The New Argonauts
The New Argonauts
The New Argonauts
Additional Credits
Editing: Brian Cortijo Playtesters: Abdul “Arcturus” Brown, Carlos “Thyrsos”
Cover Illustration: Gerald Lee Cheek, Prince “Psi” Elcock, James “Xanthos”
Interior Illustrations: Greek painters whose names are Hawkins, Brian “Zale Thromes” Hendley, Chris
lost to time “Anaxis” Marleau, Terry “Numa” Spier
Greek Art Photos: Aaron Atsma, <www.Theoi.com> Special Thanks: Willow for her love and kindness, my
(Copyright ©2004 Aaron Atsma) sister Keri for lending me her textbook on the classical
Other Interior Illustrations: Purchased from age, Monte and Sue Cook for all of their support, the
<www.Hemera.com>, such images are Copyright folks at <www.WargamesFoundry.com> for making
© 2004 Sean K Reynolds Games and its licensors excellent Greek minis, Brian for his advice, Marc for his
(Hemera). All rights reserved. typese�ing skills, the original Argonauts playtesters
Proofreading: Jon Norbert Hartmann, Keri Reynolds for the fun gaming, and the Hollywood folks who
Cover and Interior Page Design: Marc Schmalz, greenlighted the movie Troy which inspired me to run a
<www.thegamemechanics.com> Greek campaign in the first place.
Typese�ing: Marc Schmalz
For additional material, go to the Sean K Reynolds Games website, <www.seankreynolds.com/skrg>.
Table of Contents
Introduction by the Author ................................................. 2 New Magic Items ........................................................... 22
Chapter 1: Characters ........................................................... 3 Chapter 4: Culture............................................................... 24
Races ................................................................................... 3 Chapter 5: Deities ................................................................ 31
Classes ................................................................................ 3 Greek Prehistory............................................................. 31
Skills ................................................................................... 4 Olympian Gods and Titans ........................................... 32
Feat Changes ..................................................................... 6 Olympian Genealogy .................................................... 33
New Feats .......................................................................... 7 Olympian Symbology .................................................... 35
New Classes .................................................................... 10 Chapter 6: History ............................................................... 36
Bloodlines ........................................................................ 13 Chapter 7: Running the Campaign ................................... 39
Equipment ....................................................................... 16 Mythic Elements ............................................................. 39
Chapter 2: Variant Rules .................................................... 17 Wealth, Rewards, & Starting Level .............................. 41
Continuing Poison Damage .......................................... 17 Sample Argonauts Campaign ...................................... 41
Donations and Intervention .......................................... 17 Chapter 8: Monsters ............................................................ 44
Slower Dying .................................................................. 19 Appendix: Sources and Suggested Reading ................... 63
Chapter 3: Magic ................................................................. 20 OPEN GAME LICENSE Version 1.0a .............................. 64
New and Modified Spells.............................................. 20
“d20 System” and the “d20 System” logo are versions of this product will incorporate final versions
Trademarks owned by Wizards of the Coast and of the license, guide, and document.
are used according to the terms of the d20 System This material is protected under the copyright laws
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& Dragons® and Wizards of the Coast® are or non-Open Game Content herein is prohibited
Registered Trademarks of Wizards of the Coast, without express written permission from Monte
and are used with Permission. All rights reserved. Cook or Sean K Reynolds, except for purposes of
The mention of or reference to any company or review or use of Open Game Content consistent
product in these pages is not a challenge to the with the Open Game License. In other words, I
trademark or copyright concerned. All other pay my rent from money made from this book,
content is ©2004 Sean K Reynolds. This edition please don’t fileshare it. The original purchaser
of New Argonauts is produced under version may print or photocopy copies for his or her own
1.0a, 4.0, and/or draft versions of the Open Game License, the personal use only (including for use in their gaming group).
d20 System Trademark Logo Guide, and the System Reference This document is a work of fiction. Any similarity to actual
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Chapter 1: Characters
The heroes of mythic Greece were all skilled in wishing to take the route of a healer or priest should
ba�le, skilled in cra� or trade, backed by the gods, look to the Hellenic Priest† and Field Surgeon† feats.
and almost always male. This chapter details the Druid: As cleric.
creation process for characters made specifically for Fighter: This is the staple class of the mythic
this campaign, as well as special rules regarding Greek hero. Because heavy armor and tower
classes, skills, and feats in the campaign. shields aren’t available in this campaign, fighters
are not proficient in either of those equipment
Races categories. To compensate for this loss of a class
In a standard Argonauts campaign, humans are the ability, all fighter characters gain Combat Expertise
only available race; in mythic Greece there were no as a bonus feat (even if they don’t meet the
dwarves, elves, or other humanoid races that are the prerequisites for the feat) to reflect their greater
staple of fantasy games. Creatures such as centaurs awareness of defensive combat maneuvers (see also
and satyrs exist, but they tend to be wild creatures notes on this feat in the feats section below). Heal is
and are generally unaccepted in human society, so a class skill for fighters in this campaign.
such creatures are not allowed as PC races. Monk: While the Greeks prized wrestling as
However, in the myths most heroes were a measure of strength and skill, the concept of a
descended from the gods. Heracles and Perseus martial artist in this style is contrary to the theme
were sons of Zeus, as was Cadmus. Asclepius of the campaign, and this class is not available.
(founder of medicine) was the son of Apollo, and Those wishing to play Greek wrestler characters
Orion and Theseus (slayer of the minotaur) were should take levels in fighter and use fighter bonus
sons of Poseidon. Many of these god-fathered feats to select appropriate combat feats such as
(and sometimes god-mothered) mortals went on Improved Grapple.
to become great kings, and their children o�en Paladin: The spellcasting and overt magical
became great heroes as well. In the stories these abilities of this class make it unsuitable for an
godly bloodlines usually just meant extraordinary Argonauts campaign. Players wanting a holy
luck or perhaps enhanced physical prowess (such as warrior character should take fighter levels and the
Heracles’ incredible strength). In a fantasy campaign Hellenic Priest† feat.
we can do something a li�le more exciting; the Ranger: While the Greeks admired hunters, the
typical PC in an Argonauts campaign is descended spellcasting abilities of this class make it unsuitable
from a god or goddess (two or more generations for an Argonauts campaign. Players wanting a
previous) and has a bloodline (see below). skilled hunter or tracker character should take levels
in fighter and rogue, and select the Track feat.
Classes Rogue: Many heroes in the myths had to sneak
The Greek heroes were masters of ba�le or past monsters or escape from enemy dungeons,
extremely clever, not meddlers in magic. This and as such it is the second-most common class for
affects class selection in an Argonauts campaign.
The short form is that only the barbarian, fighter,
and rogue classes are available in an Argonauts
campaign; see below for further explanation.
Barbarian: Barbarian is an available class, but
its rage ability reminds many people of the crazed
babble of uncivilized foreigners or the madness
of a cursed hero, so this class isn’t popular among
even the martial-minded people of mythic Greece.
Only the followers of Ares, god of ba�le-lust, are
comfortable around barbarians.
Bard: While the Greeks loved music, song, and
poetry, bardic spellcasting is not possible in mythic
Greece and this class is not available. Those wishing
to play a master musician like Orpheus, capable of
swaying the heart of Hades himself and causing
rocks to shed tears of sorrow, should consider the
Orphean Music† feat listed later in this chapter.
Cleric: As there are no spellcasters of this type
in mythic Greece, this class is unavailable. Those
Asclepius, the First Doctor
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characters in an Argonauts campaign. Heal and may take levels in the warrior class, though it is
Survival are class skills for rogues in this campaign. slightly weaker than a PC class. Like fighters,
Sorcerer: The spellcasting of this class is warriors gain Combat Expertise as a bonus feat
unsuitable for the style of magic in this campaign. (whether or not they meet the prerequisites) and
Players wanting a magical character should Heal is a class skill for them.
consider the Hellenic sorceress† class (see below).
Wizard: As sorcerer. Prestige Classes
Most prestige classes in the core books are
NPC Classes unsuitable for an Argonauts campaign, relying
Some of the NPC classes are unsuitable for an on spellcasting classes (arcane archer, arcane
Argonauts campaign, while a couple of them may trickster, archmage, dragon disciple, eldritch
be appropriate for PCs with unusual backgrounds. knight, hierophant, loremaster, mystic theurge,
Adept: As cleric. thaumaturgist) or nonhuman races (arcane
Aristocrat: Most nobles in mythic Greece are archer, dwarven defender), or supernatural
from military families and most of them take levels elements not present in the campaign
in the fighter or warrior class, but those who are (blackguard, shadowdancer). The prestige classes
good with words as well as weapons sometimes not disqualified for those reasons are listed below.
begin as aristocrats. Like fighters, aristocrats gain Assassin: Though considered cowardly
Combat Expertise as a bonus feat (even if they compared to face-to-face combatants, assassins
don’t meet the prerequisites). Unlike fighters, Heal have played a role in the Greek myths, and from
is not a class skill for aristocrats. time to time even some of the greatest heroes have
Commoner: The bulk of the regular people in the opted to kill their enemies with stealth and trickery.
world of the Greeks are commoners. In most cases, Assassins in an Argonauts campaign do not learn
Greek heroes should not have commoner levels; by or cast spells.
definition they are greater than your typical person. Duelist: Duelists in an Argonauts campaign
The class is unchanged from the core rules. tend to use short swords or daggers (since rapiers
Expert: Some Greek myths (namely those are not available in the campaign). Given the
involving Asclepius and Daedalus) are about acceptance of nudity in Greece, many duelists
especially clever folk rather than great warriors, choose to fight completely naked.
and clearly in game terms they possessed levels Horizon Walker: Contained within the loose
in the expert class. PCs in an Argonauts campaign borders of the Greek civilization are dozens of
may take levels in the expert class, though it is mysterious islands, remote mountain peaks, and
slightly weaker than a PC class. It is unchanged dangerous caves leading to monstrous lairs and
from the core rules. even the underworld. Horizon walkers are heroes
Warrior: Warriors are the rank-and-file soldiers comfortable or at least familiar with these locales
of the Greek world. PCs in an Argonauts campaign (one could argue that Odysseus was a horizon
walker). In an Argonauts campaign, the later levels
of the class grant only terrain mastery (not planar
Behind The Curtain: Compensating For Weaker Armor terrain mastery).
One of the balancing acts in the game is between the AC of player
characters and the attack ability of monsters; both scale up as characters
Scorpion Scion: This class is available at
grow more powerful, though AC tends to scale more slowly. In an Argonauts SeanKReynolds.com, and is useable as-is in an
campaign, most characters are fighters and the main way they improve Argonauts campaign.
their AC is through better mundane armor. With no heavy armor in the Serpent Archer: This class is available at
campaign, player character AC is significantly lower than the typical game
setup, and characters are going to get hit more often and therefore take
SeanKReynolds.com. In an Argonauts campaign,
damage more often. When coupled with the scarcity of quick healing in the the class does not grant the Cra� Snake Salve
game (as there are no true spellcasters), it means a greater chance of PC and Cra� Greater Snake Salve abilities. Instead,
death, especially in facing monsters that can deal significant amounts of at 3rd level the poison DC for the archer’s snakes
damage but don’t have great attack values. Rather than trying to adjust the
CRs of every monster the PCs might encounter, it’s a simple matter to give
increases by +1, and at 7th level it increases by
fighters the Combat Expertise feat as a bonus feat, even if they don’t meet another +1.
the prerequisites. Not only does this compensate for the fighter losing heavy
armor proficiency, it suits the feel of the campaign (agile lightly-armored
men running around in a warm climate). As the cleric and paladin are the
Skills
only other classes that get heavy armor proficiency, and neither of those
This section explains any changes to skills in the
classes is available in an Argonauts campaign, the bonus feat also makes game. If a skill isn’t listed, it operates according
sure the fighter is at an advantage compared to a rogue or other character to the standard rules. Note that several comments
who normally wears lighter armor. below suggest the DM discourage players from
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taking ranks in certain skills; this is not an a�empt things are included in the monster’s description),
to trick or cheat the players, but rather to prevent as well as the tales of the accomplishments of great
them from wasting skill points on skills that heroes. In an Argonauts campaign there is no bard
will rarely or never be used in the course of the class, so having 5 ranks in this skill does not provide
campaign (just as a campaign on a desert world is a synergy bonus to bardic knowledge checks.
unlikely to ever call for using the Swim skill). Knowledge (nature): This skill is helpful for
Concentration: As this skill relates mostly to knowing about natural creatures of the world, but
spellcasting, it has almost no use in an Argonauts not monstrous ones. For example, if confronted
campaign, and you should discourage players with a Calydonian boar (see the Monsters chapter),
from selecting this skill. The Hellenic sorceress† you would be able to make certain assumptions
class, however, casts spells, and some of the godly about its behavior because it is a giant boar, but
bloodlines (see the Bloodlines section, below) grant you wouldn’t know about any of its magical
spell-like abilities, so characters of these types may or otherwise non-boarlike qualities (such as its
need some ranks in this skill. carnivorous diet, ability to heal quickly, and so on).
Cra�: Characters cannot use this skill to create Knowledge (nobility and royalty): This skill
items that surpass the technological level of helps when trying to determine a king’s lineage,
the campaign (for example, heavy armor; see such as whether or not he has a great hero or god
Equipment, below). Cra� (alchemy) is only a class in his ancestry.
skill for the Hellenic sorceress† class or characters Knowledge (religion): Similar to Knowledge
with the Hellenic Alchemy† feat. (history), this skill is useful in remembering tales
Decipher Script: One of the benefits of the of the exploits of the gods on Earth and their
height of classical Greek civilization is that the interactions with each other. In an Argonauts
entire campaign area is familiar with the Greek campaign there are no clerics or paladins, so 5
language and almost always uses Greek for ranks in this skill does not provide a synergy bonus
writings. As such, Decipher Script has li�le use, to turn undead checks.
and unless you plan to incorporate other languages Knowledge (the planes): Viewing the planes
into the campaign, you should discourage as distinct dimensions is a foreign concept to
characters from selecting this skill. the Greeks; the gods lived at the top of Mount
Disable Device: The use of traps in this
campaign is limited, and unless you plan to
increase the use of traps in a campaign, you should Behind the Curtain: Spellcasters Need Not Apply
Probably the biggest difference between an Argonauts campaign and a
discourage players from selecting this skill. standard campaign is that the Argonauts game assumes that everyone is
Heal: Because magical healing is rare in an going to be some sort of fighter and that spellcasters are very, very rare. In a
Argonauts campaign, the use of Heal to stabilize set of game rules where two of the four iconic classes are spellcasters, not
characters and accelerate healing from rest is vital. having spellcasters in the party makes a huge difference in how the game
plays. Creatures with DR/magic are suddenly much more powerful because
Because of this need (and the relatively strong magic weapons are much less common (and there’s nobody around to
awareness of general hygiene and medicine in this cast magic weapon). Creatures with spell resistance are weaker than they
era), Heal is a class skill for fighters and rogues, appear because they were designed to be challenging to a party that includes
and the Asclepian Doctor† and Field Surgeon† feats spellcasters. Player characters have access to very few area-attack effects.
