
surprising but remember that genre tropes and the spirit
of adventure gaming take precedence over realism and
zoology here. Wolves, for instance, are probably far
more dangerous in reality than they are in M&M but in
an old school adventuring RPG, wolves (and most wild
animals) should definitely be low-level threats, if only in
comparison to the more fantastic opponents that can be
encountered by adventurers on a fairly regular basis.
This line of reasoning should be taken into account
when statting up new Beasts for the game and if you
dont agree with this, well, rejoice, for the M&M creature
rules were deliberately designed to be as flexible and
adaptable as possible. If, for instance, you want your
wolves to be a more significant threat for low-level
adventurers, simply upgrade the Wolfs Ferocity by one
rank, from Aggressive (+1) to Dangerous (+2) ; this will
give the Beast a better Melee attack, a higher Initiative
and 4 extra Hits, making it a much tougher customer.

Cunning
Cunning does NOT mean intelligence so, yes, in a
game like M&M, some normal animals can be defined
as Clever (+2). That being said, most Beasts will have
either an Average or Alert (+1) degree of Cunning and
even the most Cunning ones cannot really qualify as
Crafty (+3). As for Ferocity, the supreme degree of
Cunning should remain the privilege of Folks and other
supernatural creatures. The easiest way to gauge a
Beasts Cunning is to compare it with other Beasts.
Beasts with an Average Cunning include Bears, Boars,
Bulls and Stags. More Alert Beasts include Eagles,
Elephants, Horses and Wolves and the only Clever
natural animal is the Fox. All other Clever Beasts are
fantastic horses (Unicorns, Pegasi, Magical Horses).

Cats

Concept : Ordinary household cats. Im not sure we


really need stats for them but, hey, it will help illustrate
how the system works.
Size : Cats are obviously Small creatures.
Ferocity : Despite what some people would have you
believe, cats are neither Peaceful nor Dangerous
creatures and fall into the usual Aggressive Ferocity
rank for Beasts.
Cunning : Are Cats as Alert as Wolves and Horses or
as Clever as Foxes ? Since I love cats and they are
often depicted as such in fiction, I decide to go for
Clever. This will give them good starting Initiative and
Detection / Evasion scores, which only makes sense.
Mystique : Dont listen to those people who believe
cats are actually highly psychic beings from another
world. For all their pretentious enigmatic posturing,
cats are just cats and should be content with a Normal
Mystique. That being said, if you really want to, you
could give black cats a Weird (+1) Mystique.
Special Abilities : Taking a look at the list in the
Maze Masters Guide, we find several special abilities
that seem to fit the concept of cat perfectly : Lightning
Fast, Sharp Senses, Stealthy and, of course, Uncanny
Agility. We know some of them would really like to
have Wallcrawling but the answer is no.

Cat
Taxonomy : Beast
Description : Common household cat.
Size : Small
Ferocity : Aggressive
Cunning : Clever

Mystique

Mystique : Normal

Since Beasts are mundane animals, their Mystique


should always be Normal (0). Fantastic mounts are,
once again, an exceptional case, precisely because of
their fantastic nature : Sea Horses are Weird (+1),
Unicorns Eldritch (+2) and Pegasi truly Unearthly (+3).

Initiative : 19

Special Abilities

Hits Total : 4

As noted above, Beasts cannot normally possess


special abilities which reflect some sort of magical or
supernatural quality. Typical special abilities for Beasts
include Aquatic, Charge Into Battle, Gallop, Lightning
Fast, Sharp Senses, Stealthy, Tough Skin, Trample,
Uncanny Agility and (for flying animals) Winged. Other
(rarer) possibilities include Camouflage, Crushing
Damage, Entangle, Grapple, Natural Armor or Poison.

Movement : 60
Melee Attack : +3
Damage : 1d3 (bite and claws)
Defense Class : 14
Detection / Evasion : +8/+10
Mystic Fortitude : 0
Special Abilities : Lightning Fast, Sharp Senses,
Stealthy (20), Uncanny Agility.
Awards : You gotta be kidding.

29

The Ferocity of the 70 different Folks described in the


Creature Compendium entries can be broken down as
follows : roughly 20% of them are defined as Peaceful
(0), another 20% as Dangerous (+2), a single one
(Stygian Lords) as Deadly (+3) and everybody else
(roughly 60%) as Aggressive (+1).
An Aggressive (+1) Ferocity represents the standard
level for most fighting Folks, including almost all
Beastmen (Boarmen, Cynocephals, Lycans, Tragos
etc), mythical demihumans (Centaurs and Tritons) and
quasi-men (Arimaspians, Atlantean War Slaves,
Degenerate Men, Wildmen etc).

- Hi babe, wanna go for a ride ?

Folks
Folks, Not Monsters
The distinction between Folks and Monsters are
primarily (but not exclusively) based on social and
biological characteristics.
Unlike most Monsters, Folks tend to live in groups and
usually have some form of society or culture, ranging
from the crude, quasi-feral lifestyle of most Beastmen
tribes to the decadent civilizations of Atlanteans or
Derros. Folks are almost always humanoid (as
exemplified by the various Beastmen tribes) or parthumanoid (Centaurs, Tritons etc) in form.
Since a huge size is often perceived as evidence of true
monstrosity, most Folks are Medium-sized or smaller.
Gigantic beings can never be categorized as Folks ;
such giant-sized creatures are always Monsters, Beasts
or Animates. Large Folks do exist but are quite rare,
since most Large humanoids or semi-humanoids
usually qualify as Monsters (or are perceived as such
by humans, which amounts pretty much to the same
thing) ; the only Large Folks listed in the Creature
Compendium are Bucentaurs, Lesser Cyclops,
Megalopodo and Titanians. The decision to make
these beings Folks rather than Monsters was largely
based on their overall attitude and behavior rather than
on their physical characteristics, appearance or
abilities : they live in groups, seem to have a form of
society or culture etc. That being said, the line
separating Large Folks from Monsters can be pretty
thin, as exemplified by the Tigermen of Kathai.

Ferocity
The Ferocity rank of a Folk can encompass many
different factors, including inborn savagery, physical
strength and, of course, skill at arms but Maze
Masters should always keep in mind that Folks, like
Beasts, are supposed to be less dangerous (at least
physically)
than
truly
supernatural
creatures.
Exceptions are, of course, always possible but on the
whole, Folks represent a lower threat level than
Monsters, Spirits and the more powerful Animates.

Peaceful (0) Folks either have a genuinely pacific and


nonviolent culture (Icarians, Sylvans, Swamp Folk,
Carapax, Ghostlings) or an indolent, sensual or
playful nature (Satyrs, Dolphins, Centaurides,
Mermaids). Since Ferocity has a direct impact on Hits
Total, most of these creatures have a low Hits Total (4
or 8 if they have Supernatural Vigor) and can usually be
defined as non-fighters , which does NOT
necessarily make them defenseless or harmless
(Sylvans, for instance, are quite good at shooting down
undesirable intruders from cover).
So what do the more Dangerous Folks have that their
rank-and-file cousins lack ? Taking a closer look at the
Compendium entries, we find that these Dangerous
Folks can be classified in four broad categories :
a) Beings who are defined as special or champion
versions of a more general Folk (Chironian Centaurs,
Sagittarians, Ubasti of Royal Blood).
b) Beings who are inherently more Dangerous than
most Folks because of their superior strength or agility
(Leonids, Lizardians, Ogres, Troglodytes).
c) Beings which could well have been categorized as
Monsters but were not (such as Lesser Cyclops,
Klaatakaarr) quasi-Monsters, if you will.
d) Beings with a true warrior-culture and tradition of
martial skill (as opposed to a tribal culture and a
tradition of savagery and violence) : this category
includes Atlantean Nobles, Hawkmen, Myrmidons,
Obsidians, Titanians.
Maze Masters should always keep these categories in
mind when designing a new Folk ; if your Folk is a
fighting Folk but cannot really be included into one of
the four special categories outlined above, then you
should probably keep its Ferocity at the usual
Aggressive (+1) rank.
Also remember that a creatures Ferocity rank has a
major influence on its Hits Total and this is especially
important in the case of Medium-sized being :
depending on its Ferocity, a Medium-sized creature will
have a total of 4 Hits (Peaceful), 8 (Aggressive), 12
(Dangerous) or 16 (Deadly), with the Supernatural
Vigor ability adding a further +4. These values can be
directly compared to the Basic Hits of warriors : 12 at
level 1, 16 at level 2 etc. In other words, a single 1st
level warrior tends to be more dangerous in combat
than a single Beastman which is one of the reasons
why Folks are usually encountered in groups.

30

Furthermore, a closer look at the various examples


listed above leads to the following observations :
a) Folks who may be described as slow-witted, brutish
or just plain dumb have Average (0) Cunning, while
Folks who are noted for their quick wits, ingenuity,
wisdom or superior intellect are Clever (+2) ; Folks who
seem to fall somewhere between these two categories
have (logically enough) an Alert (+1) rank of Cunning.
b) With the exception of Sylvans, all Crafty Folks can be
described as utterly vicious and wicked. Many of them
(Anubians, Atlantean Nobles, Derros, Serpent Men,
Stygian Lords and Noble Ubasti) belong to (or descend
from) decadent, pre-human civlizations. In other words,
a Crafty Cunning should usually be the sign of a
devious and cruel mind or a corrupt, ancient heritage.
Im a Folk and Im proud of it !

Whereas a Monsters strength is often tied to its


monstrous size or special abilities, the strength of Folks
usually lie in their numbers. Notable exceptions rule
include Folks with Psychic Powers ; even a single
Stygian Lord or Atlantean Noble can mean a lot of
trouble for a low-level party, especially if the Maze
Master plays him accordingly to his Crafty Cunning,
which leads us nicely to the next topic

Cunning
The Cunning of Folks is a much more variable factor
than Ferocity or Mystique ; it runs the full range of
possible ranks, from Average (0) to Crafty (+3), with no
particular restriction or limitation. The simplest way of
gauging what a new Folks Cunning rank should be is to
compare it with the Cunning of existing Folks. Here are
a few typical examples for each rank, taken from the
Creature Compendium :
Average (0) : Apemen, Atlantean Slaves, Bearmen,
Boarmen, Bucentaurs, Brutaurs, Lesser Cyclops,
Degenerate Men, Morlocks, Ogres, Orko, Sons of
Dagon, Triclopes, Troglodytes, Wildmen etc.
Alert (+1) : Acteons, Centaurs, Cynocephals, Hyenakin,
Leonids, Lycans, Myrmidons, Obsidians, Sand Folk,
Swamp Folk, Titanians, Tragos, Tritons etc.
Clever (+2) : Bee Folk, Carapax, Chironian Centaurs
and Sagittarians, Dichotomians, Dolphins, Ghostlings,
Hawkmen and Icarians, Lizardians, Mermaids, Satyrs
and their kin, Selenites, common Ubasti, Zorbas etc.
Crafty (+3) : Anubians, Atlantean Nobles, Derros,
Ratlings, Serpent Men, Silent Lurkers, Stygian Lords,
Sylvans and Ubasti of Noble or Royal Blood.
Maze Masters should also keep in mind what this
characteristic means in game terms : a creatures
Cunning modifies its Initiative score and Detection /
Evasion bonuses. In other words, a beings Cunning
affects its ability to strike first in combat and also
determines how hard it will be to surprise, trick or
ambush. Cunning also has a direct impact on a
creatures use of certain special abilities, including
Missile Weapons and Stealthy, which are quite
common among Folks.

