MQ6 - Veterani
MQ6 - Veterani
MQ6 - Veterani
Fall 2009
MINOTAUR
The Official, Irregular Webzine of the Mazes & Minotaurs Revival
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
3 = Dominique Signoret
4 = Willy Pogany
5 = Sergio Terrax de la Cruz
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
Fall 2009
4
12
Dark woods, dark rites and a really cute Priestess named Keira
17
21
Back in 1991, Fate points were all the rage and M&M got hit, too.
25
27
A special feature on the fine art of devising new critters for M&M
38
Readers watch in horror as Luke G.Reynard trashes the M&M experience system
40
Dear Minotaur
42
43
45
Luke G. Reynard hijacks our regular column to settle a matter of no small concern
46
Explore the Ruins of Beyda in the second part of our Desert Kingdom epic
55
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
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.
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).
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.
An invincible force of proud Gallean warriors rafting across the River 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.
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
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.
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.
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
11
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
12
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).
13
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.
14
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
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).
16
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.
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
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.
19
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.
21
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.
22
23
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
Ferocity : Aggressive
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.
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
Melee Attack : +4
Size : Medium
Ferocity : Deadly
Mystic Fortitude : +8
Cunning : Crafty
Mystique : Unearthly
Movement : 60
Initiative : 17
Melee Attack : n/a
Damage : 1d6 (touch)
Defense Class : 18
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.
26
CREATURE CRAFTING
How To Create Your Own Mythic Bestiary, by Olivier Legrand (2009)
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).
27
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
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
Cat
Taxonomy : Beast
Description : Common household cat.
Size : Small
Ferocity : Aggressive
Cunning : Clever
Mystique
Mystique : Normal
Initiative : 19
Special Abilities
Hits Total : 4
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
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.
30
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
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.
Turtleman
Taxonomy : Folk
Description : See above.
Size : Medium
Ferocity : Aggressive
Cunning : Average
Mystique : Weird
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
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.
33
Special Abilities
Lake Monster
Taxonomy : Monster
Description : Four-legged amphibian lake monster.
Size : Gigantic
Ferocity : Dangerous
Cunning : Alert
Mystique : Weird
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
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,
Mystique
Spirits come in all shapes and styles
Ferocity
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.
35
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.
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).
Mystique
Hits Total : 16
36
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 ?
Crushing Woman
Taxonomy : Animate
Description : See above.
Size : Medium
Ferocity : Dangerous
Cunning : Average
Mystique : Weird
Movement : 60
Initiative : 12
Melee Attack : +4
Damage : 1d6 (crushing damage)
Defense Class : 17
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.
37
38
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 !
39
PANDORAS BOX
A regular selection of mythic items for Mazes & Minotaurs
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.
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
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.
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 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.
41
Dear Minotaur
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)
Dear Steven,
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
42
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
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
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.
43
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.
Luke G. Reynard
45
46
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.
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 n3
Building n6
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).
48
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.
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
Building n13
Description: This single-chambered building is in good
condition. The entrance is through a doorway in the
northern wall.
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.
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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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.
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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.
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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?
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