The role of the Will save (and to a lesser extent the Reflex save) diminishes.
expand the utility of this skill. Monsters that deal a lot of damage are far more deadly because there’s no
Knowledge (arcana): Given the limited presence cleric on hand to heal a PC during combat. PCs have a harder time dealing
of magic in the campaign, this skill is of limited with the expected four encounters per adventuring day because they can’t
use, and you should discourage your players from heal up in between encounters.
Material in this book is designed to take these changes into account. PCs
choosing it. have an easier time making magic items out of strange monster parts, despite
Knowledge (dungeoneering): The Argonauts not having spellcaster levels needed for the various item creation feats. Feats
campaign has few elements of underground like Toughness give a little more than they do in a standard campaign. New
exploration, and you should discourage your feats like Armor Defense Mastery† and Counter Combat Style† improve a PC’s
chances of avoiding extra damage or being hit at all, and feats like Hellenic
players from selecting this skill. Priest† and Field Surgeon† give PCs access to needed healing. Standard
Knowledge (geography): This skill is useful for monsters from the MM have been retooled so they deal less damage per
knowing details about foreign lands, particularly round. Many of the monsters have poison attacks, against which the good-
when the Greek civilization spread far and touched Fort-save fighter characters are strong. These options were created with an
Argonauts campaign in mind, but they’re equally applicable to any campaign
(and mixed with) elements of foreign cultures. where spellcasters are rare or nonexistent. As a general rule in game design,
Knowledge (history): This skill lets you recall if you make a significant change to some aspect of the game, it’s a good idea
information about the various monsters of the Greek to think about how that change affects other parts of the game, and plan ways
world and their strange abilities (DCs for such to compensate for it.
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Olympus and the realm of the dead is a place you Spellcra�: Given the limited presence of magic
can reach through the proper caves. Information in the campaign, this skill is of limited use, and you
about Olympus and the underworld is handled should discourage your players from choosing it.
by Knowledge (religion). You should discourage Survival: Because this campaign has no ranger
players from taking this skill. class, rogues have Survival as a class skill.
Open Lock: Locks are fairly simple in this Use Magic Device: Given the limited presence
time period and it is extremely rare to find a of magic in the campaign, this skill is of limited
lock of good quality (DC 30) or higher, so unless use, and you should discourage your players from
you plan on using more difficult locks, most choosing it.
characters don’t need more than 10 ranks in this
skill unless they want to routinely open locks Feat Changes
without taking 20. This section explains any changes to feats in the
Perform: Keyboard instruments are unavailable game. If a feat isn’t listed, it operates according
in this time period. The most common instruments to the standard rules. Note that Skill Focus and
are the lyre, drum, pan pipes, and flute. some of the “+2/+2” feats described in the Player’s
Profession: Professions that require higher Handbook refer to limited-use skills as described in
technology (such as siege engineer) are unavailable the section above; those feats are not called out here.
in this campaign. Armor Proficiency (heavy): This feat is not
Ride: Most heroes in Greek myth did not ride available.
horses, but there is no reason why they couldn’t. Brew Potion: This feat is not available. A
However, war-trained mounts are unusual and character who wants to cra� magic items should
normally harnessed to chariots rather than ridden choose the Hellenic Alchemy† feat (see New
directly. Feats, below).
Speak Language: As with Decipher Script, the Combat Expertise: All fighters gain this feat as
Argonauts campaign assumes that almost everyone a bonus feat. A character with a base a�ack bonus
the heroes encounter speaks some Greek; even of +6 or higher can use that value as the limit for
the intelligent monsters speak Greek rather than a this feat rather than the default +5/-5 value (for
racial language. If you increase the prevalence of example, a character with a +10 BAB could take
other languages, this skill may be useful, but for up to a -10 penalty to a�ack in exchange for up to
most campaigns you should discourage players a +10 bonus to AC). This helps compensate for the
from selecting this skill. Characters with bonus lack of heavy armor in the campaign (and thus a
languages from a high Intelligence score can reduced ability to achieve the high armor classes
also use these bonus languages to learn different available in a standard campaign).
dialects of Greek (Athenian, Spartan, Theban, Cra� Magic Arms and Armor: See Brew Potion.
and so on), allowing them to speak without a Cra� Rod: See Brew Potion.
recognizable accent, and ranks in this skill may be Cra� Staff: See Brew Potion.
used for that purpose as well. Cra� Wand: See Brew Potion.
Cra� Wondrous Item: See Brew Potion.
Greek Names Dodge: Rather than using this feat, try the
There are hundreds of common Greek names. The names on the short Defensive Stance† feat presented in the New Feats
lists presented here were chosen because they sound Greek and period- section.
appropriate. Note that in Greek, a word is pronounced the same whether it
ends in “a” or “e” and can be spelled either way. For example, Athena and Exotic Weapon Proficiency: Because there
Athene are the same name and are pronounced the same way (ah-THEEN- are no exotic weapons generally available in the
ah). However, you should feel free to pronounce them any way you think campaign, this feat is of limited use unless you
sounds best. decide to introduce such weapons.
Male Names: Adras, Aeneas, Baltsaros, Baruch, Cadmus, Chrysostom,
Demetrius, Doran, Etor, Eusebius, Feodor, Feodras, Gelasius, Gregor, Extra Turning: As there are no classes in the
Hesperos, Hippolytusr, Isidore, Istvan, Jeno, Jerome, Kratos, Kyros, Argonauts campaign that can turn undead, and
Leander, Lysander, Maur, Meletios, Nestor, Nicolaus, Ophelos, Owen, because of the almost-complete absence of undead
Phineas, Porfirio, Rasmus, Rodas, Sebastian, Stefano, Theodosios, Theron, in the campaign, this feat is not available.
Ulysses, Urian, Vanko, Vasilis, Xenophon, Xenos, Zale, Zoltan.
Female Names: Alyssa, Ambrosine, Basilia, Berenice, Calantha, Forge Ring: See Brew Potion.
Corinna, Daphne, Dorcas, Erianthe, Euphemia, Fern, Filomena, Gelasia, Improved Critical: This feat stacks with the keen
Giancinta, Hermandine, Hyacinthe, Iolanthe, Isaura, Jacinta, Jarina, Kalliope, weapon property.
Kolete, Larissa, Lycoris, Marmara, Melita, Neoma, Niobe, Odessa, Ophelia, Improved Turning: See Extra Turning.
Parthenia, Pyrena, Resi, Rhodanthe, Sandra, Sophia, Theophania, Thera,
Urania, Venessa, Veronica, Xanthia, Xenia, Yalena, Yolanda, Zenobia, Zoe. Iron Will: In the Argonauts campaign there are
few creatures that have Will-save effects (sirens
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being one of them), so this feat is much You know exactly where the strongest parts
less useful than in a standard campaign. of your armor (or shield) are, enabling you to
If you know for sure you aren’t going twist your body to place those parts between
to use such creatures in your campaign, your vital organs and an incoming a�ack,
do not let players select this feat, as they’ll thus reducing the chance of a successful sneak
never make Will saving throws and are a�ack or critical hit. Once per round, when
wasting a feat if they take this. hit by such an a�ack, you have a 25% chance
Lightning Reflexes: Similar to Iron to turn that sneak a�ack or critical hit into a
Will, there are few creatures in the normal hit (similar to the fortification magic
campaign that have area-effect a�acks armor property). You must be wearing armor
(dragons and the chimera are two that do). or a shield to use this ability and you must be
Manyshot: This feat is not available proficient in that armor or shield.
(the author has run the numbers on it You cannot use this ability if you are denied
and determined that it’s too good as your Dexterity bonus to AC, cannot see the
presented). source of an a�ack, or cannot otherwise react
Martial Weapon Proficiency: to a�acks. If you are wearing fortification
This can only be used to gain armor or have a similar effect, use the
proficiency in weapons available in greater value (do not make a d% roll for
the campaign; taking Martial Weapon this ability and for the fortification ability).
Proficiency (composite longbow) Example: Thyrsos is wearing
doesn’t suddenly make composite breastplate armor and ba�ling a
longbows available in stores. Thracian rogue and a priest scion of
Rapid Shot: This feat has a -3 Hermes (currently invisible using his
penalty rather than -2. scion ability). The rogue and priest are
Scribe Scroll: See Brew Potion. flanking Thyrsos, so the rogue’s a�ack
Simple Weapon Proficiency: As is a sneak a�ack. The rogue a�acks
Martial Weapon Proficiency. Thyrsos and hits. Carlos rolls d% and
Toughness: This feat gives +5 hit points gets a 21, which is less than 25%, so the
rather that +3. rogue’s a�ack is just a normal hit, not
Tower Shield Proficiency: This a sneak a�ack. The priest on his turn
feat is not available. rolls a critical hit with his spear
against Thyrsos. Thyrsos cannot
New Feats use this feat to negate the priest’s
This section describes the new feats critical hit because he has already
available in an Argonauts campaign. Some of the used it this round to negate the rogue’s sneak
feats are balanced for the special circumstances of a�ack and also because the priest was invisible
this campaign and are not appropriate as wri�en when he struck the critical hit (so Thyrsos could
for general campaign use; these feats contain notes not see where the priest’s spear was coming from).
at the end explaining what changes to make for
these feats to be balanced according to a standard Asclepian Doctor [General]
campaign. Some feats are marked with the [Fighter] Your knowledge of medicine lets you perform
descriptor; fighters can use their bonus feats to select miracles of healing.
these feats. Prerequisites: Field Surgeon†, Heal 10 ranks.
Benefit: You can use the Heal skill to perform
Armor Defense Mastery [Fighter, General] complex surgery and use advanced treatment
Your specialized awareness of the strengths and methods to cure mortal wounds and terminal
weaknesses of your armor allows you to be�er afflictions. The required treatment determines the
utilize it in combat to protect yourself. DC of the Heal check.
Prerequisites: Armor Proficiency (any), Dex 13, Treatment DC
Tumble 1 rank or Lightning Reflexes. Neutralize poison 15 + poison DC
Benefit: When wearing armor in which you Remove disease 15 + poison DC
are proficient, the maximum Dexterity bonus for Cure hit points 20
that armor is treated as 1 greater than normal (for Repair injury 20
example, a breastplate would have a maximum Raise the dead 30 + number of
Dexterity bonus of +4). days dead
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Neutralize Poison: You detoxify one poison from A creature using more than one a�ack type in
a creature or object, similar to using the spell of the a round (such as a four-armed creature using two
same name. manufactured weapons and two claw a�acks) can
Remove Disease: You cure one disease present in be considered having different “sets” of a�acks, and
the target creature, similar to using the spell of the each “set” counts as the appropriate a�ack types.
same name. Example: A xill normally uses two short swords
Cure Hit Points: You cure 1d10 hit points as if and two claws, and its a�acks can be classified
using a cure spell. This is immediate curing rather as two “sets”: one using two-weapon fighting
than the delayed effect of field surgery. style, one using natural a�ack style. A character
Repair Injury: You can repair permanent injuries with either Counter Combat Style (two-weapon
or debilitations such as a crippled leg or blindness. fighting) or Counter Combat Style (natural weapon
The patient can’t regrow missing tissue, so fighting) gets the shield bonus from this feat when
recovering lost limbs or repairing blindness from fighting the xill.
having one’s eyes torn out cannot be accomplished. You can never gain more than a +2 shield bonus
Raise the Dead: You can restore life to a person from this feat against any particular creature (so
killed by poison, disease, or injury, subject to the a character with both feats mentioned in the xill
limitations of the raise dead spell. The gods do not example would still only have a +2 shield bonus
appreciate mortals raising the dead, however, to AC).
and Zeus hurled a thunderbolt at the last mortal You cannot gain the benefit of this feat when
to do so.... you are unable to identify the combat style of your
Treating a patient normally takes 1 hour. You a�acker (your a�acker is invisible, you are blinded,
may take 20 on this check. Reducing the time to 10 etc.), nor when you are incapable of defending
minutes, 5 minutes, or 1 minute respectively adds yourself (if you are helpless, denied your Dexterity
+5, +10, or +15 to the DC. bonus to AC, or flat-footed).
Try Again: Yes. Note: A two-handed creature using a natural
weapon in one hand and a manufactured weapon
Counter Combat Style [Fighter, General] in the other counts as the two-weapon fighting
Choose a particular style of a�ack, such as “two- style and the natural weapon style (either Counter
weapon fighting” or “two-handed weapon Combat Style feat applies); it does not count as the
fighting.” You can be�er defend yourself against one-handed weapon style (as that style requires the
enemies using this style against you. Possible a�ack other hand to not be holding a weapon). A creature
styles for this feat are natural weapons, two-weapon holding a weapon in one hand but not using it that
fighting (two weapons, each in opposite hands), round counts as not having a weapon in that hand
one-handed weapon fighting (using a weapon one- until its next turn (therefore a character holding a
handed, with the other hand carrying a shield or sword and dagger who only a�acks with the sword
otherwise not wielding a weapon), and two-handed counts as using the one-handed fighting style until
weapon fighting (using a weapon two-handed, its next turn, when it has the option of using the
whether or not it is required for the weapon). dagger as part of its a�ack routine).
Prerequisites: BAB +4. Unarmed strikes count as natural weapons for
Benefit: You gain a +2 shield bonus to Armor the purpose of this feat. A character making off-hand
Class against a�acks from creatures using the unarmed strikes or monk flurries also counts as using
selected a�ack style. This shield bonus stacks with the two-weapon fighting style, as does a character
the bonus from an actual shield or other sources, a�acking with a spiked shield in its off hand.
but not with itself. Special: You may gain this feat up to four times.
You gain the benefits of this feat against all Its effects do not stack. Each time you take the feat,
appropriate opponents and can use different it applies to a new a�ack style.
defenses against simultaneous a�ackers with
different styles. For example, if you have all four Defensive Stance [Fighter, General]
versions of this feat and you are a�acked by four (Used with permission from Monte Cook.)
creatures, each using a different a�ack style, you You are trained at avoiding and blocking blows.
gain the shield bonus against all four of them. Prerequisites: Dexterity 13.
Creatures using multiweapon fighting count as Benefit: You gain a +1 dodge bonus to Armor
using a two-weapon fighting a�ack, as multiweapon Class against all melee a�acks.
fighting is the two-weapon fighting style for Special: A condition that makes you lose your
creatures with more than two weapon-using limbs. Dexterity bonus to Armor Class (if any) also makes
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you lose Dodge bonuses. You must be aware of Benefit: You may create various magic items
the a�ack to gain this bonus. As always, dodge described in Chapter 3: Magic as long as you meet
bonuses stack with each other, unlike most other the prerequisites. Cra�ing items with this feat uses
types of bonuses. the normal rules for cra�ing magic items.
Cra� (alchemy) is always a class skill for you.
Extra Greater Bloodline Use [General] Note: This is a universal item creation feat
You can use your greater bloodline ability (see for an Argonauts campaign, allowing a heroic
Bloodlines, below) more o�en than normal. character to cra� magic items suitable for the
Prerequisites: Greater bloodline with a uses/day campaign without having to take multiple feats
limitation. or introducing inappropriate items such as scrolls
Benefit: You can use your greater bloodline and wands. It has limited use outside of an
ability one additional time per day. Argonauts campaign unless the DM determines
equivalent prerequisites for other magic items.