Mystique
Folks tend to be on the lower end of the Mystique
spectrum : most of them have either a Normal or Weird
(+1) Mystique rank, depending on how, well, weird
they are. The major exception to this rule are Folks with
Psychic Abilities, such as Anubians, Atlantean Nobles,
Serpent Men, Stygian Lords or Ubasti of Royal Blood
who all have an Eldritch (+2) Mystique.
Thus, as far as Folks are concerned, Psychic Powers
and an Eldritch Mystique seem to go hand in hand
which is pretty logical (as far as logic can be applied to
such things). That being said, the Compendium does
include a couple of exceptions : Selenites (who have
Eldritch Mystique but lack Psychic Powers) and
Ghostlings (who have Psychic Powers but only a Weird
Mystique), two Folks which, interestingly enough,
originate from a different world (the Moon for Selenites
and another plane of existence for Ghostlings).
No Folks may have an Unearthly (+3) Mystique : this
supreme rank is normally restricted to the most
powerful Spirits and to some Monsters (as well as to
those darn Pegasi yet another case of unabashed
fantastic horse favoritism).

Special Abilities
As a general rule, Folks do not normally have access to
the most spectacular (or truly monstrous) abilities such
as Breath Weapon, Invulnerability or Petrification.
Exceptions are always possible but in most cases, the
possession of even one of those abilities should be
enough to take a creature out of the Folk category and
into another class (usually Monster).
Typical abilities for Folks include Aquatic or Amphibian,
Charge Into Battle, Grapple, Lightning Fast, Missile
Weapons and Marksmanship, Sharp Senses, Stealthy,
Supernatural Vigor, Tough Skin, Uncanny Agility and
Winged. Other, less common possibilities include Sixth
Sense, Psychic Powers, Regeneration etc.
Lastly, it should be noted that, no matter how stupid or
single-minded some of them may appear to be,
creatures which are categorized as Folks can never be
Mindless : they are, by definition, sentient beings with
the ability to learn, adapt and (in most cases) speak a
language of their own.

31

Example of Folk Creation

Turtlemen

Monsters
Monstrosity Defined
Monsters are, well, Monsters they tend to be unique,
aberrant, impossible beings with a complete
disregard for things like social life, biological credibility
or ecological self-consistency.
Nobody knows exactly how they come to life but they
are certainly not born as natural beings are : as far
as the Gods themselves know, there are no female
Minotaurs, male Gorgons or mating season for
Chimeras. If your Monsters live in communities,
breed and raise their young, then they are most
probably not Monsters, but Folks.

Concept : So we need an extra creature for the Mythic


Bestiary and all we have in stock is the illustration above. A
race of Turtlemen could be an interesting (if slightly exotic)
population for a Mysterious Island or act as the guardians
of some ancient , forgotten treasure.
Size : Even if their carapace makes them very bulky and
heavy, Turtlemen are of human height and thus qualify as
Medium-sized creatures.
Ferocity : Neither Peaceful nor Dangerous, Turtlemen are
given the usual Aggressive rank for Folks.
Cunning : Given their looks, Turtlemen can safely be
assumed to be fairly slow and not particualrly good at
thinking on their feet, which gives them Average Cunning.
Mystique : Definitely Weird (I mean, just look at them).
Special Abilities : Their carapace is obviously a form of
Natural Armor. After a quick glance at the list, we also
select Amphibian, Grapple, Supernatural Vigor and (just to
make them a bit more special) Magic Resistance.

Turtleman
Taxonomy : Folk
Description : See above.
Size : Medium
Ferocity : Aggressive
Cunning : Average
Mystique : Weird

Size is an essential component of monstrosity. Since


the concept of monster is tied to the idea of a direct
physical threat to humans and other man-sized beings,
Tiny Monsters are virtually nonexistent and Small
Monsters are extremely rare : the Compendium lists
only four Small Monsters (Floating Eyes, Sirens,
Tragostomos and, yes, Magical Foxes) and one single
Tiny Monster (Stirges). Conversely, many Monsters
have a Large or even Gigantic Size.
As detailed below, being a Monster also has a direct
incidence on a creatures Ferocity, Cunning and
Mystique ranks.

Ferocity
The Ferocity of a Monster should always be at leat
Aggressive (+1) and is more likely to be Dangerous
(+2), if not Deadly (+3). Roughly 50% of the Monsters
listed in the Creature Compendium
qualify as
Dangerous (+2) creatures. The other half is distributed
as follows : Peaceful 2%, Aggressive 14%, Deadly
34%. In other words, the Ferocity of Monsters is
inherently very high, with Dangerous and Deadly
Monsters being the most common.
It should also be noted that the only two Peaceful
Monsters listed in the Compendium are, well, special
cases : Telchines, who are very special creatures and
were labelled as Monsters rather than Folks mainly
because of their very special origin (divine curse, you
know), and (wait for it) Giant Slugs, whose Peaceful
rank obviously reflects extreme, well, sluggishness
rather than any form of inclination toward nonviolence.

Movement : 60
Initiative : 11
Melee Attack : +2
Damage : 1d6 (weapon)
Defense Class : 17
Hits Total : 12
Detection / Evasion : 0
Mystic Fortitude : +6
Special Abilities : Amphibian, Grapple (Might 16),
Magic Resistance, Natural Armor, Supernatural Vigor.
Awards : Glory 45, Wisdom 30.
Monsters & Size : sorry, no Baby Chimera !

32

A more detailed analysis of the Mystique rank


distribution between the various Monsters described in
the Compendium leads to some interesting results,
which can be summarized as follows :
a) A Monsters Mystique should always be Weird (+1),
unless theres a good reason to downgrade it to Normal
(0) or to upgrade it to Eldritch (+2), as detailed below.
b) Monsters which are simply giant versions of common
animals (Giant Boars, Giant Bulls, Cave Spiders etc)
should have a Normal Mystique (0). This also applies to
dinosaurs (Pterodactyls, Tyrannosaurus), quasi-dinosaurs
(Gigantosaurs) and monstrous insects (such as Stirges,
who are, after all, little more than giant mosquitoes).

And NO Dwarf Minotaur either.

When designing a new Monster, dont hesitate to make


it Dangerous or even Deadly. This is what Monsters
should be, after all. Keep in mind that a creatures
Ferocity, like its Size, has a direct impact on its Hits
Total. This is one of the reasons why a lot of classic
Medium-sized Monsters like Gorgons or Minotaurs
were given a Deadly of Ferocity : this not only made
them very lethal in direct combat but also gave them
the maximum Hits Total for their Size, giving them a
truly monstrous degree of endurance and vitality.

Cunning
Although many Monsters follow the big, bad, dumb
critter stereotype, many of them do have a high level
of Cunning. The Creature Compendium lists quite a few
Clever (+2) Monsters, including many creatures taken
from (or inspired by) myth and legend (Basilisks,
Chimerae, Fomoros, Gorgons, Harpies, Lamiae,
Leucrotas, Manticores, Phoenix, Sirens), as well as
some vicious giant predators (Giant Rats, Stygian
Serpents) or beings noted for their sheer malevolence
(Malacorn, Tragostomos).
Crafty (+3) Monsters are quite rare but definitely exist the Compendium lists several examples of such
creatures, all noted for their propensity to mislead, taunt
or lure their victims or opponents : Asheeba, Daughters
of Arachne, Floating Eyes, Sphinxes, Telchines and
(again) Magical Foxes.

Mystique
Since Mystique is partly tied to how weird a creature
looks or how unnatural it is, most Monsters will have a
Weird (+1) rank of Mystique.
Roughly 55% of the Monsters listed in the Creature
Compendium are Weird. The remaining ones are
almost equally distributed between the Normal (0) and
Eldritch (+2) ranks.
There is, as usual, a proverbial exception : the
Phoenix, the only Monster in the whole Compendium
graced with a truly Unearthly (+3) Mystique, but this
obviously reflects the truly unique nature of this
mythical (and even mystical) being.

This reasoning can also be extended to Giants (the


giant version of humans !), as long as they remain
perfectly humanoid any serious anatomical deviation
from the humanoid model (such as the Gigantic
Cyclops single eye or the Two-Headed Giants two
heads) is enough to bump the beings Mystique to the
Weird (+1) level. Exceptions are always possible : the
Compendium does include a few Monsters with Normal
Mystique which cannot really be integrated into the (b)
category described above : Abominathol, Carnivorous
Cloud, Swamp Horror, Tigermen of Kathai and Trolith.
Good reasons to give a Monster an Eldritch (+2) rather
than a Weird (+1) Mystique include the following :
- Having the Petrification ability (Basilisks, Cockatrices,
Fomoros, Gorgons)
- Having Multiple Heads of a different type (Chimera)
- Being a reptile with Multiple Heads (Hydras)
- Having a Large Size, the body of a quadrupedal feline
and a human-looking head (Lamassu, Sphinx)
- Having the upper body of a human and the lower body
of a reptile (Lamia, Sons of Cecrops)
- Looking like the bad dream of a demented taxidermist
(Chimera, Manticore, Peryton)
- Having an unspeakable appearance and Lovecraftian
name (Crawling Aberration, Seven-Mawed Thing)
- Having Psychic Powers a rare gift for Monsters
(Floating Eye, Lamia, Psychotaur)
- Having unique magical powers over the elements
(Fomoros, Telchines)
- Being a chaotic, twisted, evil version of a benevolent
fantastic Beast (Malacorn)
- Being a sacred or god-related Monster (Olympian
Eagle, Stygian Serpent)
- Having eyes all over your body (Argusoid)
- Being a variant of an existing Monster, with higher
Mystique as your only raison dtre (Albinotaur)
These guidelines only pertain to Monsters and are only,
well, guidelines ; exceptions and special cases are
always possible (such as the Catoblepas, who is the
only Monster in the Compendium who has the
Petrification ability but only a Weird (+1) Mystique.

33

Example of Monster Creation

The Lake Monster


Concept : Lets suppose we want to design a big lake
monster inspired by Nessie and other similar legendary
creatures. We also decide that, unlike Nessie, our Lake
Monster will be perfectly able to leave its lake and walk
on land (for the sake of seeing the players faces when
this happens in play).
Size : This is obviously a Gigantic Monster.
Ferocity : Like most Monsters, this creatures Ferocity
should be either Dangerous or Deadly. Since we are
unable to make up our mind, we look for a reasonably
similar creature in the Creature Compendium and find
that the Sea Serpent is Dangerous ; since there is no
reason to suppose that Lake Monsters should be
inherently deadlier than their marine cousins, we settle
for Dangerous.

- Hello Mr Lyrist, did you know I had Magic Resistance ?

Cunning : We decide to make our creature Alert, like


the Sea Serpent.

Special Abilities

Mystique : Here again, there is no real reason to


deviate from the Sea Serpent template so our Lake
Monster will be Weird.

As noted above, Monsters have access to the most


spectacular (or outrageous) special abilities such as
Breath Weapon, Fearsome, Invulnerability, Multiple
Heads or Petrification.

Special Abilities : Checking the list from the Maze


Masters Guide, we choose the following and fairly
obvious special abilities for our Lake Monster :
Amphibian, Fearsome, Magic Resistance, Sixth Sense
(which will make the creature harder to trick),
Supernatural Vigour, Regeneration, Tough Skin,
Trample (since, unlike the Sea Serpent, our Lake
Monster can actually walk on land).

Lake Monster
Taxonomy : Monster
Description : Four-legged amphibian lake monster.
Size : Gigantic
Ferocity : Dangerous
Cunning : Alert
Mystique : Weird

Most Monsters should be hard to kill ; Supernatural


Vigor is a very common ability for Monsters, giving
them extra Hits and making them immune to poisons
(sorry, guys, no cheap poison arrow trick against my
Chimera !) and even those which do not enjoy full
Invulnerability usually have at least one other ability that
makes them harder to kill, such as Tough Skin, Natural
Armor or Regeneration.
Many Monsters also have Magic Resistance, giving
them a good Mystic Fortitude defense against the
attacks or tricks of most magicians ; it should be noted,
however, that most Monsters remain more vulnerable
(or less impervious) to the effects of magic than to the
effects of direct combat. This is one of the reasons why
most Mazes & Minotaurs adventuring parties include at
least one magician : no matter how tough or valorous
your warriors are, there will come a time when a wellaimed blast of Divine Wrath or an opportune use of
sorcerous Enslavement will save the day

Movement : 120
Initiative : 15
Melee Attack : +8
Damage : 3d6 (bite)
Defense Class : 17
Hits Total : 50
Detection / Evasion : +6 / +4
Mystic Fortitude : +6
Special Abilities : Amphibian, Fearsome, Magic
Resistance, Regeneration (3 Hits / round), Sixth Sense,
Supernatural Vigor, Tough Skin, Trample.
Awards : Glory 850, Wisdom 60.

Spirits
The Nature of Spirits
Spirits are inherently preternatural, otherworldly beings
with a strong connection to some cosmic force be it
divinity, nature, fate, chaos or death. Despite what the
term Spirit might imply to some readers, not all
Spirits are ethereal, disembodied beings : while some
of them are Insubstantial (such as Cacodemons,
Charonts Eolians, Flamoids and, of course, Ghosts),
many of the Spirits detailed in the Creature
Compendium actually have a body or, at least, a
tangible bodily envelope. Examples of such incarnate
Spirits include Alseids, Curetes, Empusae, Furies,
Hags, Keres, Lares, Lemures etc.

34

Ferocity loses some of its importance in game terms for


Insubstantial Spirits (and other Insubstantial beings)
since these beings cannot normally make physical
attacks (and thus have no effective Melee score); it
remains nonetheless an important characteristic even
for these Incorporeal creatures since it also affects their
Hits Total as well as their Initiative.

Cunning
Spirits should always be at least Alert (+1) and may
easily be Clever (+2) or even Crafty (+3). The following
examples may help Maze Masters evaluate the
Cunning rank of their own Spiritual creations :
Alert (+1) : Charonts, Curetes, Eolians, Flamoids,
Furies, God Shadows, Salamanders, Stichios, Ghosts.
Clever (+2) : Alseids,
Shadows, Ghosts.

Keres,

Lares,

Lemures,

Crafty (+3) : Cacodemons, Hags, Oracle Owls, Ghosts.

Mystique
Spirits come in all shapes and styles

It should also be noted that being a Spirit does not


prevent a creature from being Mindless indeed, many
Spirits possess this special ability, which, in their case,
usually reflects an absence of emotion, free will or
personality rather than an absence of purpose or
thought process.
For some arcane mythical reason, Spirits tend to be of
Medium Size ; the Creature Compendium only lists
three Small Spirits (Lares, Lemures and Oracle Owls)
and two Large ones (God Shadows and Stilchios) ;
from this we may deduct that there are no Spirits of
Tiny or Gigantic Size (and no, Gods are NOT Gigantic
Spirits; they are Deities, which is another thing entirely).
As detailed below, Spirits usually have a high Mystique
rank and are normally the only creatures whose
Mystique can reach the supreme Unearthly level. Their
Ferocity and Cunning vary widely and may reach the
supreme Deadly or Crafty levels.

Ferocity

Mystique is naturally the forte of Spirits. The Mystique


of a Spirit should be either Eldritch (+2) or Unearthly
(+3), depending on its overall level of power, as shown
by the following examples :
Eldritch (+2) : Alseids, Charonts, Empusae, Ghosts,
Hags, Lares, Lemures, Stichios.
Unearthly (+3) : Cacodemons, Curetes, Eolians,
Flamoids, Furies, God Shadows, Keres, Oracle Owls,
Salamanders, Shadows.

Special Abilities
Some special abilities are mandatory for Spirits. All
Spirits have Magic Resistance and either Insubstantial
or (if they do have a body) Supernatural Vigor.
In addition to these automatic benefits, Spirits have
access to a wide variety of other abilities, including (but
not restricted to) Fearsome, Invulnerability, Life Energy
Drain, Lightning Fast, Mindless, Psychic Powers,
Regeneration, Sixth Sense and Stealthy.

A Spirits Ferocity rank may be interpreted in a variety


of ways as the usual measure of fighting prowess or
as a more mystical reflection of persistence and
relentlessness. A Spirits Ferocity rank can run the full
gamut from Peaceful (0) to Deadlt (+3); in fact, the
Creature Compendium lists more Dangerous or even
Deadly Spirits than Aggressive or Peaceful ones :
Peaceful (0) : Lares, Oracle Owls, Ghosts.
Aggressive (+1) : Alseids, Eolians, Lemures, Ghosts.
Dangerous (+2) : Charonts, Empusae, Flamoids, God
Shadows, Shadows, Stichios, Ghosts.
Deadly (+3) : Cacodemons, Curetes, Furies, Hags,
Keres, Salamanders.

What is this Green Man doing here ?


Find out next page

35

Example of Spirit Creation

The Green Man


Concept : After reading a fascinating book on The
Green Man (you know, those weird, disturbing foliate
face sculptures which crop up in many medieval
churches), I decide that a Green Man would make an
interesting type of Spirit for M&M it would be a forest
Spirit, humanoid but made of living vegetation, not
necessarily malevolent but unforgiving to those who
hurt the forest or trespass on his sacred domain.
Size : Medium (roughly man-sized).
Ferocity : The Green Man is a Dangerous (+2) Spirit
as dangerous as the forest itself.
Cunning : The Green Man is a wise and canny Spirit
but not given to devious tricks; I give him a Clever (+2)
rank in Cunning.
Mystique : Eldritch or Unearthly ? Since the Green
Man appears to be a very earthy Spirit, I choose the
lower (but still very high) rank of Eldritch (+2).
Special Abilities : Since the Green Man is a Spirit and
has a physical body, he automatically has Magic
Resistance as well as Supernatural Vigor. Right from
the start, I make some obvious choices for my forest
guardian : Camouflage (in the green), Regeneration,
Sharp Senses, Sixth Sense and Stealthy. Uncanny
Agility would also work quite well with the body of
leaves concept; I also want to give him the power to
ensnare his opponents with vegetal vines something
the Entangle ability will represent perfectly. Finally, I
also decide to grant my Green Man Invulnerability,
emphasizing his tie to the primal forces of life
.

The Green Man


Taxonomy : Spirit

Animates
Artificial & Unnatural
Animates are artificially animated creatures ; many are
mechanical constructs or statues brought to life by
magic but this category of creatures also includes some
vegetal, mineral or wholly unnatural lifeforms, as
exemplified by Vines of Tantalus and Rocky Pythons,
as well as by the various types of undead animated by
necromancy (Skeleton, Stygian Hound, Mummy etc).
Animates come in all shapes : humanoid, quadrupedal,
birdlike, insectoid, serpentine, arachnoid Likewise,
their Size can be anything from Small to Gigantic; most
Animates, however, will be either Medium or Large.
Animates are, by definition, Mindless creatures. The
only exception listed in the Compendium is the vegetal
Attack Kelp; whether this exception is an oversight or
as a unique feature is left to each Maze Masters
discretion. Because of their Mindlessness and artificial
nature, Animates tend to behave in a very uniform or
repetitive manner, which makes them very different
from other creatures : their decision-making ability is
virtually inexistent and they often exist for a single, very
specific purpose from which they will never willingly
deviate. That being said, keep in mind that Mindless
creatures are immune to clever tricks, as noted in the
Trick or Threat article from Minotaur n4 .

Ferocity
The Ferocity of an Animate may be anything from
Peaceful (Singing Keledon) to Deadly (Iron Warrior).
Ultimately, it depends on the purpose for which the
Animate was created. Truly Deadly Animates are quite
rare (the Creature Compendium only lists three : Iron
Warriors, Minotons and Titanic Statues); most combatready Animates will be either Aggressive (+1) or
Dangerous (+2), depending on how tough, relentless
and hard to defeat you want them to be.

Description : See above.


Size : Medium
Ferocity : Dangerous
Cunning : Clever
Mystique : Eldritch
Movement : 60
Initiative : 16
Melee Attack : +5

Cunning
Because of their Mindlessness, Animates are unable to
improvise, learn by experience, figure out clues or use
complex tactics. Cunning tends to be the weak spot
(or, perhaps, the missing component) of Animates. All
Animates should have an Average Cunning, as befits a
Mindless creature, unless their actions are directly
controlled by some internal or external operator, in
which case the Animates Cunning will reflect that of the
operator (as in the case of the Derros Warcraft).

Damage : 1d6 (claws)


Defense Class : 24

Mystique

Hits Total : 16

Like Cunning, Mystique is a pretty clear-cut affair as far


as Animates are concerned. Almost all the Animates
described in the Creature Compendium have a Weird
Mystique, except for three special cases detailed below.
So, in other words, being an artificial creature is enough
to make you Weird (+1) but not enough to make you
Eldritch (+2) or even Unearthly (+3), which would
normally denote some form of superior psychic ability or
a link with some higher, unseen, mystical force.

Detection / Evasion : +12 / +8


Mystic Fortitude : +8
Special Abilities : Camouflage, Entangle (10, Might
16), Invulnerability, Magic Resistance, Regeneration (1
Hit per round), Sharp Senses, Sixth Sense, Stealthy
(18), Supernatural Vigor, Uncanny Agility.
Awards : Glory 130, Wisdom 120.

36

Example of Animate Creation

The Crushing Woman

A trio of Crushing Women starting to animate


The three exceptions described in the Compendium are
Attack Kelps (the only Animate with a Normal Mystique
rank), Mummies and Titanic Statues (who both have an
Eldritch Mystique) and the Tragic Floating Head (the
only Animate with Unearthly Mystique). Each of these
exceptions is actually a special case, with a good
reason for having an unusual Mystique : unlike all other
Animates, Attack Kelps seem to be natural lifeforms
and are not animated by any form of magic (unlike, for
instance, the Vines of Tantalus) ; Mummies are, well,
highly mystical creatures (well, at least more than the
other undead Animates, who are little more than
walking bones) and the Tragic Floating Head is, well
the Tragic Floating Head. As for the Titanic Statue, just
ask Hephaestus - maybe Animates taken from a Ray
Harryhausen movie always get special treatment.

Special Abilities
Being Mindless makes them completely immune to the
effects of Sorcery, Poetic Magic and similar powers
but is should be noted that no Animate (except the very
anomalous Tragic Floating Head) described in the
Compendium has Magic Resistance, presumably
because a creature animated by magic cannot be
inherently resistant to its effects (being Mindless is
another thing entirely). Their Mindlessness also seems
incompatible with Psychic Powers and perceptive
abilities like Sharp Senses or Sixth Sense. Other very
mystical abilities like Life Energy Drain or Insubstantial
also seem to be beyond their reach (but hey, you never
know - Bronze Age vampiric holograms, anyone ?

Concept : Imagine the statue of a beautiful woman,


taking you into her graceful bronze arms and then
crushing you mercilessly to death in her unbreakable
embrace. This creature idea was inspired by Prosper
Mrimes famous short story La Vnus dIlle. Such a
being could make a very interesting culprit in a closed
room whodunit scenario; alternatively, a whole legion of
Crushing Women advancing toward the adventurers at
the same mechanical pace with their arms wide open
and a sad, unchanging expression on their sculpted
face could also make a real nightmarish (and slightly
Freudian) scene for a more combat-oriented scenario.
Size : Medium
Ferocity : First, I wanted to make the Crushing Woman
absolutely Deadly but it makes more sense to make her
only Dangerous, putting her on par with Midas Men
and Living Caryiatids, rather than with ultimate killing
machines like Iron Warriors or Minotons.
Cunning : Average, like all Animates.
Mystique : Weird, like the vast majority of Animates.
Special Abilities : Mindless and Supernatural Vigor
seem pretty mandatory. The Crushing Womans mode
of attack also requires Grapple and Crushing Damage.
Her bronze skin will also give her Natural Armor.
.