Field Surgeon [Fighter, General]
Your awareness of human anatomy allows you to Hellenic Priest [General]
perform simple surgery to treat wounds. The gods have given you the power to heal with a
Prerequisites: Heal 5 ranks. touch.
Benefit: You can perform simple field surgery, Prerequisites: Heal 2 ranks, Knowledge
allowing creatures to recover more quickly from (religion) 1 rank, worshiper of an Olympian god.
their wounds. Field surgery expends one use Benefit: Three times per day, you may call upon
from a healer’s kit. To perform field surgery, you the power of the gods to heal a creature 1d4 points
must make a Heal check and spend time treating of damage. This is a supernatural ability, and only
an injured creature; success means that on the works on yourself or other worshippers of the
creature’s next rest period it heals 1d4 points of Olympian gods.
damage (this is in addition to the normal amount Heal is always a class skill for you.
healed from resting and with being under long- This feat requires you to pay proper homage
term care from a person with the Heal skill). to the Olympian gods and respect their edicts.
The amount of time you take treating the injury Failure to do so strips you of the ability to use this
determines the DC of the check according to the feat until you have atoned for your transgressions,
following table. similar to a cleric becoming an ex-cleric.
Treatment Time DC Special: You may take this feat multiple times.
1 minute 25 Each time you take it gives you three additional
5 minutes 20 uses of this ability per day.
10 minutes 15 Note: In a standard campaign, this feat can be
You decide how long you will perform the used for other (non-Greek) pantheons. It is a spell-
surgery before making the check. You cannot take like ability (equivalent level 0) and only heals 1-2
20 on this check. If you fail the check by 4 or less, points of damage per use.
nothing happens. If you fail this check by 5 or
more, the patient loses 1 hit point. If this puts the Leaping Strike [Fighter, General]
patient below 0 hit points, he starts dying. You can leap to a�ack enemies from unexpected
You can use field surgery on a creature multiple directions.
times, but the additional healing from field Prerequisites: Medium size, Jump 8 ranks, BAB
surgery in one day cannot exceed the patient’s +5.
Constitution score (additional surgeries have no Benefit: As part of a charge a�ack, make a Jump
effect). check (DC 16 if your target is Medium, 24 if Large,
Example: A patient with Constitution 10 cannot 32 if Huge). If you succeed, you may make an a�ack
recover more than 10 additional hit points from as normal, except if the a�ack hits, it automatically
field surgery per day. threatens a critical hit. If you drop the target with
Try Again: You may try again as long as the the a�ack, you can continue moving in a straight
patient is alive. line to the extent of your remaining movement
available.
Hellenic Alchemy [Item Creation]
Your skill with natural materials lets you create Luck of the Gods [General]
fantastic items. The gods look favorably on your activities and
Prerequisites: Cra� (alchemy) 1 rank. subtly aid you when you are in trouble.
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Prerequisites: Scion of an Olympian god. with the Hellenic sorceress class, uniquely suited
Benefit: You get a +1 luck bonus to all three for the limited magic of the Argonauts campaign.
saving throw categories.
Hellenic Sorceress
Monster Hunter [Fighter, General] In the Greek myths, the only beings who practice
You studied the legends of the strange monsters magic are the gods and a few mortal women who
of the Greek world and learned the best ways to devote themselves to the darker aspects of Hecate,
fight them. the goddess of magic. Feared for their power by
Benefit: You gain a +1 bonus to Bluff, Listen, other mortals, they are tainted in some slight way,
Sense Motive, Spot, and Survival checks against either by a lack of morals or a touch of madness.
the monsters of Greek myth (listed in Chapter 9: Still, the Hellenic sorceress is a woman with many
Monsters), as well as a +1 to weapon damage rolls skills valuable to a traveling hero, and more than
against these creatures. once she has been the only reason the heroes
succeeded, or survived at all. Circe and Medea are
Nature Spirit Lore [General] examples of the Hellenic sorceress class.
You are familiar with dryads, river nymphs, and Adventurers: Most Hellenic sorceresses prefer
other embodiments of the natural world. to work alone in secluded places, pursuing their
Benefit: You gain a +4 bonus to Bluff, magic to the exclusion of all else, but from time to
Diplomacy, and Intimidate checks for dealing time they encounter someone worth their a�ention,
with dryads, wood nymphs, river gods, and other and once convinced that their involvement would
nature-guardian entities of mythic Greece. benefit them they have been known to travel with
adventuring heroes on their adventures. Their
Orphean Music [General] experiences researching the depths of the mind and
You know how to use music to inspire courage and the underworld inure them to the commonplace
counter hostile musical effects. horrors of the mortal world, and o�en the sorceress
Prerequisites: Charisma 13, Perform 3 ranks. finds herself bolstering the courage of her heroic
Benefit: Once per day per character level, allies frozen at the sight of some horrific monster
you can use the power of music to either inspire created at the birth of the world.
courage or countersong, just as if you were a bard. Characteristics: Hellenic sorceresses cast arcane
spells, many of which draw upon the sorceress’
Scholar [General] knowledge of strange drugs and magical herbs.
You have studied with the learned men of Greece Their spells are oriented toward affecting creatures’
and have taken these studies to heart. minds, creating illusions, certain aspects of
Prerequisites: Intelligence 11. necromancy, and transforming men into beasts.
Benefit: All Knowledge skills are class skills They have li�le interest in weapons, preferring to
for you. Choose two skills (Bluff, Diplomacy, thwart enemies with spells and protect themselves
Intimidate, or a Knowledge skill); you get a +1 with special magic and intervention by allies or
bonus to checks for those two skills. charmed slaves.
Special: You can only take this feat as a 1st-level Alignment: Because they study things mortals
character, and only if you are not a barbarian. were not meant to know and sometimes flaunt the
laws of mortals and gods, few Hellenic sorceresses
Touch of Immortality [General] are good or lawful. Because some of their spells
The blood of an immortal runs strongly in your draw on evil forces, even the rare good sorceresses
veins. usually become neutral or evil a�er a while.
Prerequisites: Scion of an Olympian god. Religion: All Hellenic sorceresses worship the
Benefit: You gain a +1 bonus to Fortitude saves Greek gods, for they understand that all power,
and +2 hit points. When at 0 or fewer hit points, magical or otherwise, comes from the gods or their
you have a 25% chance to stabilize per round. titan forbears. In fact, many Hellenic sorceresses
Normal: Without this feat you have only a 10% are directly descended from the gods (Circe was a
chance to stabilize per round. daughter of Helios, god of the sun, and some say
that Medea was Circe’s niece). They specifically
New Classes revere Hecate as their patron goddess. Sorceresses
Spellcasters in the Hellenic world were usually are still mortals and have been known to defy
mysterious women, sometimes of ambiguous godly laws—Medea murdered her own brother,
ethics and character. These characters can be built one of the most terrible sins in Greek culture—but
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if they do so they still keep their magical powers, damage a�acks, her magic is useful for bolstering
though they may be punished by the gods for their her allies or befuddling strong enemies.
transgressions.
Background: Sorceresses are born with the Game Rule Information
talent for their magic, but most never realize it Hellenic sorceresses have the following game
because they are never initiated into the study of statistics.
magic. The lucky few are found by an established Abilities: Like a regular sorcerer, a Hellenic
sorceress, trained in the basics of magic, and then sorceress’ most important ability score is Charisma,
leave to study on their own. This means that every which determines the most powerful spells she can
sorceress knows at least one other of her kind, cast, whether or not she gets any bonus spells per
though they may not be friendly toward each other. pay, and the DC of her spells.
Most established sorceresses usually have one or Because she normally doesn’t wear armor, a high
more apprentices on hand to work as servants Dexterity score greatly improves her defensive
while they learn magic. ability.
Other Classes: Sorceresses see the world Alignment: Any.
divided into three parts: the gods, sorceresses, and Hit Die: d6.
everyone else. Many treat common people and
even heroes with u�er contempt, regardless of Class Skills
their profession, valuing them only for the minimal The Hellenic sorceress’ class skills are
services they can perform. Appraise, Bluff, Concentration, Cra� (including
Role: The sorceress is the source of magic poisonmaking), Diplomacy, Handle Animal, Heal,
and knowledge in the party. Of all the classes in Intimidate, Knowledge (arcana), Knowledge
the Argonauts campaign, only the sorceress has (geography), Knowledge (history), Knowledge
any sort of spellcasting and access to multiple (local), Knowledge (nature), Knowledge (nobility
Knowledge class skills. While she has few direct- and royalty), Knowledge (religion), Perform (sing),
Ride, and Sense Motive.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifier.
Class Features
All of the following are class features for the
Hellenic sorceress.
Weapon and Armor Proficiency: A Hellenic
sorceress is proficient in all simple weapons but not
with any armor or with shields.
Sorcerer Spellcasting: A Hellenic sorceress casts
like a standard sorcerer (arcane spells, Charisma-
based casting, spells known and spells per day
limitation, losing old spells, no preparation), except
as follows.
Custom Spell List: A sorceress’ spells are drawn
from a custom spell list (see below) rather than the
default sorcerer spell list.
No High-Level Spells: Because the level of magic
in the Greek myths (and thus an Argonauts
campaign) is weaker than your standard fantasy
campaign, the Hellenic sorceress spell list has no
spells above 5th-level. To offset this, the sorceress
has other special abilities that augment her
spellcasting (see below).
Versatile Slots: When a sorceress would
normally gain a new spell known of level 6, 7, 8,
or 9, she may instead use it for one of two things.
First, she may use it to learn a lower-level spell
Hecate, Goddess of Magic
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Table 2-2: Hellenic Sorceress Spells Known on the Hellenic sorceress spell list. Second, she
—Spells Known— may apply a +1 modifier to the DC of one of her
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th existing spells known.
1st 4 2 — — — — — — — — Evil Spells: A good sorceress cannot cast spells
2nd 5 2 — — — — — — — — with the Evil descriptor.
3rd 5 3 — — — — — — — — New Moon Casting: Starting at 1st level,
4th 6 3 1 — — — — — — — under a new moon, or aboveground when the sky
5th 6 4 2 — — — — — — — conditions obscure the light of the moon (such as
6th 7 4 2 1 — — — — — — heavy clouds), a Hellenic sorceress gets a +1 bonus
7th 7 5 3 2 — — — — — — to her Hellenic sorceress caster level.
8th 8 5 3 2 1 — — — — — Power Focus: At 4th level, the sorceress can
9th 8 5 4 3 2 — — — — — cra� a handheld power focus item such as a ring,
10th 9 5 4 3 2 1 — — — — scepter, graven stone, or wand (a short magical
11th 9 5 5 4 3 2 — — — — stick of wood, bone, or metal, not a spell trigger
12th 9 5 5 4 3 2 1* — — — item in the traditional game sense). She chooses
13th 9 5 5 4 4 3 2* — — — one spell she knows, and increases the DC of
14th 9 5 5 4 4 3 2* 1* — — that spell by +2 when using the item as a focus
15th 9 5 5 4 4 4 3* 2* — — component. At 8th, 12th, 16th, and 20th level she
16th 9 5 5 4 4 4 3* 2* 1* — chooses one other spell known to be augmented
17th 9 5 5 4 4 4 3* 3* 2* — this way using the same power focus. Cra�ing the
18th 9 5 5 4 4 4 3* 3* 2* 1* focus requires no gp, XP, or time, as it is assumed
19th 9 5 5 4 4 4 3* 3* 3* 2* she has been perfecting this item in her spare time.
20th 9 5 5 4 4 4 3* 3* 3* 3* However, if the focus is ever lost, broken, or stolen
* A Hellenic sorceress doesn’t gain spells known for she must spend 500 gp, 40 XP, and one day’s work
these spell levels but can use them for lower-level to replace it.
spells or to increase the DC of one of her existing spells Example: Circe is a 4th-level Hellenic sorceress
known (see the Versatile Slots ability). with 18 Charisma. She cra�ed an ivory wand to be
her power focus, choosing daze monster as the spell
to augment with the focus, increasing its DC from
16 to 18 (10 + 2 spell level + 4 Charisma modifier + 2
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character can only have one bloodline, regardless Dionysus: Gather Information, Perform (acting),
of how many gods are in his ancestry; a descendant Sense Motive
of Zeus’s mortal son and Apollo’s mortal daughter Eos: Knowledge (nature), Spot, Survival
must choose which bloodline is stronger and pick Eris: Bluff, Disguise, Intimidate
his bloodline abilities based on that choice (he can Eros: Diplomacy, Gather Information, Sense
still claim the other ancestor, but it has no effect on Motive
his bloodline abilities). Scions are not just limited to Hades: Intimidate, Knowledge (religion), Sense
humans; a minotaur might be a scion of Poseidon, Motive
and an exceptional horse might be a scion of one of Hecate: Concentration, Intimidate, Knowledge
the Anemoi (wind gods). (history), Sense Motive
Bloodlines abilities that refer to spells are spell- Helios: Handle Animal, Spot, Survival
like abilities unless otherwise stated. The caster Hephaestus: Appraise, Cra� (any one),
level of a bloodline is equal to the character level of Knowledge (history)
the scion. Hera: Diplomacy, Gather Information, Intimidate,
Hermes: Diplomacy, Knowledge (geography),
Minor Bloodlines Move Silently, Perform (lyre)
Minor bloodlines are the weakest kind available Hestia: Diplomacy, Knowledge (religion), Sense
in an Argonauts campaign, enough to help Motive
distinguish the PCs from the common folk but Iris: Diplomacy, Knowledge (geography), Sense
nothing flashy. All minor bloodlines are presented Motive
as a list of skills; a minor scion picks two skills Muses: Bluff, Knowledge (history or local),
from his ancestor’s list and gets a +3 bonus to Perform (any one)
both of those skills. The scion cannot choose Nike: Jump, Knowledge (any one), Spot
the same skill twice except in the case of skills Pan: Jump, Knowledge (nature), Perform (dance
with subskills (such as Cra�, Knowledge, and or wind instruments), Survival
Perform), in which case the character can select Poseidon: Knowledge (geography or nature),
two different subskills (such as Knowledge Ride, Swim
(nature) and Knowledge (religion)). Selene: Knowledge (history), Spot, Survival
Anemoi (the Winds): Climb, Jump, Tumble Titan (any): Climb, Intimidate, Jump,
Aphrodite: Bluff, Diplomacy, Gather Information Knowledge (any one)
Apollo: Heal, Perform (lyre), Spot Zeus: Diplomacy, Knowledge (nature), Spot,
Ares: Climb, Intimidate, Jump Survival
Artemis: Climb, Jump, Survival
Athena: Diplomacy, Knowledge (any one), Spot Lesser Bloodlines
Demeter: Handle Animal, Knowledge (nature), Lesser bloodlines let PCs build characters with
Survival physical or mental abilities beyond that of common
people without going outside the bounds of the low-
Bloodlines and Effective Character Level magic constraints of the se�ing. All lesser bloodlines
An Argonauts campaign is a low-magic campaign, at least in terms of what are presented as a list of ability scores; a lesser scion
magic the PCs have at their disposal. Unlike a regular campaign, the heroes picks one ability from his ancestor’s list and gains a
don’t travel with flaming swords and fire-reflecting armor, though they still +2 bonus to that ability score. Note that many gods
may face creatures resistant to normal weapons or using fiery attacks.