Crushing Woman
Taxonomy : Animate
Description : See above.
Size : Medium
Ferocity : Dangerous
Cunning : Average
Mystique : Weird
Movement : 60
Initiative : 12

On the upside, many Animates have Supernatural


Vigour, reflecting a superior degree of magical or
mechanical stamina. Other appropriate abilities for
Animates include Natural Armor or even Invulnerability.

Melee Attack : +4
Damage : 1d6 (crushing damage)
Defense Class : 17

The Tragic Floating Exception


The bizarre, unfathomable Tragic Floating Head
(Creature Compendium p 117) seems to qualify as a
living (?) exception to the various observations
presented in this article about Animates. With its
Crafty Cunning, Unearthly Mystique, Sixth Sense and
Magic Resistance, the Tragic Floating Head clearly
violates all known rules of Animate design. In fact, one
might wonder if this outlandish creature is really an
Animate (or really a creature at all, for that matter); for
all we know, the Tragic Floating Head may actually be
a vehicle or construct controlled by an outside,
possibly extra-dimensional operator (and if this is ever
proven true, remember you read it here first).

Hits Total : 16
Detection / Evasion : 0
Mystic Fortitude : +2
Special Abilities : Crushing Damage, Grapple (Might =
16), Mindless, Natural Armor, Supernatural Vigor.
Awards : Glory 70, Wisdom 20.
Note : The Crushing Womans Grapple and subsequent
Crushing Damage are her only forms of attack.

This concludes our exploration of the Fine Art of Creature


Crafting. Have fun making your own monstrosities !
Olivier Legrand (2009)

37

A TWIST IN THE MAZE


A Regular M&M Column by Luke G. Reynard

ADVENTURES & ADVANCEMENT


(or : doing away with the whole Glory / Wisdom / Experience thing)

Even in a straightforward, heroic adventure RPG like


M&M, there are many different gamemastering styles.
When you come to think of it, there are probably as
many Maze Mastering styles as there are Maze
Masters but once a session is over, Maze Masters
really tend to fall into two broad categories : those who
delight in counting each and every Glory or Wisdom
point gained by the player-characters (not to mention
Experience for those darn Thieves and Hunters) and
those for whom this activity is a boring, pointless
exercise in number-crunching and the worst part of
what being a Maze Master is all about (and Ill say
nothing about the fun of arbitrating players arguments
and complaints). If you belong to the first category, then
you might as well stop reading now ; if, on the other
hand, you would gladfully throw away the arbitrary,
unwieldy and ridiculously meticulous Glory / Wisdom /
Experience system in favor of a much simpler method
of character advancement, then rejoice, for this is
precisely what this article is all about.
The basic idea behind this alternate approach is a very
simple one : characters simply go up in level once they
have completed a certain number of adventures,
without having to keep an obsessive total of Glory,
Wisdom or Experience points. The higher the level of
the character, the more adventure he must complete in
order to level up.
This number of required adventures is equal to the level
the character is trying to reach.
Thus, it would take two adventures to go from level 1 to
level 2, three more adventures to reach level 3, four
more adventures to reach level 4 and so on. Thus,
reaching the legendary 6th level would take a grand
total of twenty adventures, which is a more spectacular
achievement than it may seem at first.
Lets get down to the specifics of the system. First, we
need to define what completing an adventure
actually means and what it does NOT mean.
Adventure is not always synonymous with game
session : an adventure should be defined as a complete
scenario, which may actually cover one or several
sessions of play. Furthermore, completing an adventure
does not just mean participation or mere survival but
does include the idea of success. In other words, the
Maze Master may simply decide that a given adventure
does not count toward a characters advancement
either because it was not challenging or perilous
enough or because the character completely failed to
accomplish the overall goals of the scenario.

The heroic Luke G. Reynard battling the Great Monster of


Needless Complexity in the Labyrinth of Optional Variants

Ultimately, it is the Maze Masters responsibility to


present his players with adventures that are challenging
and perilous enough for their characters but which have
attainable objectives. So the term adventure in this
context should really be taken as suitably challenging
adventure - but every Maze Master worth his salt
already knows this, right ? I mean, nobody is going to
pit a group of first-level neophytes against a Chimera
or, at the other end of the spectrum, annoy sixth-level
living legends with a handful of marauding Boarmen
Regardless of which advancement system you are
using, the challenges of an adventure should always fit
the overall power level of the player-characters.
But lets get back to our freeform advancement system.
Maze Masters who find this approach interesting but a
bit too schematic or rigid may make things more flexible
by introducing two special types of adventure
scenarios : mini-adventures and maxi-adventures.

38

Such players may find this freeform system a bit too


collectivist for their tastes, since it apparently does not
allow the Maze Master to give extra credit to
characters who have been especially brave, clever,
resourceful, heroic or brilliant during a game session
but this is not really a problem (or even not a problem at
all) when you start considering the player-characters
party as a group, rather than as an accidental or
artificial gathering of individualists.

- Come on, Mino, lets do this on our own ! Theres no way


Im gonna share these Glory points with anybody else !

A mini-adventure is a short scenario which does


challenge the characters abilities but cannot really be
compared to a full-blown adventure in terms of difficulty,
length or danger ; mini-adventures simply count as halfadventures for advancement purposes.
In other words, a 1st level character could reach level 2
after completing two full adventures or four miniadventures or one full adventure and two miniadventures. Conversely, maxi-adventures are scenarios
which are especially challenging, difficult or dangerous
and which usually take several game sessions to
complete. A maxi-adventure counts as two full
adventures for advancement purposes.
Thus, completing a single maxi-adventure may be
enough to reach level 2. This idea could also be
extended to include mega-adventures, with each megaadventure worth two maxi-adventures (or four full
adventures) : the recently-published Tomb of the Bull
King is a perfect example of such a mega-adventure (or
mini-campaign, depending on how you look at it).
In addition of freeing the Maze Master from what can
often become a dreary exercise in bookkeeping, this
variant advancement system also has the big
advantage of making the advancement of playercharacters a group effort (since each adventure will
have the same advancement worth for all those who
were actively involved in it) rather than the competition
it can sometimes become or Glory hounding as it
is known among some M&M players. This collective
approach to character advancement is also a simple
and effective way to promote the kind of team spirit or
fellowship often found in fantasy novels and movies
featuring groups of heroes.

Remember what we said earlier about successfully


completing adventures ?
Well, since heroism and
resourcefulness are often the keys to success, each
individual character can now actively contribute to the
advancement of the group as a whole : the more heroic
or resourceful you and your fellow adventurers prove to
be, the more likely you are to successfully complete an
adventure and advance accordingly so that when
Pyros the invincible Spearman saves the day (and the
lives of his fellow adventurers !) by single-handedly
defeating that Manticore, everybody in the party will
benefit from his heroic behavior
Luke G. Reynard

Only the bravest heroes dare enter the

TOMB OF THE BULL KING


A mega-module for Revised M & M

Myriads of Monsters
Tons of Treasure
Plenty of Perils
A sinister curse has fallen on the colony of
Coristea. Ancient powers have awakened,
forgotten secrets have been unearthed and
dark monsters once again threaten the land of
men. Will your heroes brave the dangers and
mysteries of the Tomb of the Bull King ?
Find out in the ultimate maze adventure !

TOMB OF THE BULL KING


THE HUGEST, DEADLIEST SCENARIO EVER
DEVISED FOR MAZES & MINOTAURS

Available for FREE !


JUST CLICK HERE

As noted in the first lines of this article, this alternate


approach will not appeal to every groups gaming
sensibilities - some players actually enjoy the
competitive aspects of character advancement and are
very attached to the idea of rewarding each individual
character according to his own merits, heroism,
resourcefulness or number of kills.

39

PANDORAS BOX
A regular selection of mythic items for Mazes & Minotaurs

BAZAAR OF THE BIZARRE


After the various thematic installments of our previous issues (marine items, items for warriors, for magicians, for
specialists, Desert Kingdom items), we felt it was time for Pandoras Box to present a diverse (and suitably old-school)
assortment of rings, amulets, potions and other magical paraphernalia for heroic adventurers of all classes and levels.

Amulet of Acuity
This amulet makes its wearer completely immune to the
effects of the Sorcery powers of Confusion, Illusions
and Cloak. (Enc = 0)

Amulet of Persuasion
This amulet boosts its wearers rhetorical eloquence,
granting him a +4 bonus to his Persuasion talent (see
M&M Companion, p 31). (Enc = 0)

Belt of Lightness
This belt reduces its wearers starting Encumbrance
score to 5 (instead of 10). Thus, a Spearman in full gear
(helmet, breastplate, shield, spear, sword, total Enc of
9) with a Belt of Lightness will have an Encumbrance
total of 14 instead of 19. Thus, the Belt allows its
wearer to carry more stuff before being encumbered but
also offers a major advantage in situations where
Encumbrance is used as a target number, such as
climbing, swimming, sneaking etc.

Cloak of Princely Bearing


This enchanted, beautifully woven cloak of the finest
purple adds +2 to its wearers Personal Charisma; this
bonus is doubled for Nobles. (Enc = 0)

Yes, unfortunately, Gorgon Stones only work once.

Gorgon Stone
When worn as an amulet, this nut-sized bloodstone
offers an extremely effective but one-off defense
against the Petrification powers of Gorgons, Basilisks
and similar creatures.
The first time its wearer must make a Mystic Fortitude
roll to avoid Petrification, the magic of the bloodstone
absorbs the supernatural energy of the Petrification
attack : no saving roll is made and the Petrification
automatically fails. This miraculous effect can only
happen once, however : as it absorbs the force of the
Petrification attack, the stone itself is turned into an
ordinary piece of grey rock, with no magic left in it.

Potion of Alacrity
One single dose of this potion will make the drinker
exceptionally watchful and alert for 1 hour, granting him
a +2 bonus to Initiative and Danger Evasion.
If the character drinks the equivalent of two doses, this
bonus will be raised to +4, for the same duration (1
hour). Drinking more than two doses at the same time
will have no extra effect (other than wasting some
precious potion). This potion is usually found in small
phials of 3 doses each.
I dunno, dude Are you sure about this Charisma bonus ?

40

- Yeah, I know but who needs clothing


when youve got the Scent of AphroditeTM ?

Scent of Aphrodite
Time for a little Alacrity / Endurance cocktail !

Potion of Endurance
Each dose of this magical potion will make the drinker
completely indefatigable for one hour, granting him the
same benefits as the Divine Gift of Endurance (see
Players Manual, p 31). Multiple doses will increase the
duration of these efffects, at the rate of 1 hour per dose.
This potion is usually found in small phials of 3 doses
each but larger containers may of course exist.

Potion of Pneumatic Immunity


One dose of this potion makes the drinker completely
immune to drowning, suffocation and other breathing
hazards (including the effects of poison gases or
fumes) for one hour. Taking multiple doses will increase
this duration by one hour per extra dose. This potion is
usually found in small phials of 3 doses each but larger
containers may of course exist.

When sprinkled over ones person, this subtle magical


perfume will grant a bonus of +4 to that individuals
Seduction influence talent (M&M Companion, p 31) as
well as to his first reaction rolls from individuals of the
opposite sex. These effects last for 1d6 hours.
The Scent of Aphrodite is usually found in very small
(but extremely stylish) phials which contain enough
perfume for a dozen applications. Using multiple doses
will not result in a higher bonus or increased duration.

Wristband of Archery
This leather wristband gives its wearer a +2 bonus to
Initiative and Missile scores when using a bow. Wearing
one Wristband of Archery on each wrist will not result in
a higher bonus. (Enc = 0)

Ring of Missile Deflection


This enchanted ring grants its wearer a +4 bonus to his
Defense Class against all Missile attacks. It has no
effect against Melee attacks or special distance attacks
which do not require a Missile roll to hit (such as
Psychic Attack, Divine Wrath, Entangle etc).