Bloodlines help players compensate for the lack of magic in the hands of the
have Constitution or Charisma as an option; this is
PCs. Because of this intentional compensation, a group of scions should all because the gods are immortal and may pass on a
begin play with the same level of bloodline (none, minor, lesser, or greater) so limited form of that immortality to their offspring,
parity between the PCs is maintained. In these circumstances, do not adjust and most of the gods are quite beautiful, vain, and
character ECL to compensate for the increase in power from a bloodline.
If for any reason some PCs are weaker scions than others, the characters
confident, all traits which a scion might inherit.
with a higher-level bloodline should get a +1 level adjustment to reflect Anemoi (the Winds): Dexterity, Constitution
their greater power compared to the other characters. This modifier applies Aphrodite: Constitution, Charisma
whether the difference is between a lesser and greater scion or between a Apollo: Dexterity, Wisdom, Charisma
minor and lesser scion. It is generally not a good idea to mix lesser or greater
scions with non-scion characters, or minor scions with greater scions, as the
Ares: Strength, Constitution
difference in character power can seem unfair; if such a mix is necessary, Artemis: Dexterity, Constitution
consider a way to compensate the weaker characters, such as giving them Athena: Constitution, Wisdom, Charisma
a bonus feat or a +3 bonus to a skill of the player’s choice. Likewise, if using Demeter: Constitution, Wisdom
bloodlines in a non-Argonauts campaign, be sure to adjust character ECL to
account for the increase in power from a bloodline.
Dionysus: Constitution, Charisma
Eos: Constitution, Charisma
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Eris: Dexterity, Constitution Ares: Ares’ rage once per day or ba�le aura once
Eros: Dexterity, Charisma per day. Ares’ Rage (Ex): You enter a rage similar
Hades: Constitution, Intelligence to barbarian rage, gaining a +2 morale bonus to
Hecate: Intelligence, Charisma Strength and Constitution, a +1 morale bonus to
Helios: Constitution, Charisma Will saves, and a -2 to penalty to AC. Activating
Hephaestus: Constitution, Intelligence this ability is a free action and it lasts 1 round per
Hera: Wisdom, Charisma character level. Unlike barbarian rage, you are
Hermes: Dexterity, Intelligence not fatigued when you end your rage. Ba�le Aura
Hestia: Constitution, Wisdom (Su): Once per day when in combat, your awesome
Iris: Intelligence, Wisdom presence frightens enemies as if you were using a
Muses: Intelligence, Charisma cause fear spell. This can be activated as a free action
Nike: Strength, Constitution, Wisdom and affects 1 creature per character level.
Pan: Dexterity, Constitution Artemis: True strike (as a move equivalent action)
Poseidon: Strength, Constitution once per day or Artemis’ arrow once per day. Artemis’
Selene: Wisdom, Charisma Arrow (Su): A�er hi�ing a creature with a weapon,
Titan (any): Strength, Constitution, Intelligence you can choose to target it with a daze monster effect.
Zeus: Strength, Constitution, Charisma If you trigger this ability in conjunction with a bow
a�ack, the DC increases by +1.
Greater Bloodlines Athena: Heroism once per day or a +1 dodge
Greater bloodlines are the most powerful type bonus to armor class.
available in an Argonauts campaign, representing Demeter: Extended goodberry once per day or
actual magical manifestations of godly power. barkskin (self only) once per day.
As such, they slightly bend the rules of the low- Dionysus: Daze monster once per day or Tas’
magic nature of the campaign—and don’t have hideous laughter once per day.
any precedent in the myths—but make the player Eos: Light at will or eagle’s splendor (self only)
characters truly amazing in the sight of normal once per day.
people. Eris: Betrayal once per day or Eris’ fury once per
All greater bloodlines are presented as a choice day. Betrayal (Su): This heightened (to 2nd level)
between a pair of options; the player chooses one and specialized form of lesser confusion causes the
option at character creation and cannot change it target to a�ack an ally for 1 round. Eris’ Fury (Ex):
therea�er. Most are equivalent to a 2nd-level spell You or another willing creature enter a rage similar
effect, and those not actually derived from spells to barbarian rage, gaining a +2 morale bonus to
are treated as 2nd-level spells for determinations Strength and Constitution, a +1 morale bonus to
requiring an effective spell level. Saving throws Will saves, and a -2 to penalty to AC. Activating
against bloodline effects are Charisma-based. this ability is a free action, requires a melee touch
Caster level (if appropriate) for a greater bloodline a�ack if used on another creature, and it lasts 1
is equal to the scion’s character level. round per character level. Like barbarian rage, the
In addition to this choice of a greater bloodline target is fatigued when the rage ends.
ability, the character gains the effect of a lesser Eros: Extended charm person once per day or
bloodline of their ancestral deity (+2 bonus to one touch of idiocy once per day.
ability score, selected from the list of appropriate Hades: Death knell once per day (can be activated
ability scores in the lesser bloodlines section). as a free action a�er you drop a creature) or ba�le
Example: Carlos’ character Thyrsos is a scion aura once per day. Ba�le Aura (Su): Once per day
of Aphrodite. Wanting to play a character with when in combat, your awesome presence frightens
supernatural influence over other people, Carlos enemies as if you were using a cause fear spell.
chooses the charm person power instead of the This can be activated as a free action and affects 1
heroism ability, and can also choose a +2 bonus to creature per character level.
Constitution or Charisma as determined by the Hecate: Fog cloud once per day or darkvision (self
lesser bloodline of Aphrodite. only) once per day.
Anemoi (the Winds): Gust of wind once per day Helios: Daylight once per day or extended
or extended expeditious retreat once per day. expeditious retreat (self only) once per day.
Aphrodite: Extended charm person once per day Hephaestus: Extended magic weapon once per
or heroism once per day. day or heat metal once per day.
Apollo: True strike (as a move equivalent action) Hera: Detect thoughts once per day or sound burst
once per day or cure moderate wounds once per day. once per day.
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Hermes: Extended expeditious retreat (self only) The following equipment is available for
once per day or invisibility (self only) once per day. purchase available in an Argonauts campaign
Hestia: Aid once per day or sanctuary once per (though some of it may not be useful in its
day. original context, such as a winter
Iris: Blindness once per day or blanket).
whispering wind once per day. Weapons: Cestus (armored
Muses: Heroism once per day or gauntlet, with or without spikes)
sound burst once per day. club, dagger, dart, greatclub,
Nike: Extended jump (self only) javelin, longsword, quarterstaff,
once per day or Nike’s blessing (self short bow (normal or composite,
only) once per day. Nike’s Blessing with arrows), short sword, spear
(Su): You gain a +1 insight bonus (all standard varieties), sling,
to saves, a�ack rolls, ability checks, trident. Masterwork weapons of
and weapon damage rolls for 1 any of these types are available.
round/level. Armor: Leather, studded leather,
Pan: Extended charm person once hide armor, scale mail, breastplate
per day or extended expeditious (which is an armored chest plate,
retreat (self only) once per day. armored metal skirt, and metal
Poseidon: Lesser earthquake† greaves), buckler, light metal shield,
once per day or blur (self only) heavy metal shield. Masterwork
once per day (though rather than armor and shield of any of these
being blurred, the character is surrounded by a types are available.
concealing mist of watery droplets with the same Adventuring Equipment: Backpack, bedroll,
effect as the spell). blanket, candle, crowbar, flask, flint and steel,
Selene: Light at will or heightened (to 2nd level) hammer, ink, jug, ladder, lamp, lock, manacles, map
sleep once per day or scroll case, mirror, oil, parchment, piton, pole,
Titan (any): Bear’s endurance (self only) once per pouch, portable ram, rations, rope (hemp or silk),
day or bull’s strength (self only) once per day. sack, signet ring, sledge, tent, torch, vial, waterskin.
Zeus: Heroism once per day or thundering smite Special Substances and Items: Acid, alchemist’s
once per day. Thundering Smite (Su): A�er hi�ing a fire, antitoxin, tanglefoot bag. (Though in reality
creature (either before or a�er you roll damage), you many of these items would be unavailable in historic
can choose to invoke the power of Zeus’ thunderbolt Greece, their presence here reflects the advanced
upon your enemy. A blast of electricity and thunder learning of the Greeks augmented by supernatural
is channeled through your weapon to your enemy, alchemy and the influence of the gods on invention.)
dealing +2d6 points of damage, half of which is Tool and Skill Kits: Alchemist’s lab, artisan’s
electricity and half sonic. Every third level (at levels tools (common or masterwork), disguise kit
3, 6, 9, and so on) this damage increases by +1d6. (common or masterwork), healer’s kit (common
or masterwork), holy symbol, musical instrument
Equipment (common or masterwork), thieves’ tools (common
An Argonauts campaign is much more primitive or masterwork).
technologically than a typical fantasy campaign, Clothing: Courtier’s outfit, entertainer’s
and much of the equipment listed in the Player’s outfit, noble’s outfit, peasant’s outfit, royal outfit,
Handbook is not available. In some cases this traveler’s outfit. (All of these are the ancient
limitation is because of technology (the Greeks Greek version of these types of clothing instead
didn’t have crossbows). In others, it is because of the medieval versions described in the Player’s
the equipment is impractical in the Greek climate Handbook, of course.)
(heavy armor is too cumbersome in hot weather, Food, Drink, and Lodging: All.
for example), or simply doesn’t suit the tone of Mounts and Related Gear: Bit and bridle,
the campaign (scythes and spiked chains don’t donkey or mule, feed, guard dog, horse (any kind,
really fit the feel of the Greek myths), whether for including all kinds of ponies), saddle (pack only),
technological or thematic reasons. For simplicity’s stabling.
sake, use the Player’s Handbook rules and prices for Transport: Cart, rowboat, oar, sled, wagon.
items, even though Greece used its own coins and Spellcasting and Services: Hireling (trained
in different values than the standard 1 gp = 10 sp = or untrained), messenger, road or gate toll, ship’s
100 gp ratio. passage.
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Chapter 2: Variant Rules
This chapter explains some variant rules which are of the poison suffers 1 point each of Con and Str
appropriate for an Argonauts campaign. damage for each hourly saving throw failed until
the poison has run its course.
Continuing Poison Damage Poisons that cause unconsciousness as their
In the real world, when people are poisoned, secondary damage can force a poisoned character
the effects of the poison continue for hours, and to remain unconscious through later saving
some people linger for days before dying or throws against continuing damage. This does
recovering. The game doesn’t reflect this, mainly not cause automatic failures or give any sort
because it’s more convenient for DMs to get the of penalty, though obviously it prevents the
poison damage over and done with and not deal character from taking action to help resist the
with long-term bookkeeping. In a campaign poison (such as the use of antitoxin or magic).
where magical healing is scarce, the modeling the Delay poison suspends all of this continuing
continuing effects of poison with game rules make damage for the duration of the spell, just as it
poison a more serious and long-term threat with a suspends initial and secondary damage.
small amount of extra work. Neutralize poison ends the cycle of continuing
damage (the character does not need to make any
Variant Rule: Continuing Poison Damage more saving throws against the poison).
If a character fails a saving throw against a A character with the Heal skill can use it to
poison’s initial or secondary damage, the poison aid his own or another’s saving throws against
continues to deal damage over an extended continuing poison damage just as it can help with
period of time. The poison’s effects continue for initial and secondary damage saves.
a number of hours equal to the poison DC; if the
initial and secondary saving throws are failed, the Donations and Intervention
effects continue for twice this duration. In the heroic Greek myths, heroes and kings o�en
Every hour of the continuing effect, the made sacrifices to the gods to gain good favor on
character must a�empt another saving throw voyages, or were punished for
against the poison’s DC. Failure not making sacrifices at the
means the character suffers the appropriate times. This idea
poison’s secondary effects again, was common among the Greek
but the damage is the minimum people at the time, and sacrifices
possible for the poison. If the to the gods were a common
poison has no secondary damage occurrence, whether as a part of a
(such as dragon bile), the poison feast, holy day, or celebration such
cannot deal continuing damage. as a birth or a wedding. To reflect
Example: Small centipede poison this, the following system gives rules
is DC 11 and deals 1d2 Dex damage for how to reward characters who make
for both its primary and secondary sacrifices to the gods. It is designed so that
effect. A character that fails either the the sacrifices are inexpensive enough that
primary or secondary save against this a typical peasant can be rewarded for a
poison makes saving throws every hour for minor sacrifice (even pouring out a cup of wine
11 hours and takes 1 point of Dex damage (the to the gods may be enough), and the rewards are
minimum value for 1d2) each time one of these minor but significant enough that it’s appealing to
saves is failed. A character that fails the primary heroes and commoners alike without ridiculous
and secondary saves makes these saves every effects (no unexpected heal spells out of the blue).
hour for 22 hours (DC 11 x2). The costs are also balanced against the cost of
The continuing poison effect is always of the simply buying the effect in a standard campaign
same type as the secondary damage, even if the (why spend 100 gold in sacrifices to gain a
character saved against the secondary damage. If cure light wounds when you can just purchase a
the poison’s secondary effect deals multiple kinds potion?).
of ability damage (such as dark reaver powder),
the character takes the minimum damage for each Variant Rule: Donations and Intervention
damage type dealt. Many deities are casually worshipped by the
Example: Dark reaver powder’s secondary people of the world just by making donations to
damage deals 1d6 Con + 1d6 Str. A character that a temple or shrine of that deity. If the character
fails to save against the initial or secondary effect has recently (within the past week) donated to the
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Chapter Two: Variant Rules
church of a deity, and he is in a situation relevant In Greek culture, animals of high quality are
to the portfolio of that deity, the deity may prized as sacrifices, with perfect animal specimens
intervene in some small way to aid that character. (such as a snow-white calf or sheep) valued
When the circumstances are appropriate, the even higher. Some deities have preferences for
player should point out the situation to the DM, certain animals (Zeus and Poseidon favor bulls,
and if the DM agrees, an intervention roll is made. for example); these kinds of sacrifices can count
The chance of a minor intervention is equal to up to 150% of the animal’s normal cost. Human
1% x the number of silver pieces donated by the sacrifices are abhorrent to the gods and are more
character to that faith in the past week. If the roll likely to bring curses or permanent bad luck
is a success, the character immediately benefits rather than any favorable intervention.