Ring of Self-Control
This ring gives its wearer a +2 bonus to Mystic Fortitude
when resisting magical powers which try to influence
his actions or emotions, which includes the Compelling
and Enslavement powers of Sorcerers, the Natures
Seduction of Nymphs, the Songs of Soothing of Lyrists
and the Vocal Entrancement of some creatures.

Amazon model displaying a Wristand of Archery

Olivier Legrand (2009)

41

Dear Minotaur

Issue 5 Desert Kingdom Errata


Some of our most observant readers noticed an
omission in the Heroes of the Desert article from
our last issue : in the section on background
talents, we are told that a Priest's choice of talents
varies according to his deity (see below) - but
unfortunately this below simply never happens.
So here is the missing information (as well as the
humble apologies of the entire staff of the
Minotaur).
All Khettim Priests have the Scholar background
talent and a second talent which varies according
to their patron deity :
Ra or Thoth : Healer or Orator.
Typhon or Set : Actor, Beastmaster or Orator.

Dear Editor,
Its been a while since I last wrote you, so I just
thought Id drop you a line to let you know that Im
OK, just in case you were wondering.
For once, I have no particular query, comment or
retort Id like to see published in your pages, but
you know what they say about old habits.
Steven Hanson, New York (NY)

Hathor or Taweret : Healer.


Sobek : Beastmaster or Healer.
Horus or Maat : Orator.
Bastet : Actor or Musician.
Khnum : Healer or Wrestler.
Meretseger : Tomb Robber.

Dear Steven,

Sekhmet : Armorer or Tactician.


We hadnt heard of you since issue 4 and, to be
frank, we were just beginning to get used to this
new situation. Are you sure old habits never die ?

Dear Minotaur,
When are you going to give complete control of the
zine to the awesome Luke G. Reynard ?
Gerald Kuyner (no listed address)
Your anagrams are showing, Luke Ed

Write to / for the Minotaur !


If, unlike our friends Steven and Gerald, you have
serious questions, comments or contributions for
the Minotaur, you can reach us at :
[email protected]

- Hey, did you hear ? These bumbling idiots at the


Minotaur forgot to give us background talents !

42

MEET THE BULL KING


Our Spanish friend Carlos de la Cruz Morales, author of the TOMB OF THE BULL KING mega-module, has agreed to
answer some of the Minotaurs questions. Warning : This interview contains a few spoilers about the adventure

Q : What were your main sources of inspiration - for the


adventure as well as for its backstory about the colony
of Coristea and the curse of the Bull King ? How did
the idea of making the Bull King the Judge of the Dead
rather than, say, a straight Minotaur, come to life ?
I love Greek Mythology, and the name of the adventure
was the first step. Who could be the Bull King in Greek
Mythology better than Minos, the legendary King of
Crete who ordered to build the Labyrinth to imprison the
original Minotaur ?
And Mythikas equivalent of Crete was obviously the
isle of Proteus, described in the rulebook as a savage
island filled with ruins and monsters.

Q : With its 200+ page count, Tomb of the Bull King can
only be described as a mega-adventure. How did this
herculean project got started ?
1

I just loved the Mazes & Minotaurs rulebook , with its


clear rules, great layout and silly jokes. I was amazed to
see Mithras original idea developed so perfectly. And
the game was free!
The website included a page listing the titles of all the
adventure modules which were (n)ever published for
2
M&M in its fictional alternate reality , with a note from
Olivier saying that if anybody actually wanted to write
one of these imaginary scenarios, they should drop him
an e-mail which I did. I thought I could contribute to
the gift Olivier had made to the RPG community by
writing one of these adventures.
So I e-mailed Olivier, offering to write the first scenario
3
from the list and it was "Tomb of the Bull King" . I
gave him a brief overview of my ideas. I'm sure he
didn't expect to receive such a long adventure in the
end... but neither did I expect to work two years on it!
1

Carlos is talking about the first version of the M&M rules (the
so-called 1972 edition ) ; when he started working on Tomb
of the Bull King, the Revised rules were still in the making
2

This page can be found at http://storygame.free.fr/suppl.html


(youll have to scroll down a bit to find the list)
3

My original plan was to write a classical dungeon sorry, maze - adventure. And the best starting point I
could think of was the historical location often thought
to be the real, original Labyrinth: the Palace of
Knossos, the capital of Minos Kingdom. According to
some theories, the legend of the Labyrinth may have
been inspired by the many rooms and corridors in the
Palace of Knossos. I found a good map on the web and
began to use it as a basis for my own Maze.
The idea of the Bull King as a Judge of the Dead was
inspired by Greek Mythology too. According to myth,
after his death, Minos became one of the three judges
of the souls who come to Hades so I decided our Bull
King would be a Judge of the Dead too and that his
former palace would be one of the entrances to the
Underwold the Tomb of the Bull King.
But I needed a major, supreme monster - so I decided
to use an unusually powerful Minotaur. First, I
envisioned this unique Minotaur as a creature of
darkness, summoned from the infernal regions by an
ancient curse to wreak havoc on the island of Proteus.
I started discussing these ideas with Olivier by e-mail
and we ended up creating the ancient history of
Proteus, as told in the Appendix of the scenario. Over
the course of these discussions, the true nature of the
Minotaur evolved into something a bit more complex,
since he also became the bestial part of the Bull King
himself his dark and savage half, if you will.
Q : What are your favorite parts or elements of this
mammoth-sized scenario ?
The map. I spent six months modifying the original
Knossos map to transform it in the Tomb of the Bull
King, using my Paint software! I can assure you that
this was a truly herculean tax It was worth it, though : I
really love the final map.

This title was suggested by Paul Elliott, a.k.a Mithras, as a


very plausible title for the very first M&M scenario.

43

Incidentally, the adventure was written roughly in the


order marked by the number of the rooms.
Q : Any last word of advice for bold adventurers who
are about to venture into the Tomb ?
The adventure is fairly hard. Adventurers who try to rely
exclusively on weapons and magic will probably meet
their doom in the Tomb : even if they manage to kill
most of the Minotaur's minions before tackling the
monster, they will probably be killed at the final battle if
they have not made enough allies to support them. I
included this vital piece of advice in the speech made
by Aquio the Centaur before the party enters the Tomb
Aquio is really the spokesman of the author here.
Q : And a last word of advice for the Maze Master ?

As I created new rooms, I imagined the creatures, traps


and treasures they contained, grouping them as big
sections: the Central Courtyard, the various Temples,
the Palace of the Judge of the Dead
I only began to write the adventure after the map had
been completed or at least a first version of the map :
as I wrote the detailed description of the various rooms
and sections of the Tomb, new ideas regularly popped
up and I started to make changes to the map as I went
along so the map was not truly finished until the
scenario itself was completely written. The only thing I
dont like about the map is that ridiculous dragon in
section 182 ; several times, I told myself I really had to
Paint a better one but it eventually ended up in the final
version of the map
Among the various denizens of the Tomb, I really like
the Lamperer who wanders through the labyrinthine
complex, lighting the green-fire torches of some
sections the parts of the Tomb where the heroes can
travel between the past and the present of the palace
Other favorite bits of mine include the story of the Three
Sages, their final confrontation and the climactic battle
with the great Minotaur at the center of the Tomb, with
the two armies of creatures fighting in the background
a suitably epic finale, I think.
Q : Which parts or encounters are the most challenging
or dangerous, in your opinion ?
The Crypt of the Bone Priest is fairly hard ; if they are
given the chance, I think the adventurers should
definitely avoid this spirit-infested area. Also, a cruel
Maze Master could kill the entire party using the various
ambushes the adventurers might fall into: the Boarmen
and the Dragon, the Degenerate Men and the Hags or
the Beastlord and his minions
Q : Which were the toughest parts to write ?
The Hags area and the Palace of the Judge of the
Dead, with its temporal shifts - not because they were
harder to write, but because they were the last ones I
wrote and I was really getting tired at that point.

I think its very important that the Maze Master


understands the whys and wherefores of the war which
is going on in the Tomb between the Minotaur's minions
and the followers of Great Goddess Rhea so that he
can extrapolate the behaviors of the various denizens
of the Tomb in play, as well as their reactions to the
adventurers own actions.
Also, the scenario does have some spare room for the
Maze Masters own ideas ; some encounters can be
expanded, empty rooms can be filled and new subplots
can be developed. Here is a quick example : on some
level, I know there must be some kind of implicit,
underlying connection between the Alseid from section
109 and the Wildmen : the Alseid can control spiders
and the Wildmen use Giant Spiders in some places
perhaps it was the Alseid who taught them how to tame
those creatures ? I didnt write anything specific about
this but a creative Maze Master could certainly invent a
quick side quest around this arachanean theme,
expanding upon the information given in the adventure.
Q : Lets leave the Tomb of the Bull King for a final
question. What can you tell us about the Spanish
4
translation of Revised Mazes & Minotaurs ?
My brother, Sergio, was very impresed with M&M too.
He suggested we made a Spanish translation of the
Revised rulebooks and Olivier was really enthusiastic
about this idea. Sergio did the main translation work
and I acted as the editor, correcting errors and oddlyconstructed phrases.
Olivier gave us access to the original Word documents
of the rulebooks and we replaced the English text by
the Spanish one but since Spanish tends to be more
verbose than English, putting it all in the right places
was not such an easy task as it might seem We have
put the Manual del Jugador (Players Manual) online last
year and my brother has just finished translating the
Maze Masters Guide so we expect to release the Guia
5
del Maze Master pretty soon . Then will come the
enormous Creature Compendium

http://mazesandminotaurs.free.fr/spanish.html

5
In fact, by the time you are reading this, the Guia del Maze
Master is already available !

44

Official Oracle is a new semi-regular department offering answers to questions about the Mazes & Minotaurs game
rules and how these rules can be interpreted in special situations or applied to topics which are not explicitly covered in
the various M&M rulebooks. As its title implies, all the answers given in this column can be treated as official rulings.

Hello, gentle readers ! Luke G. Reynard speaking ! Forget about


about the pompous,
sanctimonious, ohoh-soso-Official Oracle and lets TWIST AGAIN IN THE MAZE !
This extremely simple and perfectly sensible rule
adjustment has the obvious advantage of making
opponents like Myrmidons or Bee-folk a bit more
challenging (and even quite dangerous if their Tiny
weapons are coated with poison !) but it also has
several other interesting consequences in game terms :
If this rule is used, armor (even if magical) is no longer
the universal defense it tends to be in M&M.
This restriction also establishes a pretty neat distinction
between the protection granted by helmets and
breastplate and the protection granted by Tough Skin,
Natural Armor or Invulnerability, which is completely
unaffected by the relative Size of the attacker.
This attack adjustment can also work in the characters
favour when fighting Large or Gigantic creatures. A
Gigantic Giant wearing a suitably Gigantic helmet and a
Gigantic breastplate (assuming such things do exist)
should not get any special protection against the melee
attacks of adventurers.
It is generally agreed upon that the M&M rules handle
the various Size categories of creatures in a simple,
neat and efficient fashion. I actually tend to agree with
the consensus here, too as far as Medium, Large and
Gigantic creatures are concerned. The truth is that the
M&M rules do not do justice to Small or Tiny creatures
and Im not talking about the dubious concept of
game balance here but about simple, basic common
sense. Im talking about the following simple question :
why on Mythika should a characters helmet protect him
against the melee attacks of Small opponents (who
simply cannot reach his head) - not to mention Tiny
opponents, whose melee attacks are unlikely to hit
above their man-sized opponents legs.
Just take a look at the great illustration above, taken
from the Myrmidon entry in the Creature Compendium :
as they say, a picture is worth a thousand words.
Obviously, a characters helmet should only protect him
against attackers who may be able to hit his head, while
a breastplate should give you no special protection
against attackers whose height does not rise above his
knees. In game terms, these perfectly sensible
statements should translate as follows :
Helmets should not offer any protection against the
melee attacks of Small or Tiny creatures.
Breastplates should not offer any protection against
the melee attacks of Tiny creatures.

Last but not least, this rule adjustment also gives an


excellent reason to invest in greaves, a type of leg
armor which, incidentally, were often worn by Greek
hoplites. Until now, greaves had no real raison dtre in
M&M, since its combat system has no hit location
system (which is, in itself, a pretty good thing) but
with this rule adjustment, greaves suddenly become
extremely useful additions to a characters armor.
Wearing a pair of greaves will give you a +2 bonus to
EDC against the melee attacks of Small creatures and
a +4 bonus against the melee attacks of Tiny creatures,
offsetting such creatures offensive advantages against
armored man-sized opponents. In other words, a fully
armor--clad character wearing a helmet, a breastplate
and a pair of greaves will have his normal EDC against
all opponents, regardless of their Size.
A pair of greaves cost 50 silver pieces and has an
Encumbrance of 2 (1 for each greave).
I wanted to talk about greaves in last issues much
acclaimed column about historically accurate weapons
and armor but I was prevented from doing so by the
editor, on the fallacious grounds that all this stuff about
Small and Tiny creatures was somewhat off-topic.
Since this issue IS a creature special , I just couldnt
resist the opportunity to have the last word on this.

Luke G. Reynard

Thus, in some cases, smaller can be better.

45

The Secret of Zerzura


An Epic Desert Kingdom Adventure in Three Parts by Andrew Pearce

PART TWO : THE RUINS OF BEYDA

The Story So Far


Our intrepid adventurers have been recruited by the
High Priestess of Hathor, the Queen Mother Amenteti,
to verify the existence of the fabled Oasis of Birds,
Zerzura. The High Priestess believes it to contain the
resting place of the mythic heroes Osiris and Isis.
Armed only with a map of uncertain accuracy, some
obscure references from the Book of Hidden Pearls,
and their own ingenuity, the adventurers have set out
little realising that there is a traitor within Amentetis
inner circle, her servant Akenhathor.
Thanks to Akenhathors treachery, the Cult of the Dark
Gods is also on the trail of Zerzura. The adventurers
have braved the wrath of the fiercely independent
Ubasti of Khofer, and are now on the second part of
their perilous journey one that will bring them to the
mysterious citadel of Beyda

Act III: Ruins in the White Desert


The Journey Continues
After a day or two in the Khofer oasis, the adventurers
set out on the second leg of their journey. This lasts for
three days, and once again for each day of travel, and
each night of rest, the Maze Master makes a secret roll
upon the Random Event table given on page 49 of the
Minotaur Issue 5. A reminder to the Maze Master that
characters with the Desert Scout background talent
(possessed by most Khettim) are advantaged on all
Danger Evasion rolls whilst traversing the Great Desert.
On the third day of their journey, the colour of the
desert sands change markedly to that of a white,
creamy colour. The ground becomes rockier as the
massive chalk formations that are exposed by periodic
sandstorms in the area become more visible.

46

The History of Beyda


Beyda was first settled by humans from the Khet valley
in the Age of Myth, at a time when the climate of the
Desert Kingdom was less harsh. Under the First
Dynasty, Beyda was home to an unusual cult who
worshipped both Ra and Typhon with equanimity.
During the so-called War of the Gods between
Samekhe and Ra-neptah, the last rulers of the First
Dynasty, Beyda was largely forgotten.
However, Beyda was the site of one of the last battles
between the two factions, and was the final burial place
of Satamun, the powerful queen of Samekhe. It then
served as the home of a sect dedicated to Typhon that
remained hidden in the desert for two and a half
centuries after the fall of the Old Kingdom. Eventually,
the Sect of Satamun died out but not before laying
several traps and secret curses around the burial
chamber of their long-dead mistress.

The ominous ruins of Beyda

The Ruins of Beyda


The ruins of Beyda will be reached near sunset on the
third day out of Khofer (barring delays). The ruins
themselves consist of twenty or so buildings atop a
rocky, chalky outcrop with a single, solitary winding
path that ascends along the south-western hillside from
the desert wastes below.
As the adventurers approach Beyda, they realise that a
particularly fierce desert sandstorm is approaching.
Characters with the Desert Scout background talent will
recognise immediately that the party cannot afford to be
caught out in the open, and that they must take shelter
in one of the buildings. The fierce storm will last all
night, and will preclude all movement. In the morning,
the PCs may wish to explore the rest of the ruins.
Running along the northern and southern edges of the
hilltop is a mud-brick curtain wall. Scattered remains
indicate where a similar defensive wall once ran along
the eastern edge of the hill.
The following sections indicate what the adventurers
find in each building. All the buildings are single-storied
(as was customary in the Old Kingdom period), and the
majority are single-roomed: but a few of the larger
buildings consist of several rooms. Some are seriously
dilapidated, with partially-ruined walls or roofs, whilst
others are in fairly robust condition.

Format of Descriptions
Each building is described using the following format:
Description: A general overview.
Encounters: Which creatures or NPCs are present in
the building (not included in empty buildings).
Closer Inspection: This entry indicates the possibilities
of finding a special treasure, a secret door or some
hidden object. This paragraph is not included in
buildings which contain no hidden items, treasure items,
secret traps or passages, or other special features.

For more than five hundred years, the very existence of


Beyda has largely been forgotten, and, apart from the
odd wandering monster, it has remained a silent,
crumbling monument to past glories. Most of the city
has vanished beneath the shifting sands only the
citadel, on its rocky promontory, has survived.
However, about twenty years ago, the citadel was
discovered and occupied by a tribe of Sand-folk. These
vicious denizens of the desert are a small tribe, and
consequently make use of only part of the citadel but
they will be immediately hostile to any strangers who
intrude upon their territory.

Building n1
Description: A simple, single-chambered building. The
roof is intact, and the entrance is through a doorway on
the south side with a broken wooden door. There are
three large, half-rotten chests in the room.
Encounters: The room is home to a single venomous
giant snake (see Creature Compendium p 49 for stats),
hidden in the corner behind the largest of the chests.
Closer Inspection: One of the chests is empty;
another contains an assortment of rotten linen clothes
that will largely disintegrate on being handled; the third
contains three small clay tablets (each with an Enc of 1)
inscribed with a strange script that only vaguely
resembles the hieroglyphic script of High Khemi.

Building n2
Description: A simple, single-chambered building. The
eastern wall is in ruins, and the roof is partially missing.
The entrance is a doorway on the north side.
Closer Inspection: The southern wall is beautifully
decorated with wall-paintings of athletic human figures
hunting elephants, lions and gazelles, as well as
strange, aardvark-headed creatures (actually Orycters).
The northern wall, by contrast, is decorated by terrifying
images of the semi-legendary Shaalud, or desert
worms. Peculiarly, the images appear to depict the
fearsome worms being ridden by desert nomads
There is nothing else of any note in this room.

47

Building n6 a.k.a The Tomb of Satamun

Building n3

Building n6

Description: A peculiar, single-chambered building,


narrower at one end than the other. The entrance is
through a doorway on the north side. There are two halfrotten chests in the room, and half a dozen large
amphorae.

Description: The plain walls of this room, with an


entrance through a broken, stone doorway on the
western side, is covered with hieroglyphs inscribed in
an ancient form of High Khemi that is difficult to
understand.

Closer Inspection: All the amphorae are empty, as is


one of the chests. The other contains a set of four
beautifully engraved canopic jars (which any Khettim
adventurer will immediately recognise as the special
repositories used for the storage of the organs of a
mummified body). These particular jars have clearly
never been used. They each have an Enc value of 2, and
are each worth 100 silver pieces.

Closer Inspection: Adventurers with a knowledge of


High Khemi will recognise a particular royal name
placed in a shenu ring on the lintel of the stone doorway
the name Satamun, the powerful queen of the First
Dynasty Desert King Samekhe. This room is actually
the antechamber to her hidden underground tomb. At
the far eastern end of the antechamber is a secret
mechanism (hidden in another shenu ring bearing the
name of Satamun). Activating this will cause a floor slab
to slide away, thereby exposing the tunnel leading
down to Satamuns burial chamber. To spot the secret
entrance the adventurers must pass a Detection roll
with a target number of 18.

Building n4
Description: A much-dilapidated single-chambered
building, the west and south walls have partly fallen, and
most of the roof has collapsed. The floor is covered by
rubble, which is especially thick in the south-west corner.
Closer Inspection: Beneath the rubble in the south-west
corner, a keen-eyed individual will spot what looks like a
small chest (a Detection roll with a target number of 17).
Removing the rubble to expose the chest requires a feat
of strength. If the feat of strength is unsuccessful, there is
a 50% that the adventurer will nevertheless disturb the
delicate balance of rubble and stones holding up whats
left of the west wall. If so disturbed, the remaining parts
of the wall will begin to collapse, inflicting 2d6 on the
adventurer attempting the feat of strength if he fails a
Danger Evasion roll with a target number of 20, and
similar damage on any other adventurer within 10 feet
who fails a Danger Evasion roll with a target number of
15. The chest (if recovered) will be found to hold an Eye
of Horus amulet (grants +2 to wearers Mystic Fortitude),
a somewhat battered bejewelled golden chalice (Enc = 1)
worth about 15 gold coins, and an assortments of
bracelets and necklaces worth 300 silver pieces.

Building n5
Description: A plain, unadorned room, with an entrance
on the north-east side.
Encounters: A small colony (1+1D3) of feisty giant bats
roost in this room (see page 47 of the Creature
Compendium for statistics).

Tunnel (A): The tunnel descends for about 100 feet,


before ending in a solid, stone door, engraved with a
bas-relief figure of Typhon, which can only be opened
by means of a hidden mechanism (the left-hand eye-slit
of his mask). To spot the secret entrance the
adventurers must pass a Detection roll with a target
number of 15. The right-hand eye-slit is a trap: touch
that, and a hidden blade swings down from the ceiling
(Type: indoor; Effect: direct damage swinging blade;
1d6 Hits; Concealment Rating 15; Danger Rating 15).
Room B: The first chamber holds the sarcophagi of the
first five high priestesses of the Sect of Satamun. Each
sarcophagus is trapped with a salt acid trap (Type:
indoor; Effect: direct damage salt acid; 1d6 Hits;
Concealment Rating 15; Danger Rating 15). Within
each sarcophagus are the mummified remains of a high
priestess, as well as an assortment of charms,
necklaces, bracelets and amulets (100 silver pieces
worth in each sarcophagus), including a Silver Scarab
Amulet (see page 43 of the Minotaur Issue 5) within the
wrappings of each mummy. Located at the farthest end
of the room is a secret door. To detect the secret
entrance to the next chamber the adventurers must
pass a Detection roll with a target number of 17.
Room C: This chamber is beautifully decorated with
texts and art-work illustrating scenes from the life of
Satamun. Located in the two farthest corners of the
room, standing on ornate plinths, are statues of Khettim
champions (in reality, these statues are Shabtis which

48

will become active and attack any intruder who does


not, on entering the chamber, utter the pass-phrase that
is written (in High Khemi) around the walls of this
chamber May the memory of blessed Satamun be
everlasting within 3 battle rounds (see page 49 of the
Minotaur Issue 5 for shabti statistics). Note: uttering this
phrase after the shabtis have become active will cause
them to become passive once more.
Room D: Hidden behind a secret door (to find it the
adventurers must pass a Detection roll with a target
number of 18) lies the treasure-chamber of Satamun.
The contents include coffers, caskets and jars full of
necklaces, bracelets, silver and gold trinkets, and
jewels with an Enc of 7 worth 7,000 silver pieces.
Unfortunately, this room also contains a Silver Beetle
(see Creature Compendium p 104) that will immediately
assaults the ears and bodies of any intruder.
Room E: Hidden behind a secret door (to find it the
adventurers must pass a Detection roll with a target
number of 19) lies the sarcophagus of Satamun. The
sarcophagus is trapped with a salt acid trap (identical to
those in room B). Within the sarcophagus are the
mummified remains of Satamun, as well as an
assortment of highly-valuable charms, necklaces,
bracelets and amulets (total Enc of 1, valued at 1,500
silver pieces), including a Golden Scarab Amulet (see
page 43 of the Minotaur Issue 5).
Also contained within room E hidden in a niche under
the sarcophagus (to find it the adventurers must pass a
Detection roll with a target number of 18) is a rare
copy of the Book of the Dead. Its value (given its age) is
incalculable. However, moving the Book will be
sufficient to activate the last trap in the complex the
walls of the connecting corridor between chambers C
and E (and between C and D) will begin to move
together, and sand will start cascading into all the
chambers from holes in the ceilings and walls (Type:
indoor; Effect: entrapment; Concealment Rating 17;
Danger Rating 15).