from a guidance, resistance, or virtue orison (which Example: Xanthos steps between an angry hydra
may reverse a just-failed check or saving throw if and his unconscious ally Anaxis, making sure that
the player remembers to suggest the intervention beast doesn’t carry away his fallen friend for a
a�er the roll is made). If the intervention d% meal. The hydra a�acks Xanthos and reduces him
roll fails, the character receives no intervention to 0 hit points. Xanthos’ player James reminds the
and receives no other chances for intervention DM that Xanthos sacrificed a sheep (worth 2 gp,
from that deity until another donation is made. or 20 sp) to Athena (who represents protection
Sacrifices in excess of 100 sp have no effect and tactics in war) yesterday, and asks for an
(donations only count toward the next possible intervention roll, as he is acting as a protector
intervention, and it’s not possible to “pay ahead” for his fallen friend. The DM agrees that this is
for more than one intervention). an appropriate circumstance for an intervention
Should a number of people make a donation by Athena, rolls percentile dice, and gets a 19
as a group, any one of the group can call for an ... success! The goddess intervenes by targeting
intervention based on the total donation; failure Xanthos with a virtue spell, bringing him to 1 hp.
means that no other rolls for intervention based Xanthos is able to a�ack the hydra and cut off
on that donation can be made. its head on his turn (mu�ering a quick prayer of
One could argue that the gods have no thanks to Athena for giving him the foresight to
interest in money. Not true. Their temples need learn Improved Sunder). Without the intervention
maintenance (and new temples need to be built), of the virtue spell, Xanthos would have been at 0
guards need to be paid, priests need to be fed and hit points (disabled) when he a�acked the hydra
clothed, and so on. Gods themselves may need no and would have dropped to -1 hit points for
money, but to accomplish their goals in the world performing a strenuous action while disabled,
it helps to have gold. pu�ing himself and Anaxis at the mercy of the
Money is not the only sort of appropriate hydra if he failed.
donation. Goods (including food for the priests or Example: Zale and the other New Argonauts
to be given to the needy), items of significance to are ba�ling thunderbolt-hurling Cyclopes. One
the church or temple (such as remains of a long- Cyclops strikes Zale with a thunderbolt, and he
dead hero, or a religious relic, or even church- misses his saving throw by 1 point. Zale’s player
created magic items), and services (from repairing Brian knows his character will die if he takes
an old church’s window to digging a garden for full damage, so he reminds the DM that before
a monastery) are all appropriate donations, and they le� Aea, capitol of Colchis, Zale spent a
should have their value converted to silvers for week guarding Zeus’ temple for week while its
the purpose of figuring the intervention chance champion was away on a quest (the DM had
(based on a common laborer’s daily wage of 1 earlier agreed that this counted as a donation, and
silver piece or other hireling wages). Sacrifices priced it based on the daily wage of a “mercenary
are also a suitable form of donation (the act of leader,” so 6 silver pieces per day times 7 days is
worship in animal sacrifice enhances the taste of 42 sp). Zale’s player feels that the god of lightning
ambrosia and nectar, the food of the gods), with might intervene to save him from a death by a
the animal’s cost in silver pieces counting as a thunderbolt, and the DM agrees that it might
donation to the deity. Treasure items and other work. The DM rolls percentile, gets a 25 (success!)
valuables (or even food in poorer areas) are also and retroactively applies a +1 resistance bonus to
acceptable sacrifices, and are usually burned, Zale’s save from a resistance orison granted by the
thrown into the sea, or some other method where intervention. Zale makes his saving throw, takes
the mortal loses the item and the gods can claim half damage, and is able to go on fighting.
it; no priest is needed for this form of sacrifice.
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Chapter Two: Variant Rules
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Chapter 3: Magic
This chapter describes the new magic spells and of the spell (drawing on greater knowledge than
items available in an Argonauts campaign, as well they knew as living individuals), then return to the
as those which are modified from the core rules for underworld. Hades dislikes the dead leaving his
use in this campaign. realm, and this spell is a violation of the natural
order, which is why it has the evil designator.
New and Modified Spells Arcane Material Component: The additional
The following spells are new, or modified from the material components for this spell cost 17 gp, 2 sp,
Player’s Handbook to make them more appropriate and 2 cp.
for the style and tone of an Argonauts campaign.
Deathcloak
Baleful Polymorph Transmutation [Evil]
Transmutation Level: Hellenic sorceress 3, Sor/Wiz 3
Level: Hellenic sorceress 4 Components: V, S, M
Components: V, S, M Casting Time: 1 hour
In an Argonauts campaign, this spell can also Range: Touch
transform the target into a 2 HD animal such as a Target: Cloak or other piece of clothing touched
pig or goat, and the target always retains his own Duration: 1 hour/level or until discharged (see text)
mind. Saving Throw: Reflex half
A Hellenic sorceress can choose to use a special Spell Resistance: Yes
drug in preparation for casting this spell, feeding You imbue a cloak, cape, gown, shirt, or other
it to a potential target (either in his food or drink) piece of clothing with a magical trap so that it
up to an hour before casting this spell. When used bursts into flames as soon as it is put on, igniting
this way, the drug gives the target a -4 penalty to the target as if he were doused with alchemist’s
his saving throw against the spell. She can add fire (1d6 fire damage per round), although once
multiple doses to a common source of food (such the deathcloak ignites it cannot be extinguished
as a cooking pot) to drug multiple creatures at (without using magic) until a number of rounds
once (though each target still requires a separate equal to your caster level has passed.
casting of the spell). The cursed cloth sticks to the target and cannot be
Arcane Material Component: The (optional) drug removed unless he succeeds at a Strength check (DC
worth 50 gp. equal to the spell’s saving throw DC). Removing
the cloth means the flames can be extinguished
Control Weather normally, and ends all magic in the cloak.
Transmutation Any creature that tries to help extinguish the
Level: Hellenic sorceress 4 flames on the target while the cloth is still worn is
In an Argonauts campaign, this spell is much immediately affected as if doused with alchemist’s
weaker than the standard version; it cannot create fire (which can be extinguished normally).
tornadoes, torrential rain, hailstorms, blizzards, or Creatures other than the target can a�empt to
hurricane-force winds. Most sorceresses use it to remove the cloak from him, though the a�empt
gather thick clouds to hide the moon and activate also ignites them as with alchemist’s fire.
their new moon casting class ability. Material Components: Rare herbs and exotic
drugs worth 100 gp.
Commune
Necromancy [Evil] Deep Slumber
Level: Hellenic sorceress 5 Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M, XP Level: Hellenic sorceress 3
In an Argonauts campaign, this spell works Components: V, S, M
slightly differently than the standard version. It In an Argonauts campaign, this spell requires
can be cast within or near the underworld (such as an ointment made of a rare herbal mixture, which
the caves in Colchis that lead to Hades’ realm). The must be touched to the target (a touch a�ack).
spell lures the ghosts of dead people to the caster’s Material Component: The ointment (worth 50 gp).
location with a libation of milk, honey, sweet wine,
water, and barley-meal, followed by a sacrifice of a Disguise Self
calfless heifer, a choice black ram, and a black ewe. Transmutation
Gratified by these offerings, the spirits answer the Level: Hellenic sorceress 1
caster’s questions according to the normal version Components: V, S, M
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Chapter Three: Magic
Casting Time: 1 minute and so on) but not his personal history (including
Duration: 1 hour/level friends, family, or enemies), homeland, or goals.
This spell functions as the standard disguise self Material Components: A mixture of herbs worth
spell, except as noted here. It is a transmutation 10 gp, which must be fed to the target within one
spell because it is an actual physical transformation hour of casting this spell.
rather than an illusory one.
Material Component: An ointment applied to the False Life
face (worth 10 gp). Necromancy
Level: Hellenic sorceress 2
Dragon Chariot Components: V, S, M
Transmutation In an Argonauts campaign, this spell requires an
Level: Hellenic sorceress 4 ointment made of a rare herbal mixture, which you
Components: V, S must rub on your skin before casting the spell.
Casting Time: 1 action Material Component: The ointment (worth 10 gp).
Range: Close (25 �. + 5 �./2 levels)
Effect: One dragon-drawn flying chariot Finger of Death
Duration: 1 hour/level (D) Necromancy [Death]
Saving Throw: None Level: Hellenic sorceress 5
Spell Resistance: No Casting Time: 1 minute
You send out a magical call to a magical chariot Range: Long (400 �. + 10 �./level)
drawn by flying dragons, which arrives out of the Target: One living creature (see text)
sky 1d4 rounds a�er you cast this spell. The chariot This spell functions as the standard finger
can only carry one Medium of death spell, except as noted here.
creature, and only you can Rather than a direct and
ride it. The dragons can instantaneous a�ack, this
pull the chariot as if you version of the spell guides
were under the effects the spirits of death to the
of an overland flight target, who suffers an
spell. The dragons have unfortunate accident or
the same statistics as injury within 1d4 rounds,
Aeetes’ dragon (see the causing them to bleed
Monsters chapter) except to death (losing 5 hit
they can fly at 60 �. points per round, which
(good maneuverability). can only be stopped with
The dragons do not a�ack magical healing or a DC 30
even if they are a�acked, Heal check).
preferring to flee (dragging Because this form of the spell
you and the chariot with them) causes the target to bleed to
if severely wounded. death, it can affect nonliving
creatures that are vulnerable to
Erase Memories bleeding wounds, such as Talos
Enchantment (Compulsion) [Mind- (see the Monsters chapter).
Affecting]
Level: Hellenic sorceress 3 Lesser Earthquake
Components: V, S, M Transmutation
Casting Time: 1 standard action Level: Hellenic sorceress 2, Sor/Wiz 2
Range: Touch Components: V, S
Target: Creature touched Casting Time: 1 action
Duration: 1 hour/level Range: Close (25 �. + 5 �./2 levels)
Saving Throw: Will negates Area: Cone
Spell Resistance: Yes Duration: Instantaneous
You cloud the target’s mind, temporarily Saving Throw: None (see text)
blocking access to most of his memories. He Spell Resistance: Yes
remembers his name and all of his personal You cause the earth within the area to shake like
abilities (skills, feats, class abilities, languages, an earthquake, which acts as a trip a�ack against
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Chapter Three: Magic
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Chapter Three: Magic
even to sacrifice his life for his commander. The Medea’s Impervious Ointment: This ointment is
soldier does not affect the commander’s ability to best known from the story of the Argonauts, where
acquire followers or cohorts. He is not a magical Medea gives Jason a magical ointment to make him
creature and never reverts back to his toothy fireproof and immune to iron so he could plough
origins, even if slain. Boar soldier teeth are usually a field with Aeetes’ fire-breathing bulls and sow
found in groups of four, though the cra�ing a crop of dragon’s teeth. When used, it protects a
process only creates one at a time. creature from most weapons (DR 10/adamantine)
Faint transmutation; CL 15th, Cra� Wondrous and fire (fire resistance 20) for seven hours.
Item, polymorph any object (or Hellenic Alchemy†, Faint abjuration; CL 7th, Cra� Wondrous Item,
Calydonian or Erymanthian boar tooth); 250 gp; resist energy, stoneskin (or Hellenic Alchemy†
Weight —. and the hide of a Cretan bull, Ethiopian bull,
Golden Fleece: Made from the skin of a golden minotaur, or a prize bull descended from the
flying ram sent by the gods, the Golden Fleece has Cretan bull); Price 2,975 gp; Cost 1,750 gp + 98 XP;
miraculous healing powers. Five times per day, as Weight —. (Note: A Hellenic sorceress† can use
a free action once per round, a person wearing or Hellenic Alchemy†, resist energy, and stoneskin to
touching the Golden Fleece can activate it to heal create this item, in which case she does not need
himself 10 points of damage. It also can be used the mythical creature component but still must
to neutralize poison or remove disease as a standard provide the expensive material components for
action, though each use of these other powers the spells, totaling 525 gp.)
counts towards the Golden Fleece’s daily uses of Moly Elixir: Moly is a magical herb with
its healing power. If worn, the Golden Fleece uses black roots and white flowers, and no mortal
the cloak magic item space. has the strength to pull it from the ground. But
Moderate conjuration; CL 13th, Cra� Wondrous from time to time the gods pluck moly from the
Item, neutralize poison, regenerate, remove disease ground and give it to mortals, and it can be used
(or Hellenic Alchemy†, one fleece from a golden to make a potent elixir. When drank or rubbed on
flying ram skin, Cra� (leatherworking) 5 ranks); a creature’s skin, it provides a +8 resistance bonus
25,000 gp; Weight 5 lb. to saves against spells and spell-like abilities for
Hydra Bloodpoison: This thick red paste looks three hours. It can also be split into three doses,
like congealed blood. If applied to a weapon it each lasting an hour.
is a deadly poison (2d6 initial and secondary Strong abjuration; CL 18th, Cra� Wondrous
Constitution damage, Fortitude DC 17 negates). Item, protection from spells (or Hellenic Alchemy†,
Moderate necromancy; CL 13th, Cra� moly herb); 2,000 gp; Weight —.
Wondrous Item, Empower Spell, Heighten Spell, Thunderbolt: This javelin-sized bolt of
poison (or Hellenic Alchemy†, eight ounces of electricity is solid and can be grasped and thrown
poisonous hydra blood taken from the creature’s just as a normal javelin. If thrown, it automatically
heart); 3,000 gp; Weight —. hits (no a�ack roll is required) and deals 5d6 hit
Hydra Skin Cloak: This leather cloak is made points of electricity damage to the target (Reflex
of gray-brown, dark brown, or tan reptilian DC 14 negates). It is consumed in the a�ack. Any
hide. Five times per day, as a free action once per creature other than a god, titan, or cyclops who
round, the wearer can activate the cloak to heal tries to grab a thunderbolt must make a saving
himself 5 points of damage. throw (Fortitude DC 15) or grab it in the wrong
Moderate conjuration; CL 13th, Cra� Wondrous place, triggering its full effects upon them (though
Item, regenerate (or Hellenic Alchemy†, one hydra they still get a Reflex saving throw). A scion of
skin, Cra� (leatherworking) 5 ranks); 6,000 gp; Zeus gets a +5 bonus to the Fortitude save to
Weight 1 lb. safely grasp a thunderbolt.
Hydra Heart: This date-sized piece of jerky Faint evocation; CL 5th, Cra� Magic Arms and
looks like the shrunken heart of a large animal. Armor, lightning bolt; 500 gp; Weight 2 lb.
A character who eats it (a full-round action that Thunderbolt, Greater: This functions just like
provokes an a�ack of opportunity as if drinking a a normal thunderbolt, except it deals 10d6 hit
potion) gains the effects of a heal spell. points of electricity damage and the saving throw
Moderate conjuration; CL 11th, Cra� Wondrous to safely grasp one is DC 20.
Item, heal (or Hellenic Alchemy†, one hydra heart, Faint evocation; CL 10th, Cra� Magic Arms and
Cra� (meat jerking) 5 ranks); 6,000 gp; Weight 1 lb. Armor, lightning bolt; 1,000 gp; Weight 2 lb.