Building n7
Description: A simple, single-chambered building. The
roof is intact, and the entrance is through a doorway on
the north-eastern side with a broken wooden door.
Encounters: This building is home to 1d6 Sand-folk
(see p 96 of the Creature Compendium for statistics).
Closer Inspection: If the Sand-folk are defeated,
inspection will reveal their cache of 30 silver pieces.

Building n8
Description: A much-dilapidated single-chambered
building, the eastern end has completely collapsed and
is no more than a heap of ruins. The entrance doorway
is in the north-west wall.
Closer Inspection: Any adventurer who chooses to
rummage amongst the rubble of this building is likely to
disturb a Rocky Python cunningly hidden amongst the
ruins (Creature Compendium p 95). Otherwise, there is
nothing of any note in what remains of this building.

A typical member of the Sand Folk race

Building n9
Description: This impressive building is largely intact,
and is clearly a temple. Those with knowledge of High
Khemi will note that the pillars and walls are decorated
with hieroglyphs many of which, stylistically, are very
different from those commonly found in the Desert
Kingdom today.
Closer Inspection: The main hallway (A), entered
through an archway on the north side, contains ten
pillars; even though much faded, it is clear that the
hieroglyphic inscriptions upon them are alternately
decorated in black and gold. The main altar appears to
be made of an unusual granite-like stone that is black
with distinct streaks of gold running through it. On the
east side of the altar is a relief of Ra, and on the west
side a relief of Typhon. This temple is clearly very
unusual, for, as any Khettim adventurer would know,
Ra and Typhon are never worshipped together in the
same temple. Closer examination will reveal that the
face of Ra has been deliberately chiselled away. On the
floor of the main hallway is a large circular carving of
two sphinxes one black, one white that appear to be
locked in mortal combat (see Act IV: The Riddle of the
Sphinx below for further details).
Room B: There is a secret entrance to room B. To see
the secret entrance the adventurers must pass a
Detection roll with a target number of 17. There is a pit
trap in the exact centre of the room (Type: indoor;
Effect: falling + direct damage from stakes; 2d6 Hits;
Concealment Rating 16; Danger Rating 16). The room
contains a blood-stained altar, in front of a large basrelief portrait of Typhon. A doorway leads to:
Room C: A storage room that contains candle-stands,
incense burners, various jars and sacred vessels, and
chests filled with rotten linen cloths and vestments.

49

Closer Inspection: If the Sand-folk are defeated,


inspection will reveal their cache of 70 silver pieces.
The room is also full of barrels, which contain various
foul-smelling stores of grain and meat.

Building n13
Description: This single-chambered building is in good
condition. The entrance is through a doorway in the
northern wall.

Building n9 a.k.a The Temple of Beyda


Room D: There is a secret entrance to room D. To see
the secret entrance the adventurers must pass a
Detection roll with a target number of 16. This chamber
(at one time the personal chamber of the Chief Priest of
Beyda, later taken over by the Chief Priestess of the
Sect of Satamun) contains the remains of a bed, a table
and chair, and, in an alcove, a small chest and a wasstaff (see page 44 of the Minotaur Issue 5 for powers).
The small chest is trapped (Type: indoor; Effect: poison
needle trap; death in 1d6 rounds if the victim fails a
Physical Vigour saving roll; Concealment Rating 16;
Danger Rating 15). The small chest contains jewellery
to the value of 200 silver pieces, a Ring of Invisibility
(Maze Masters Guide, p 43), and a small jar containing
Ointment of Meretseger (see Minotaur n5? p 43).

Building n10
Description: A plain, unadorned room, with an
entrance on the western side. There is nothing of any
note in this building.

Building n11
Description: A simple, single-chambered building. The
roof is intact, and the entrance is through a doorway on
the southern side. The room is filled with cobwebs, and
has a strong, unpleasant odour.
Encounters: 2 Cave Spiders live in this room (see p 49
of the Creature Compendium for stats).
Closer Inspection: If the adventurers succeed in
defeating the cave spiders, they will find the skeletal
remains of recent victims (actually unwary Sand-folk),
but nothing else of interest.

Building n12
Description: This well-built, single-chambered building
is one of the best-preserved within the citadel. The
entrance is through a doorway in the south-west wall.
The interior walls were once richly-painted, but they
have been despoiled over the years by subsequent
dwellers (most recently by the Sand-folk that have
made their home in Beyda).
Encounters: This building is home to 1d6 Sand-folk.

Closer Inspection: The well-preserved interior wall


paintings depict priests performing various tasks in the
nearby temple. The building was clearly once the
dwelling place of the temples priests. However, it is
now the dwelling place of a Shadow, an insubstantial
life-drinking spirit of darkness. The first clue that
adventurers may have to its presence may come if they
notice that there is one more shadow being cast in the
room that the number of visitors within itotherwise,
there is nothing else of note in the building.

Building n14
Description: A simple, single-chambered building. The
roof is mostly intact, and the entrance is through a
doorway on the northern side.
Encounters: This building is home to 1d6 Sand-folk.
Closer Inspection: If the Sand-folk are defeated,
inspection will reveal their cache of 60 silver pieces.

Building n15
Description: This unremarkable singled-roomed
building is in good condition. The entrance is through a
doorway in the eastern side.
Encounters: This building is home to 1d6 Sand-folk.
Closer Inspection: If the Sand-folk are defeated,
inspection will reveal their cache of 60 silver pieces.

Building n16
Description: This large building the ancient palace of
the citadel is in reasonable condition, although the
north-eastern corner wall has a large crack running
down it, and the roof is somewhat dilapidated. The main
entrance is through a doorway on the western side, but
there is also a small entrance on the south-east corner.
Encounters: The Sand-folk by and large avoid the
palace (although there is a 5% chance of adventurers
running into a scouting/hunting party of 1d6 Sandmen
whenever they are travelling through the connecting
corridor). However, the palace is infested with a colony
of Desert Ratlings (treat as normal Ratlings, but with
sandy-coloured fur see Creature Compendium p 93),
whom the Sand-folk periodically fight and hunt.
Corridor: A connecting corridor runs through the
palace of Beyda. Along the walls, empty brackets mark
the places where bright torches once burned. There is a
5% chance of encountering 1d6 Sandmen, 5% chance
of encountering 1d6 Desert Ratlings.

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Cursed Treasure of the Desert Ratlings


If the adventurers succeed in defeating the Ratlings,
they will find, hidden beneath one of the thrones, a bag
containing the Ratlings hoarded wealth: two yellow
sapphires (worth 100 silver pieces each), 60 silver
pieces, two daggers, and an ugly statuette of a Ratling
(actually a statuette of Pestia, the Great Rat Mother and
foul goddess of the Ratlings the statue is cursed, and
any human touching it must make a Physical Vigour
saving roll against a target number of 15, or else
succumb to a terrible wasting disease the Curse of
Pestia that will inflict 1d6 points of damage ever day
until they die or receive magical healing.

Building n16 a.k.a The Palace of Beyda


Room A: Empty room (once a storeroom, but long
since picked clear of any objects of interest). Faded
wall-paintings depict everyday life in Beyda more than
half a millennia ago. 20% chance of encountering1d6
Desert Ratlings.
Room B: As Room A.
Room C: Empty room. Once the palace kitchen (as
suggested by the faded wall-paintings depicting food
preparation). A large crack runs diagonally down the
east wall, suggesting that this part of the palace may be
unstable. There is a 30% chance of encountering1d6
Desert Ratlings.
Room D: Empty racks suggest that this room was once
the repository for scrolls and tablets the records and
archives of the palace. No scrolls remain, but careful
inspection will reveal one half-broken clay tablet (Enc
1), written in an ancient, half-indecipherable High
Khemi script (the PCs may be excited by this discovery,
but, in truth, the tablet contains nothing more than a list
of grain deliveries). There is a 50% chance of
encountering1d6 Desert Ratlings.
Room E: A few broken desks and benches are all that
remains in this room once a hallway where those
petitioning the citys ruler would present themselves.
30% chance of encountering1d6 Desert Ratlings.

Room F: The throne-room where the governors of


Beyda pronounced judgement (and where, for a brief,
heady few years towards the end of the War of the
Gods, king Samekhe and queen Satamun held court).
The still-brilliant wall-paintings celebrate Samekhe and
Satamun, and the Lone God whom they worshipped
Typhon, lord of darkness. In the centre of the room, on
a raised dais, two imposing obsidian thrones are placed
side by side. However, the effect of power and
grandeur is somewhat spoilt by the figure of the fat,
scruffy Ratling-chief who lounges on one of the thrones
atop a stained, torn cushion. On sighting the intruders,
the Ratling-chief lets out a high-pitched scream and,
with surprising speed, scuttles for cover behind the
thrones. In response to his alarm-call, 6+1d6 pairs of
glowing Ratling eyes appear in the encircling gloom
Room G: The private audience chamber of the king
and queen. This room can only be accessed via a
secret door at the back of the throne-room (To find the
secret entrance the adventurers must pass a Detection
roll with a target number of 18). This room has never
been disturbed by the Ratlings or the Sand-folk, and
consequently some of its furnishings have survived.
Several faded wall-hangings remain on the walls. There
are several couches and tables, and a beautiful senet
gaming board made of pearl and obsidian which is
worth 500 silver pieces (Enc 1).
Room H: Leading off the audience chamber is the
palace bedchamber. In the far corner are the tattered
remnants of a large bed with luxuriant silk and cotton
coverings. Under the bed is a chest which contains 30
gold coins, 400 silver pieces and a magical Amulet of
Ankh (grants the wearer a +2 bonus to all his Physical
Vigor rolls). On the north wall is a secret exit from the
palace (To find the secret door the adventurers must
pass a Detection roll with a target number of 19).

Building n17
Description: This large building is nothing more than a
pile of ruins now. Clearly it has been ransacked many
times, and there seems to be nothing worthwhile here.

Desert Ratling (notice the sandy color of the fur)

Closer Inspection: Beneath the rubble, a keen-eyed


individual will spot what looks like a glint of metal (a
Detection roll with a target number of 18). Closer
examination will uncover, miraculously undamaged, a
Spear of Monster-slaying (page 37 of the Minotaur
Issue 2).

51

Building n18
Description: A plain, unadorned room, with an
entrance on the south-east side.
Encounters: This building is home to 6+1d6 Sand-folk,
the biggest concentration, including the current
Chieftain of the Sand-folk (treat as having a Ferocity of
Dangerous, raising his Initiative to 13, his Melee Attack
to +4 and his Hits Total to 12: Glory 35).
Closer Inspection: If the Sand-folk are defeated,
inspection will reveal the Chieftains cache of 10 gold
coins and 200 silver pieces, and a Thurian Sword (page
37 of the Minotaur Issue 2). How this item from the
days of King Letos, founder of Thena, ended up in the
possession of a Sand-folk chieftain is quite a mystery!

Building n19
Description: An unremarkable single-chambered
building, with an entrance on the south-eastern side.
Encounters: This building is home to 1d6 Sand-folk.
Closer Inspection: If the Sand-folk are defeated,
inspection will reveal their cache of 30 silver pieces.