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Chapter 4: Culture
Greek culture grew out of elements of nearby were over 1,500 city-states of various sizes all over
civilizations but developed its own distinct the peninsula and on the shores of the Aegean,
identity. This chapter describes the role of you can pick a spot and truly make it your own).
women, foreigners, and slaves in Greek society, No ma�er where you start the campaign, you can
as well as their views on wealth, marriage, work, assume the following common cultural themes:
religion, and recreation, and the surprising lack of City-states have a simple democratic government
differences between the various city-states. led by a member of the aristocracy (usually a king)
who is the face of the empowered citizens rather
The City-States than an autocrat with full control. They have a
The ancient Greeks were never united under one strong military presence whose main purpose is
king but they shared a common language and protecting the state from a�ack by foreigners and
culture. Athenians were remarkably similar to rival city-states. People from other city-states are
Thebans, Corinthians, Lapiths, Minoans, and so tolerated if allies and a�acked if enemies. Alliances
on (though Spartans were different, see the Sparta can change quickly and old grudges tend to linger.
sidebar)—at least for the purpose of this book. The Travel for citizens is open and mercenaries are not
Greek myths focused on the heroes, the gods, uncommon. Each city-state tends to honor one god
and the strange creatures they met along the way; above the others, but all gods are to be respected
the slight cultural differences between different lest they become angry. Non-Greeks are primitive
groups of mortals were insignificant to the story. barbarians and should only be tolerated while they
Everything described in this book should be remain amusing and useful.
assumed to apply to all parts of Greece. If you want
a more in-depth analysis of the differences between Wealth
the city-states there are many historical reference With the advent of the polis (the precursor to the
books out there, but that’s beyond the scope of this city-state), the citizens looked at wealth with an
campaign book, the purpose of which is to provide eye for how it could improve the community,
a background for fantasy adventures in the style of not just enrich an individual. Those who had
the Greek myths. money were expected to spend it on things that
You can start an Argonauts campaign just everyone could enjoy or benefit from. Banquets
about anywhere in Greece (and given that a�er and liturgies were common, and also gave the
the colonization efforts of the Archaic Age there person responsible the opportunity to interact
with the other people and gain recognition
Sparta: A Different Greek City-State for the provided service. Others sponsored
Though most Greek city-states were similar, Sparta is remarkably different the construction of new public buildings
and deserves more detail to explain those differences. Unlike the other
Greek states, Sparta had a large subject population, a group legally inferior (particularly gymnasiums, which promoted other
to Greeks. Called helots, these state-owned slaves probably were the community activities) or the maintenance of city
indigenous folk of that part of Greece, conquered centuries earlier by invaders warships. Refusal to perform such works gave
but never actually assimilated into the population. The helots outnumbered the impression that the citizen was unwilling
the Spartans, so to prevent any sort of rebellion the Spartans developed a
strong military structure for their citizens, training all of them in war on the to pull his weight in the community, and could
chance that the untrained helots might rise up. From age seven onward eventually lead to ostracism. This is not to say
children were raised by the state in military fashion. Barrack housing was that the wealthy did not dress be�er, wear jewelry,
the norm for men, men and women were given roughly equal education, and and eat be�er than those less fortunate, but those
women could own property and marry who they wanted. Every adult Spartan
male was assigned a piece of property and helots to work it, freeing him who only did those things and didn’t invest in the
from the need to work and allowing him to focus entirely on the military life. community were seen as selfish and unpatriotic
Money was banned, and Spartans were not allowed to participate in crafting (just as avoiding other duties, such as jury service
or business as it was feared these things would create a desire for riches, or military obligations, would bring questions
distracting the citizen from the desired total commitment to the city-state; as
in other city-states, it was the slaves (in this case, helots) who crafted the
about a person’s worth).
materials needed to function as a civilized society. The typical Greek led a very plain life. Meals
In some ways the Spartan state was the world’s first known effort at were simple. Clothes were simple and durable,
communism, but their arts suffered because the state felt artistic endeavors and were passed down to the next generation
promoted individualism, independent thought, and even criticism of the
government. Sparta’s strangeness made it difficult for them to have
when the previous owner died. Houses were
mercantile ties with other city-states (all trade had to be through goods- plain and functional. This plain living made the
bartering rather than money for goods), which also contributed to its cultural Greeks look forward to their leisure activities, with
stagnation. Nevertheless, the Spartan military structure meant they were athletic contests bringing a dose of excitement and
very good at warfare and its neighbors rightfully feared when the Spartan
army was on the move. free banquets from the affluent members of the
community whe�ing the appetite for success.
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Chapter Four: Culture
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Chapter Four: Culture
and executed by the government. An adulteress someone from a neighboring city-state. The
was therea�er excluded from participating in public development of the polis tainted the public’s view
religious events, which severely curtailed her ability toward foreigners; a foreigner wasn’t a citizen and
to socialize with her peers. didn’t have a vested interest in the strength of the
As was common for the time period, infant community. They felt no obligation to invest their
mortality was high, and couples normally had to money toward the be�erment of the community as
deal with the loss of multiple infants (especially in a true citizen would. Because all citizens derived
the vulnerable years before age 5) over the course some measure of reward from the money going
of a marriage. Having children was necessary in into the polis, foreigners were seen as reducing the
this society, not a choice, as the income from adult amount of that money that continued to circulate
children was needed to support the parents in within the community. Many city-states had higher
their old age (and in Athens and some other cities, taxes for foreigners to make up for this “loss,” but
parents could legally compel their children to give foreigners could eventually become citizens a�er
such support). It was an acceptable practice to living there long enough and by proving their
expose unwanted infants before the family became desire to contribute to the polis. Of course, people
accustomed to them; sons might be exposed if the were more than happy to receive money and goods
family already had another son and feared spli�ing from visiting foreigners; overall their contribution
the family property, daughters might be exposed toward the polis was greater in the short term than
if the parents didn’t want to deal with providing what they took from it.
another dowry. Exposure usually entailed leaving It is worth pointing out that the modern words
the child outside in a clay pot, which could “barbarous” and “barbarian” come from a Greek
also serve as its coffin; some people stole these word meaning “foreigner, rude, or ignorant,”
exposed infants, raised them, and sold them as which says a lot about what the ancient Greeks felt
slaves. Several myths have protagonists who were about non-Greeks (the Greek word actually derives
exposed as infants, though usually out of political from “bar bar,” a derisive term the Greeks used to
expediency rather than financial interests. imitate the muddled speech of non-Greeks).
Foreigners Slaves
With an economy partly based on trade with Many Greek cities had slaves, most of them owned
foreign countries, there was an inevitable presence by private citizens (Sparta was an exception; see
of foreigners in any Greek city of significant size. the Sparta sidebar). Most slaves were taken from
Given the divisive nature of the Greek people, enemy cities during warfare or were sold into
a “foreigner” in this context could even mean slavery as children rather than taken in raids
from unsuspecting se�lements. Slavery in ancient
Greek Geography Greece wasn’t like in the American South before
Greece is blessed with a Mediterranean climate. Its winters are cool, if wet, the Civil War; rather than large plantations with
and the summers tend to be hot and dry. The climate suits the growing many slaves overseen by their owner, it operated
of grapes and olives (so wine and olive oil play a significant role in Greek
commerce). The warm climate meant the ancient Greeks could get by with on a smaller scale, and if a farmer owned a slave
simple loose clothing, and men—particularly laborers—often went naked. then he and the slave worked side by side in the
Though most people think of Greece as the modern peninsula, because field. Excess household slaves were o�en rented
of Greek colonization there were Greek settlements all over the Aegean out to other households as workers. Slaves were
Sea, which meant that Greece was more like a landbound country with a
large lake in its center. In fact, the omnipresent Aegean means that no part allowed to keep a portion of their earnings and (if
of mainland Greece is more than 35 miles from the sea, and even those lucky) could eventually save up enough to buy
crossing the Aegean were never out of sight of some kind of land, whether a their freedom. Most slaves were generalist laborers,
great mountaintop or some island peeking above the horizon. Certainly the completing different tasks during the day, rather
sea plays a significant role in the life of the ancient Greeks, with trade from
the west and east coming by sea, fishing providing food to the Greek people, than repeating the same simple task over and
and boating being a rapid form of travel to most major cities. over. Many were cra�smen working on all aspects
Though the sea dominates much of Greece’s geography, the land is of creating goods (po�ery, shoes, furniture, cart
varied and divisive. Bays and gulfs separate coastal communities from wheels, and so on), and (as most slaves were taken
each other, and some are on islands and completely cut off from land trade.
Mountains come between the various cities, and mountain valleys keep apart
as trained adults during war) their goods were no
those settlements sharing a particular mountain. These geographical barriers different than those created by a free person.
encouraged each community to see itself as independent rather than part
of a larger country, and contributed greatly to the evolution of Greece as a
collection of city-states rather than a unified nation like its neighbors such as
Work
Egypt and Syria. Ninety percent of the Greek peasantry performed
agricultural work, tending small farms their
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Chapter Four: Culture
Athletics
Athletics was a popular pastime for the Greeks,
much as modern sports keep the masses
entertained. The athletes were usually aristocrats
or sponsored by them, as they were the only ones
who had enough free time to keep fit and practice
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Chapter Four: Culture
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Chapter Four: Culture
to their financial awards, they sometimes received compete for sustaining notes, skill, and volume.
other benefits such as free meals at the city hall The winners of these events have the honor of
for the rest of their life (a sort of pension plan for announcing the other contest’s winners and
successful athletes) or statues made in their likeness. sounding the start of events. For this event,
Use the simple rules here to judge athletic make two Perform (wind instrument) checks
competitions; note that these are intended to (representing two a�empts) and take the be�er
emulate the competition in an abstract way and result. The performer with the highest Perform
not take into account every small detail relevant check result wins that contest.
to greatness in a particular sport, yet still be fair Javelin: Athletes used a thong tied to the end
enough that a character with one high ability score of a javelin to increase the throwing distance but
can’t sweep the events. For example, throwing a otherwise much like the modern competition.
javelin far is more than just a ma�er of strength According to the Player’s Handbook, a javelin has
and dexterity, it’s also ground speed, flexibility, a 30 foot range increment and has a maximum
and release angle, but modeling the precise range of five range increments (150 feet), but for
contribution of each of those factors is beyond the the Olympic javelin (which was lighter than a
scope of this book. war javelin and not fi�ed with a metal head) an
Over time, the events at the ancient Olympics acceptable distance was over 200 feet, with 300 feet a
grew to encompass the following events. Note that good throw (then again, they weren’t trying to hit a
some events may have qualifying rounds to weed human-sized target at that distance). For a distance
out weaker athletes. throw, roll 3 Strength checks and 2 Dexterity checks,
Boxing: Unarmed combat, fists only, with the add the totals to 80 + the character’s run speed (4x
boxers wearing so� leather wrappings on the base speed without the Run feat, 5x with it); this
hands. Holds and blows to the genitals were not is the distance in feet the javelin flies. The ancient
allowed. Boxers were allowed to rest, and the Olympics also had a target-javelin competition on
match otherwise continued until one boxer was horseback, which can be modeled by a�ack rolls
knocked out or conceded defeat. Both boxers could against an AC 13 Tiny target (base AC 10, effective
also agree to a faster resolution of the match in Dex 0 for a -5 penalty, +8 bonus for size), with the
which they took turns raining blows on each other, highest successful a�ack roll winning the round.
with the target not defending himself against the
a�acks. Use normal unarmed combat rules to
resolve boxing matches.
Discus: Weighing almost 14 pounds, the discus
is not used as a weapon but could kill someone if a
throw went astray (and did so in some myths). One
hundred feet is an amazing throw; to determine
distance thrown (in feet), roll three Strength checks
and one Dexterity check and add the results.
Equestrian: This category covered riding and
chariot competitions. The first was six laps around
the stadium (about 4 1/2 miles), and jockeys rode
without saddle or stirrup. The second category
is a race between two- or four-horse chariots (or
in some cases mules), covering 12 laps around
the stadium (about 9 miles). The jockeys and
charioteers usually were not the owners of
the chariot or horses as such things were very
expensive, and the awards for winning a race were
given to the owner rather than the athlete. In a race
where the horses have the same base speed, have
the riders or charioteers make a Ride check each
round; a success against DC 15 means he or his
team may travel an extra 5 feet that round, DC 20
means an extra 10 feet.
Herald and Trumpeter: This event takes place
on the first day of the Olympics. The artists
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Chapter Four: Culture
Jumping: This competition was only part of the combining grace and strength. The five events
pentathlon, not a separate event. Like the modern of the pentathlon are discus, javelin, jumping,
event, it had a running start. Ancient Olympians running, and wrestling.
held weights (called halteres) in their hands while Running: The Greeks held footraces in several
running, swinging their arms up and forward at lengths (600 feet, 1,200 feet, or a longer race
the jump to provide more li�, throwing the weights anywhere from 4,200 to 5,400 feet), and boys
backward to increase forward motion and lengthen had their own 600-foot race. The men could also
the jump. With the help of these weights, some compete in a race wearing standardized hoplite
athletes were able to jump over fi�y feet (compared armor, with distance ranging from 1,200 to 2,400
to the modern Olympic record of less than 30 feet). feet. In a race where multiple athletes have the
For a jump using halteres, make a Dexterity check same base speed (as is usually the case in this
against DC 15; success means the jumper makes game), have the runners make a Dexterity check
two Jump checks and adds the results together to each round; a success against DC 15 means he may
determine the distance jumped. travel an extra 5 feet of distance that round, DC 20
Pankration: This sport is a combination of means an extra 10 feet.
boxing and wrestling where the opponents are Wrestling: This sport took place in a muddy
allowed to grapple and hit each other; only biting arena, and the athletes covered themselves in olive
and eye gouging were disallowed. Two versions oil and dust to make the contest more difficult.
of this sport exist, one where you must remain Punches, trips, bites, and eye gouges were not
standing (and trips or throws were usually the way permi�ed. Like pankration, there was a standing
to win), one where it was permissible to kneel or form and a more open form. In the standing form,
fall prone and you won if your opponent passed the winner was the athlete who threw his opponent
out or conceded defeat. to the ground (a pin, followed on the next a�ack
Pentathlon: The Greeks admired the by a successful trip a�empt) three times. In the
pentathletes for their well-rounded skills, and open form, the winner won when the other athlete
believed they had the most beautiful bodies passed out or conceded defeat.
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Chapter 5: Deities
This chapter covers the gods, goddesses, and other
mythological beings of power in the Greek myths.
First is a summary of prehistoric events for those
unfamiliar with the Greek creation story and the
series of divine coups that eventually put Zeus in
charge of the pantheon, then a family tree of the
pantheon, and finally a short description for each
deity or titan.