Building n20
Description: A simple, single-chambered building. The
western wall is in ruins, and the roof has completely
collapsed. The entrance is a doorway on the eastern
side. There is nothing of any note in this building.

The Well
The ancient well of the citadel remains in use by the
Sand-folk and, remarkably, still provides a source of
sweet, drinkable water.

Building n21
Description: A simple, single-chambered building, the
sole surviving building of Beyda outside the citadel
proper, standing precariously on a small rocky outcrop
to the south-west of the citadel.
Closer Inspection: Lurking within this building is a
single, feisty giant scorpion (see page 48 of the
Creature Compendium). Otherwise, there is nothing of
any note in this building.

The Riddle of the Sphinx


What Lies Beneath
As already noted, the main hall of the Temple of Beyda
(Building n9) contains a circular floor carving
somewhat chipped and worn with age of two
sphinxes, one black, the other white, that appear to be
locked in mortal combat. Inscribed in High Khemi
around the edge of the carving are the words: Speak,
truth-seeker, and find what lies beneath.
The answer to the riddle is simple enough if a
member of the adventuring party actually speaks the
phrase truth-seeker in High Khemi, there will be a click
and whirr of grinding gears, as a sophisticated

mechanism causes the circular carving to drop about


eighteen inches, then slowly slide to one side (taking 10
battle rounds), revealing a vast black chasm below.
As the adventurers gaze down into the darkness, they
become conscious of a slow, heavy wheezing from
below, and the sound of something shifting and
flapping, accompanied by the distinct clank of chains.
Then, around the edge of chasm, one after another, six
bronze braziers burst into light with a blue, ethereal
flame. In the mystical glow of the blue flames, the
hitherto hidden inhabitant of the pit is revealed 30 feet
below the temple floor, chained to the floor by giant
manacles, lies a remarkable sight: a pure-white sphinx.
The sphinx looks up at the adventurers, and gives each
one of them a steely gaze. Then, speaking slowly and
deliberately, but with a distinctly wheezy voice, the
sphinx says (in High Khemi):
Well, you are the first truth-seekers to come to Beyda
in many a year. I had almost given up hope that any
more would comeas you can see, I am somewhat
disadvantaged at present; in fact, I have been
entombed here for centuries.
I am Siphelax. Long ago, I lived in Beyda with my
brother Clymendax, where we were honoured by the
people of the city as messengers from the gods. Beyda
was a fruitful city in those days, full of joy and plenty.
But my brother turned to evil ways, and seduced many
of the city-folk in his lust for power. He trapped me
here, beneath the citadel, long ago. He cursed me by
decreeing that I could only be freed by a truth-seeker:
one of noble heart and honest mind who would be able
to give the correct answer to the riddle that holds the
key to my chains. Many have come in the past though
none now for many long years. If you are successful,
then I will be released free to pursue my vengeance
against Clymendax. My gratitude to the noble truthseeker who frees me will be great, as also the reward
that he will receivebehold!
Siphelax jerks his head in gesture beyond the circle of
braziers, and the characters are able to see, dimly lit
light by the ethereal blue flames, dozens of sacks and
chests: some closed, some lying half-open, glittering
from myriad of gems and jewels. A fantastic treasure
hoard clearly lies below with the sphinx.
All you need do, continues Siphelax, to free me and
receive your reward is to lower yourselves down to my
level, and stand in the circle of braziers. Then I will
speak the riddle. Give the answer, and I will be free!
The sphinx chuckles: Of course, it isnt quite that
simple. It never is, is it? Once I finish speaking he
riddle, the great stone lid of my dank sarcophagus will
start to close, as slowly but as surely as it opened. Only
giving the correct answer to the riddle will stop its
progress. I cannot help you from that point on I can
only speak the riddle: not its answer. It will do you no
good to attempt to leave, either look more closely,
and youll see what became of those who tried.
If the adventurers peer down into the chasm, those who
make successful Detection rolls with a target number of
15 will make out several skeletons clearly charred by
some incredibly fierce flame. Siphelax nods his head,
and says:

52

The heat produced by the braziers isnt very great at


present. But, alas, that can so easily change
Oh, now three more things, before I forget: first, once I
speak the riddle, only those who have already entered
the circle of braziers may attempt to give the answer.
Any one who remains above cannot speak unless
they want to rain down fire upon their comrades below.
And secondly, once the stone is back in place, it cannot
ever again be unsealed, from either side, by any
member of your party. So dont be tempted to leave
someone above in the hope he will be able to break the
seal: the enchantment wont permit it.
Finally, once you enter the circle and I speak the riddle,
you can offer up as many different answers as you like.
I shant mind. But time will be pressing and there is
only one correct answer. Well, my friends, what is it to
be? Do you truly have noble hearts and honest minds?
If the adventurers decline to help Siphelax, the sphinx
will start shrieking and cursing at them, his manner
suddenly venomous and menacing. As he gets more
angry and seems to lose self-control, his countenance
will change dramatically from white to black. However,
the stone carving will start to slide back into place,
trapping Siphelax once more within his prison.
If some or all of the adventurers decide to help
Siphelax, he will invite whom-so-ever wishes to take the
challenge to join him in the circle of flaming braziers.
Remember, he says, only those who enter the circle
may undertake the challenge.

Siphelaxs Riddle
The adventurers will need to make successful Athletic
Prowess rolls to climb down into the pit, unless they are
using ropes. Climbing down (or up) will take 3 rounds.
On entering the circle, as the adventurers eyesight
becomes accustomed to the half-light, they will see
even more clearly that there are very many skeletons
scattered around the pit: some clearly scorched by fire,
others clawing and tearing at the walls or floors, as if in
a final despairing madness they were trying to escape
from the suffocating darkness of their deadly sepulchre.
When all are assembled, Siphelax will speak his riddle:
Whom do I serve?
My first precedes pointedly,
possibly protruding, pregnant perhaps;
My second stands tall,
with taut arms outstretched;
My third is at first,
and stands astride, bearing all;
My fourth heralds high hopes,
hovering hawk-like above.
My whole speaks the word:
and behold! It is!
Whom do I serve?

As Siphelax finishes the final sentence, the grind of


gears is heard, and the stone lid begins its slow
progress back into place (taking 10 battle rounds).
The solution to the riddle is P-T-A-H (a clue is that in
each line, the most common letter used is the
answering letter so, for example, the letter T occurs 8
times in the second line, more than any other letter in
that line). Ptah (also known as Ra or Ra-Ptah) is the
god of light, who spoke the world into being (hence the
final line My whole speaks the word: and behold! It is!).
Ptah is also one of the two gods worshipped in the
Temple of Beyda, and the adventurers may well infer
that Siphelax, the white sphinx, is a servant of Ra-Ptah,
whilst his brother Clymendax is a servant of Typhon.
If the adventurers fail to guess the answer in time, they
will be trapped in the pit with a suddenly vituperative
and malevolent sphinx, who will curse them for their
stupidity. As Siphelaxs countenance changes to
deepest black, the fires in the braziers start to die down,
and the seemingly gleaming treasure all around them is
revealed to be as insubstantial as a desert mirage, the
adventurers will realise that they are trapped with a truly
unpleasant creature who, whilst chained, will still lash
out as best he can in an attempt to harm the blundering
fools who have once again denied him freedom. The
players are going to need to be inventive if they are to
get out of this sticky situation
If the characters panic and try to exit the pit before
giving the correct answer, the fate of which Siphelax
warned them will come to pass: the fires within the
braziers flare up alarmingly, turning from mystical blue
to fiery red-hot in an instant, and balls of fire spurt out,
doing 4d6 damage to all characters (or only 2d6 on a
successful Danger Evasion roll with a target number of
15). Siphelax himself will take no damage.
If the adventurers succeed in answering PTAH before
the pit has been sealed, the stone will immediately
reverse direction, and start moving back into the fully
open position. The sphinxs manacles and chains will
burst asunder. Siphelax will stretch his limbs and wings
fully for the first time in centuries.
At last! he cries, Liberty! Freedom to pursue
vengeance against my enemies! He turns towards the
adventurers, a crafty smile on his face. Thanks to you,
friends. I am truly grateful. You do have honest minds
and noble hearts. But not, perhaps, the sharpest wits.
For truth-seekers, you are surprisingly blind to the truth.
A pity you cannot tell the difference between white
Siphelaxs countenance changes dramatically to
deepest ebony, and black!
With a shock, the adventurers realise why Siphelax was
so unable to utter the name of Ptah which would have
released him: because Siphelax is actually a servant
not of Ptah, but of Typhon!
Siphelax stares at the adventurers balefully.
Long ago I slew my brother Clymendax. Never mind
Samekhe and Satamun: it was I who held the real
power in Beyda for many lives of men. But for three
centuries and more, he hisses, Ive been trapped here
ever since I was tricked by that hag Isis! Yet she was
foolish enough to think she could trap me forever!

53

The two faces of Siphelax the riddling Sphinx

A beautiful, yet strong female voice rings out clearly


around the pit:
No, Siphelax: that was not my intent. Rather it was to
restrain thee for a while, in the hope that thou might
learn wisdom and penitence. But if mercy should fail,
then righteousness shall certainly prevail: for those who
came to set free a penitent shall also have the power to
meet justice upon an unrepentant malefactor. Such
shall be thy doom, deceitful Siphelax: and my truthseekers shall make it so.
Never! cries Siphelax, looking all around, trying to find
the source of the disembodied voice. Then, turning to
the adventurers, he sneers:
Still, as Ive waited so very long, my retribution can be
delayed just a little while longer...first let me give you
your much-deserved reward, truth-seekers
Surprise, surprise, its now time to fight a sphinx (see
page 107 of the Creature Compendium note that
Siphelax is Winged).

Exploring the Sphinxs Pit


Assuming the adventurers succeed in defeating
Siphelax (its a bit of a downer if they dont), they will
be able to look around the pit at their leisure. Things
they discover include the following:
The manacles that imprisoned Siphelax are inscribed
with the names Ra, Ptah, Horus, Isis and Osiris:
powerful charms indeed.
The bronze braziers are completely featureless. They
will continue to burn with a cool, mystical blue fire for as
long as the adventurers remain in the pit, but as soon
as they leave, the flames will quickly die away.

The Chaining of the Sphinx


This brief tale, written in High Khemi, tells of the
battle of wits between Isis and the sphinx Siphelax
the last inhabitant of Beyda from the Age of Myth.
Siphelax had remained in Beyda long after the
departure of the last members of the Sect of
Satamun, guarding still the Temple of Beyda from all
intruders. The tale tells how Isis challenged Siphelax
to a riddling contest, and that after three days of
testing one another, it was Isis who finally set a
riddle that the sphinx could not solve. Siphelax was
bound by Isis sorcery beneath the Temple which he
had for so long defended. The tale ends with the
following enigmatic words:
This was the last challenge faced by Isis: for
wearying at last of life itself, she now set out with her
beloved. Together they searched for the last oasis,
there to be renewed until they might come again to
save the black land.
The treasure is completely illusory: the more the
adventurers stare at them, the more the chests and
sacks fade away into nothingness. Any adventurer
attempting to touch any of the treasure will simply see
their hand pass through it. However, one item does not
fade awaythe farthest chest remains: a small silver
coffer, upon which the adventurers will find with one
word in High Khemi inscribed in pearl inlay: Truthseekers. The chest is not locked. Opening it, the
adventurers will find three items: a small tablet entitled
The Chaining of the Sphinx; a Mace of Horus (see
page 43 of the Minotaur Issue 5); and a Silver Scarab
Amulet (also page 43 of the Minotaur Issue 5).

Next Issue: The Oasis of Birds, the thrilling


conclusion to The Secret of Zerzura!

54

Minotaur Play Nymph n6

ANDROMEDA, by Sir Edward John Poynter

55

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