Greek Prehistory
From out of the primordial Chaos rose Gaea the
earth and Uranos the sky. Uranos ruled the universe,
Gaea birthed many children for him, and natural
creatures arose from her fertile body to populate
the world. Her first children were the titans, great
majestic beings taller than mountains, six of them
male and six female, and both parents were proud
of their first offspring. Her next three children were
the one-eyed cyclopes, ugly in form but gi�ed in Cronus knew this truth, too, so every time his
smithing. Her next three children were even more wife Rhea gave birth, he swallowed the child.
monstrous—the hecatoncheires, fi�y-headed and Rhea mourned her lost children, and when the
hundred-armed. Uranos looked upon the cyclopes sixth was born she hid the boy and instead gave
and hecatoncheires with disgust and hurled them Cronus a stone swaddled in cloth, which he
into Tartarus, the deepest pit under the earth. swallowed. Spirited away by agents of Gaea, the
Gaea was saddened at Uranos’ behavior, for she infant Zeus was raised by gentle nymphs and fed
loved all of her children, and presented a sickle on ambrosia and nectar, the food and drink of the
made of flint to the titans, asking them to make an gods. When he was fully grown, he conspired with
end to Uranos. Cronus, the youngest but strongest Metis, goddess of prudence and daughter of the
titan, overcame his fear and a�acked his father, titan Oceanus. Metis tricked Cronus into eating a
castrating him and leaving him powerless. Cronus magical herb, which caused him to vomit up his
threw his father’s genitals into the sea and became swallowed children, who (being immortal) had
the new lord of the universe. He le� the cyclopes survived and matured in their father’s stomach.
and hecatoncheires in Tartarus, and this angered These children were Hades, Poseidon, Hestia,
Gaea. She plo�ed against Cronus just as she had Demeter, and Hera, each gods or goddesses in
against his father, knowing that one of Cronus’ their own right. Cronus couldn’t stand against the
sons would be stronger than Cronus just as the power of the six gods and was cast into Tartarus.
titan was stronger than his own father. Zeus became the new lord of the universe.
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Chapter Five: Deities
The titans revolted, refusing to bow down to Zephyr (West Wind), and Eurus (East Wind).
the young gods, and there was war in the heavens. Sometimes they took the form of horses and
Zeus freed the cyclopes, who forged mighty pulled Zeus’ chariot, and many of their offspring
weapons for the gods, and the hecatoncheires, are immortal horses.
who were as strong as the titans. With these allies, Aphrodite: Goddess of love, marriage, sex, and
the gods defeated the titans, and Zeus imprisoned fertility. She was born of a mixture of sea-foam and
his enemies in Tartarus, with the hecatoncheires Uranos’ castrated genitals, arising spontaneously
guarding the gates. Gaea became angry that now and arriving on the isle of Cyprus. Zeus feared that
her beautiful children were imprisoned in Tartarus, the gods would fight over her so he quickly gave
so she brought forth Typhon and Echidna, two her as a bride to Hephaestus. Unhappy with her
terrible monsters to defeat the gods and release ugly club-footed husband, she had many affairs—
the titans. A�er a massive ba�le that destroyed particularly with Ares (she is the mother of Ares’
much of the earth, Zeus imprisoned Typhon under children Phobos and Deimos)—and many children.
a mountain and Echidna fled. Zeus allowed her Of mercurial temperament, she had a habit of
to survive and care for her hideous offspring, cursing or destroying any mortals who compared
knowing that they would make fine challenges for their beauty to her own.
future mortal heroes. Apollo: God of archery, prophecy, music, and
With these last monsters defeated, Gaea ceased healing, he is an excellent bowman and the brother
her protests, and she and the gods rebuilt the of Artemis. He is sometimes worshipped as the
world. The gods had children with each other and sun god, and his arrows are as piercing as the rays
with the children of titans, ruled over mankind of the sun. A lusty god, he chased nymphs, mortal
from their great palace on Mount Olympus, and women, and even a few beautiful young men.
got into disagreements with each other and mortals Ares: God of war, ba�le, and frenzy. Handsome
about various things. and cruel, he had an affair with Aphrodite and
married her a�er Hephaestus divorced her. His sons
Olympian Gods and Titans Phobos (god of panic) and Deimos (god of fear)
The following list is intended as an overview a�ended him in war (as did Eris) and elsewhere.
of the supernatural beings worshipped by the Though a war god, he had a habit of running to
Greeks in one form or another. In the Argonauts Zeus for help whenever he was wounded.
se�ing, the gods are tangible but remote. The Artemis: Virgin goddess of the hunt, childbirth,
focus is on the heroes, not the gods, so this and protection of children. She is the twin sister
cursory information is sufficient for the purpose of Apollo. Her arrows are as so� as moonbeams
of this book (this should be enough information and bring painless death. Artemis is o�en depicted
to let a player choose a divine ancestor if playing hunting deer, and is usually accompanied by a
a character with a bloodline). In any case, there group of nymphs. She can be vengeful when the
are hundreds of books on mythology that can give mood takes her, and has killed mortals for slighting
more details on the gods and the mortal religions her mother Leto or for viewing her bathing.
devoted to them; for the purpose of a Argonauts Athena: Virgin goddess of wisdom, ba�le-skill,
campaign, “it is a temple of Athena, goddess heroism, and the defense of cities. She is patron
of wisdom and just war, patron of Athens” is deity of Athens (a�er winning a contest with
sufficient for almost all purposes. Poseidon). The daughter of Zeus and Metis, she
This list includes titans and other non-godly sprung forth fully grown from Zeus’s head. She
humanoid creatures of Greek myth for the sake wears Medusa’s head on her shield, the Aegis.
of completeness of Olympian genealogy; while in Atlas: The titan of daring thought, he fought
the stories few mortals were descended from these against Zeus in the titan-god war and holds the
beings, there is no reason why you couldn’t allow vault of the sky on his shoulders as a punishment.
titanic bloodlines as well as godly ones. Note that In some tales he was pardoned and now guards the
some of the goddesses here are listed as virgins, great pillars that hold up the sky.
but that doesn’t mean they can’t have mortal Coeus: Titan of questioning intellect. Husband
bloodlines; the Olympians have many powers of Phoebe, together they form the foundation of
and having children without sex is the least effort knowledge and discovery. Father of Leto, and thus
should they choose to do so. grandfather of Apollo and Artemis.
The Anemoi: The four winds, sons of Eos, Crios: Titan of lordship and mastery who gained
some also representing a season—Boreas (North power over the air, water, earth, and underworld.
Wind, winter), Notus the (South Wind, autumn), His granddaughter Hecate inherited these powers.
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Chapter Five: Deities
Olympian Genealogy
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Chapter Five: Deities
Cronus: Titan of time’s effect on human lives, Hephaestus: The forge and fire god, born lame in
Cronus defeated his father Uranos and became one foot (or crippled when thrown from Olympus
ruler of the universe, only to be deposed by his to the earth by jealous Zeus or angry Hera). A
own son Zeus. As well as fathering six of the great master cra�sman, he and his cyclopes forged Zeus’
gods, he is father of Chiron, the wise centaur who thunderbolts and many of the metal monsters of
taught Jason, Asclepius, and Achilles. Greek stories. He was married to Aphrodite, but
Demeter: Goddess of the harvest, agriculture, divorced her because of her many affairs.
and law. She is a sister of Zeus and mother of Hera: Goddess of marriage and women, queen
Persephone (bride of Hades). Persephone must of the gods, wife of Zeus. Jealous of all of his
spend six months out of the year in Hades’ realm, infidelity (many myths revolve around Zeus’
and Demeter’s sorrow over her absent daughter a�empts to evade her wrath), she managed to
causes winter in the mortal world. conceive two sons (one of them Hephaestus) by
Dionysus: God of wine, revels, theater, and herself. Zeus is the father of her children Ares,
festivals. He was a very popular god in the late Eileithyia (goddess of childbirth), and Hebe
Greek classical age. Half-mortal himself, he o�en (goddess of youth). She aided some heroes (such as
helps mortals but likewise can drive them to Jason, leader of the original Argonauts) and sided
drunkenness and madness if they offend him. with the Greeks in the Trojan War.
Eos: Goddess of the dawn, mother of the four Hermes: God of messengers, guides, travel,
winds, daughter of Hyperion and Thia. Her mortal herds, and invention. He helped many Greek
husband Tithonus shrank into a grasshopper as heroes in their tasks. Hermes created the first lyre,
he aged because Eos only asked Zeus to grant him and it is said his spirit watches over travelers from
eternal youth, but neglected to ask for eternal life. the small cairns of stones placed at crossroads.
Eris: Goddess of strife and hatred. She is a Hestia: Virgin goddess of the sacred hearth and
sinister and mean creature who loves enticing sacrificial flame. A gentle goddess, she is the oldest
others into trouble. Her golden apple of discord sister of Zeus. She gave up her seat in Olympus
destroys friendships and causes wars. She is for Dionysus, so she was made the goddess of the
the mother of evil minor godlings of murder, sacrificial fire, and a portion of every sacrifice to
grievances, lies, hardship, famine, and pain. the gods goes to her.
Eros: God of love, usually depicted with wings Hyperion: The titan of watching and
and a bow with arrows that cause creatures to fall observation, and father to Eos, Helios, and Selene.
in love. Son of Ares and Aphrodite, he married a Iris: Goddess of the rainbow and messenger of
beautiful princess named Psyche (“soul”) despite the gods. Dressed in a gown of iridescent drops,
his mother’s ire about the mortal girl’s beauty. she carries news to and from Olympus and the
Epimetheus: Titan of a�erthought and the mortal world.
father of excuses, he created the beasts of the earth. Japet: The titan of spoken words and thoughts,
A�er Prometheus stole fire from the heavens, husband of Clymene (titan of fame and infamy,
Zeus punished mankind by giving Pandora to daughter of titan Oceanus). He was Cronus’
Epimetheus as a wife. general in the god-titan war.
Hades: God of the underworld and wealth, he Leto: Titan of unnoticed and hidden things (gi�s
keeps mostly to himself in his realm with his wife she bestowed on the living things of the earth) as
Persephone. The Greeks felt that speaking his name well as motherhood. She is the mother of Apollo
would draw his a�ention (and hasten the speaker’s and Artemis, and said to be the gentlest of all the
death), so they called him “the Unseen” or “the Olympians.
Host of Many.” Metis: Daughter of Oceanus, she is the titan of
Hecate: Goddess of witchcra�, with magical good counsel and prudence. Prophecy said that
powers over the earth, sea, and heavens. She is if she bore a son to Zeus, he would overthrow his
sometimes seen as a dark and mysterious aspect of father, so Zeus tricked her into changing into a fly
Artemis, representing mysteries of femininity and and swallowed her so that he might always have
the moon. In some tales Hecate is the mother of the her advice. Her unborn daughter Athena grew
mortal sorceresses Circle and Medea. within Zeus’ skull and sprung forth from his head
Helios: God of the sun and sight (and to a lesser fully grown.
extent the measurement of time by the sun). He Mnemosyne: Titan of memory and inventor of
steers the sun-chariot across the sky with four fiery words. She was one of the first goddesses of music
wild horses. He is so bright that only the gods can and her nine daughters the Muses (fathered by
look at him directly in his true glory. Zeus) carry on that role.
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Chapter Five: Deities
Muses: Minor goddesses of music, arts, Selene: Goddess of the moon, she lights the
literature, and performance. Their names and world at night while her brother Helios rests. Her
domains are Calliope (eloquence and epic poetry, husband Endymion was granted eternal sleep at
she is the mother of Orpheus), Clio (historical her request so he may stay forever young, and
writing), Erato (mimicry and erotic poetry), he fathered her fi�y daughters (the Menai, who
Euterpe (lyric poetry), Melpomene (tragic represent the fi�y lunar months between each
performance), Polyhymnia (hymns), Terpsichore Olympiad).
(dance and choral song), Thalia (idyllic poetry and Tethys: The titan of nursing and of water flowing
comedic performance), and Urania (astronomical underground, she is the wife of Oceanus. As mother
writing). Calliope is the mother of Orpheus, the to thousands of river-spirits and other minor
greatest mortal musician in the world. godlings of nature, she is normally accompanied by
Nike: Goddess of victory. She has great Eileithyia, a minor goddess of childbirth.
feathered wings. Though born of obscure titans, Themis: Titan of customs and order. An oracular
she was welcomed to Olympus by Zeus and aided goddess, she is the mother of the three goddesses
Athena in her tasks. Her brothers Kratos and Zelos of destiny as well as the goddesses of seasons and
represent strength and rivalry, and her sister Bia divination.
represents force. Thia: Titan of sight, and the one responsible
Oceanus: The titan personification of the great for imbuing precious metal and gems with their
river that surrounded the world, as well as titan of sparkle and value. The Greeks believe that sight
all fresh water. He is father to the spirits of rivers, worked by a kind of ray emi�ed by the eyes, so it
seas, clouds, and rains of the Greek world with his follows that she is the mother to the sun and moon,
wife Tethys. whose lights illuminate the world.
Pan: The god of flocks and shepherds. A nature Zeus: Leader of the Olympians, god of thunder,
god, Pan is the son of Hermes and has goat’s legs, sky, kingship, and justice. He fathered many gods
pointed ears, and shaggy hair all over his body. and mortal heroes on many different women (some
He is the protector of hunters, shepherds, and immortal, some not), much to the annoyance of his
flocks. He enjoys music and wine, and the satyrs queen Hera. His weapon is the thunderbolt.
serve him.
Phoebe: Titan of answering intellect and the Olympian Symbology
wife of fellow titan Coeus; together they form the The gods of the Greeks are o�en depicted
core of all knowledge and discovery in the world. symbolically in art, sculpture, and decorations.
She is the mother of Leto, and thus grandmother of Any of these symbols is appropriate as a holy
Apollo and Artemis. Phoebe is the original owner symbol, shield decoration, or (if appropriate) a
of the oracle at Delphi, which she gi�ed to her sacrificial item or creature.
grandson Apollo.
Poseidon: God of the sea, earthquakes, and God Symbol
horses. He created horses as a gi� to Demeter Aphrodite Eros, apple, dove
a�er several failed experiments such as the hippo, Apollo laurel wreath, bow and arrow, lyre
camel, and giraffe. He is a moody and violent god, Ares helmet, spear
prone to lash out with waves or earthquakes. He is Artemis bow and arrow, deer, hunting spear,
the father of many godlings and water-spirits and a lyre
few mortal heroes as well. Athena aegis (shield with Medusa’s head on
Prometheus: The titan of forethought, he created it), helmet, spear
the second race of humans a�er the first race was Demeter grain, lotus staff, torch
wiped out by the ba�les of the gods. Stole fire Dionysus panther, thyrsus (staff tipped with a
from the heavens to give to mankind, chained to pine cone and twined with ivy), vines
a mountain as punishment where the Kaukasian Hephaestus donkey, hammer, tongs
eagle would tear out his immortal liver each day. Hera crown, lotus staff, lion
Eventually Heracles freed him. Hermes caduceus, petasos (a winged wide-
Rhea: Titan of female fertility, queen of the brimmed hat), winged boots
titans, primary wife of Cronus, and mother to the Poseidon octopus, trident
six first Olympian gods. Zeus eagle, lightning bolt, lotus staff
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Chapter 6: History
This book assumes an Argonauts campaign During this time, Greece was a borderland
takes place around 700 B.C.—about a hundred region, on the northeastern edge of African/
years a�er the end of Greece’s “Dark Age” and Egyptian civilization and the western edge of Syria
well into the era of the more powerful city-states and the other lands of what is now the Middle East.
(particularly Athens and Sparta). This period is late Too far to be worth conquering and without obvious
enough to see iron weapons become common and caches of valuable resources, Greece was largely le�
the development of the phalanx, early enough that alone, and had the luxury of borrowing culture and
se�lements are still ruled by kings (rather than the technology from its neighbors. Over time the Greeks
more democratic classical Greek civilization) and learned how to build large structures and mastered
there is plenty of untamed wild space in between the working of ivory, gold, silver, and gems, as well
the sca�ered human civilizations. This allows a as painting, particularly on vases.
DM to make use of some of the more modern (to
the Greeks) elements in the game, but still capture The Minoans
the feel of the myths. Clearly the events of the The best-known Greek civilization of this time
myths took place before this time, and mythical is the Minoans, located on the isle of Crete (their
creatures did not roam Greek during this time name for themselves is unknown, and they were
period, but this choice makes the se�ing familiar dubbed Minoans for the mythic King Minos of
enough to DMs and players without having to Crete whose wife Queen Pasiphae gave birth to the
restrict all but the weakest minotaur). In the earliest part
armors and use bronze rather of this time period the Minoans
than iron weapons. What had built large palaces for
follows is a summary of Greek their chiefs, containing the
history up to this point. entire community (some of
them covered several thousand
The Bronze Age acres) including homes and
Dating back as early as 1500 storage for goods. At this time,
BC, a material culture came religion was still somewhat
to power in this part of the tied to natural locales, with
world. Se�lement leaders worship taking place on
were successful warriors who mountaintop sanctuaries or
collected trophies as proof in mountain caves, so as to
of their victories—weapons, be closer to the gods. Around
armor, gems and jewelry, 1450 B.C. the Mycenaeans
slaves and servants, and (a Greek people from the
herds of valuable animals. Herodotus, Greek Historian peninsula) took over Crete,
The chief’s fame and wealth probably through warfare,
a�racted followers, and the chief rewarded his although this changed li�le in the daily life of the
favored followers with gi�s of these goods. average Minoan and apparently just resulted in a
These gi�s built bonds with other warriors and change in the ruling class of the island.
established ties of power, much as oaths of loyalty
tied together the European nobility hundreds of The Mycenaeans
years later. When not fighting enemies of their By the time the Mycenaeans arrived in Crete,
tribe or town, the chief and his closest followers they had developed chariots and used them as
spent their time hunting, pursuing athletics, or their primary military defense. The palaces of
feasting. Because they built their power based on the Mycenaean age were smaller than those built
deeds and reputation, they tended to be arrogant by the Minoans, but each had a large central hall
brawlers who liked to get in fights with rivals; this called a megaron which had a hearth and was used
gave the chiefs excuses to ba�le and prove their as a meeting-place for the king to hold court, give
strength and opportunities to collect more loot banquets, and deal with the public. Each hearth
from vanquished opponents. The obsession with had an altar a�ached to it, and religion played an
wealth continued in death, and the great chiefs integral part in daily life now that it was no longer
were buried under large earthen mounds, o�en necessary to walk to the nearest mountaintop to
with weapons, their favorite hunting dogs, and make a sacrifice to the gods.
even horses, chariots, or close followers dedicated The Mycenaean kings were served by
to go with the chief into the a�erlife. many delegates who enforced his will across
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Chapter Six: History
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Chapter Six: History
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Chapter 7: Running the Campaign
The Greek heroic myths were about great heroes might have one of the heroes unknowingly be an
traveling to exotic places, obeying the will of abandoned prince, and at the end of a journey they
the gods, and fighting terrible monsters, usually realize their ancestry.
with the reward of a kingdom, a great princess Centaurs: These annoying brutes are the cause
as a bride, or even being placed in the sky as an of many fights and disputes, particularly at feasts
immortal constellation. The goals, actions, and and weddings. Like any monster, centaurs are
rewards aren’t the same as in a standard campaign. an easy excuse for a ba�le, but an evil king can
Greek heroes don’t guard caravans. They don’t also send the heroes to invite the centaurs to an
investigate dungeons. They don’t break up upcoming feast in the hopes that diplomacy will
thieves’ guilds, loot ancient tombs, root out goblin fail and the centaurs will a�ack the heroes.
caves, defeat armies of undead, have city-based Connectivity: The heroes of the Greek myths
adventures, or stop the end of the world. weren’t isolated. They encountered each other as
This poses an interesting challenge to DMs acquaintances, allies, and in some cases foes. Don’t
who want to run a mythic Greek campaign. Many be afraid to insert other scion heroes as NPCs—
of the staple adventures of the game don’t fit even famous mythic figures such as Perseus,
the theme of the campaign. How do you build a Theseus, and Heracles, and if you run multiple
campaign in mythic Greece when the traditional Argonauts campaigns it’s a perfect opportunity to
adventures aren’t appropriate? The answer is to bring in characters from previous campaigns in
look at the myths and emulate the stories those cameo appearances.
myths tell. Contests: Whether a chariot race, discus
throw, music competition, archery challenge,
Mythic Elements or something even stranger, the Greeks enjoyed
Let’s look at common elements in the Greek myths contests of skill, and heroic stakes riding on the
and how they can be the source of RPG adventure. result makes it even more exciting. Making the
Abandoned Royal Infants: To avoid dire heroes participate in a contest or even a series
prophecies or passing inheritance on to unwanted of sporting events (like the Olympics) can be a
heirs, abandoning a royal infant to the elements (a pleasant diversion from monster-hunting and give
common practice even for normal Greeks) pops up NPCs an opportunity to size up the heroes.
several times in the stories, and in every case said Heroic Labors: Made popular by Heracles’
infant is found by a farmer, sailor, or other person twelve labors, heroes were o�en challenged with
who raises them as their own and sends them tasks that are impossible to normal men. This
on their way to greatness when they become an is so common in the stories that heroes should
adult, usually foiling the plans of the person who accept such challenges as part of being a hero and
abandoned them in the first place. Clever DMs shouldn’t demand something in return for the
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Chapter Seven: Running the Campaign
labors; it’s an easy way to push the heroes in the opportunity to help someone when they don’t need
direction of adventure. to, especially if they’re in a hurry; make sure their
Hubris: As o�en as not, a boastful mortal earns actions have consequences.
the ire of the gods (whether for claims of beauty, Marriage: Many stories involve the pursuit of
skill, or equality with the gods) and is punished an advantageous marriage (particularly the hand
in some way. If the mortal is a king or queen, their of a princess), fleeing an unsuitable marriage, or
land is usually punished with a rampaging monster, retrieving a stolen bride. As a campaign-ending
while a common mortal is o�en transformed event, put a political or royal marriage at stage,
into something unpleasant or given a series of giving the heroes the opportunity to leave a legacy
punishments. This is an easy way to get the heroes in the campaign.
involved in an adventure (hopefully through Monsters: The Greek myths are rife with
someone else’s mistake, and not that of the heroes!). monsters, most of them descended from Typhon
Interesting Arrivals: A ship arrives on a strange and Echidna (Cerberus, Chimera, Nemean Lion,
shore with a king and rowed by fi�y princesses, and Hydra, Sphinx, and others), all of them evil or
the locals declare it a sign from the gods and make at least hungry for human flesh. Monsters can
him their king. A golden youth with one sandal be a side-trek adventure (like the Argonauts
arrives in a great city, and the king plots against him dealing with Scylla and Charybdis on the way
to thwart a prophecy of the king’s undoing. DMs back to Greek carrying the Golden Fleece) or the
can arrange the circumstances of heroes’ arrivals to goal of the adventure (like Heracles’ labors or
fulfill prophecies or arouse suspicions among the Bellerophon’s pursuit of Pegasus and Chimera).
local people, for a positive or negative effect. Prophecy: Oracles frequently give prophecies
Journeys: The Greeks were a nation of seafarers about royal offspring, strange monsters, or the fate
with colonies on many distant shores, and it is of nations. Sometimes these prophecies are false,
not surprising that their greatest stories involve but more o�en than not they come true and usually
journeys to foreign lands, whether on foot, on a in an unexpected way. Use prophecies to push the
ship full of heroes, or on a flying horse. During heroes toward the adventure.
these journeys they run into many strange things, Sacrifices: Whether a perfect animal wanted for a
starting a precedent for adventurers having sacrifice or a forgo�en sacrifice that makes the gods
“random encounters” on the way to their true goal. angry, sacrificial animals play a key part in many
Kindness: Heroes are people who do good, myths. In some cases a foolish mortal tries to make
even if the act is an inconvenience to them. Many a human sacrifice and that really makes the god
stories start with a minor good deed that grows angry, with even worse repercussions. A sacrifice
into something greater and becomes an unexpected or the lack thereof is the cause of an adventure for
reprieve or surprising reward. Give the heroes the heroes, but rarely the adventure itself.
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Chapter Seven: Running the Campaign
Stars: The skies are populated with Greek charade, revealing that she’s a gorgon rather than
heroes and monsters placed there by the gods the true oracle.
a�er death, to honor and remember their deeds Session 2, Delphi: The false oracle, Euryale the
for all time. A truly heroic campaign gains special gorgon, a�acks the heroes, and the false oracle
sentimentality when a permanent reminder of the guards run back outside. The heroes a�ack the
heroes is le� in the sky for future generations to gorgon, and her sister Sthenno creeps up from
talk about. the darkness and joins the a�ack. The guards,
presumed fled, return with their weapons and join
Wealth, Rewards, & Starting Level the fray against the heroes. Euryale falls, Sthenno
Characters in an Argonauts campaign use the retreats into the darkness, and the heroes dispatch
normal wealth-per-level rules in the DMG. the guards and finally Sthenno. They find the true
However, pursuit of gold is not why the heroes oracle in a further part of the cave and she explains
went on quests. Greek heroes weren’t in it for the that the strange women and their guards killed her
money; they did it for glory, fame, land, and to python guardian and imprisoned her, hoping to
honor the gods with their deeds. Once the players use her prophetic powers for their own goals. She
create their characters and buy their gear according gives them a prophecy, that a new Golden Fleece
to how much wealth they should have, make sure can be found in the remote land of Colchis, and the
they have enough money to buy supplies and some heroes are to claim it in the name of Athens, but to
pocket money for small expenses, but beyond that achieve their goal they will need the teeth of the
there is no need to heap piles of gold on them for Calydonian boar.
rewards. Reward them with feasts, with places Session 3, Calydonia: The heroes sail to
of honor at public religious ceremonies, and with Calydonia, where they meet with king Phemius
the word of helpful NPCs who can turn their slain and find that two monstrous boars impervious
monster trophies into useable magic items with the to weapons have been terrorizing remote parts
Hellenic Alchemy† feat. of the kingdom. Earlier that morning the king’s
Most Greeks in the classic era have at least some son Phyrixious le� in hopes of killing the boars,
martial experience. To make the heroes stand out and the king asks the heroes to find the prince
as heroes compared to the average Greek, strongly and bring him back safely, as well as deal with the
consider starting them at 2nd level or higher. This boars. The heroes are given a guide to take them
makes them a cut above the average Greek (who is to the place of the boars’ most recent a�ack, and
usually a Com1/War1 or a War2) and gives them a from that village they easily track the boars by
hit point buffer in a low-magic campaign where the the large trails they leave in the grass. Along the
monsters are tough and there is no ready access to path the find the maimed bodies of several men
healing magic. from the prince’s hunting party, and eventually
reach a hilltop ruin where they find a greatly-
Sample Argonauts Campaign wounded prince. At this point the boars a�ack,
The following is the general course of the and through hard fighting the heroes manage to
adventures in the Argonauts playtest campaign. kill one, though the other one gets away a�er they
It is presented here as an example of a short-term le� it unconscious long enough to recover from
campaign with a clear beginning and ending. PCs its injuries with supernatural speed. The heroes
started at 2nd level. pursue the fleeing boar despite having half their
Session 1, Athens: The heroes are called to the numbers able to fight, fight the boar again, and
temple of Athena in Athens and introduced to each watch it run away yet again. They decide to return
other. One of the senior priestesses tells them that to the king the next morning, bearing one boar’s
Athena has sent word from her brother Apollo that head as proof of their deeds. The king is overjoyed
his oracle at Delphi is threatened and it is Athena’s at the return of his son and throws a feast for the
will that they investigate this threat. The heroes sail heroes. They return to the ruin a�er a day of rest
to Delphi on a ship rechristened the New Argo for and feasting, find the last boar, and kill it, likewise
their journey, find strangely rude guards protecting returning with the head. The king’s alchemists use
her cave and saying that she has given orders the boar’s bones to cra� a magical healing brew
not to be disturbed. The heroes push their way and the heroes keep the teeth, remembering the
through the guards (a�er a short fight in which oracle’s words.
the guards are captured and disarmed) and speak Session 4, The Swamp: Having gathered the
to the cloaked oracle within the cave. The oracle needed teeth, they sail to Colchis (stopping by
gives strange answers and eventually gives up the Athens to report their progress and request guards
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Chapter Seven: Running the Campaign
be sent to help guard the oracle) but get caught centaurs normally raid the town for wine and
in a storm along the way and limp ashore with a women, dragging them off into a hillside cave. The
broken mast. They enter the nearby swamp to find heroes come up with a plan to get the centaurs
a suitable tree to fashion a new mast and encounter drunk and buy four casks of wine. Tracking the
a pair of five-headed hydras. The hydras prove to centaurs to their lair, the heroes find one centaur
be formidable foes and several heroes fall, though sleeping under a tree, and plant the kegs near him
the Athenians win out eventually, taking the hydra in the hopes of ge�ing the others to join in a great
skins and hearts in the hopes of making special party. Luck is with them and the centaur wakes to
items like the alchemists did with the boar’s bones. find the “gi� from the gods” and calls his brothers
They find a suitable tree, cut it down, and drag it to join in the drinking. They do so and don’t drink
back to the ship. The ship’s crew makes a new mast themselves into a stupor, but are intoxicated
and they continue sailing to Colchis. During the enough to satisfy the heroes, who a�ack and kill
journey the priest in the group succeeds at making two of the four. The other two flee and the heroes
a pair of magical hydra-skin cloaks with healing track them to their cave, where they put an end to
powers and a jerky-like dried hydra heart with the monsters. They return to the palace, the king
tremendous healing potency. congratulates them, and gives them their next
Session 5, Colchis: The heroes reach task. Two of the cyclopes who lived on Mount
Colchis, deal as best they can with the locals’ Olympus have been struck mad and cast down into
condescending a�itudes toward “foreign the mortal world; now they live in the mountains
barbarians,” and speak to a noble at the palace, on Colchis’ western border and hurl thunderbolts
and use a bloodline power to quickly turn him to on passing patrols. Defeat the two cyclopes and
their side. They meet with king Goran, who tells the heroes will have completed their second task.
them the story of the original Golden Fleece and Once again Meledria visits the hero’s bedroom and
the circumstances of them gaining their current warns him that few heroes have returned from the
one (a golden flying ram delivered a foreign first task and none from the second.
prince to Colchis, just like the first Golden Fleece, Session 7, Cyclopes: A week’s march to the west
the king adopted the boy, sacrificed the ram to finds the heroes at the foothills of the mountains
honor the gods, and hung its golden skin on a tree marking Colchis’ western border. They confer with
guarded by a dragon who would a�ack anyone the local soldiers and learn the general location of
but the king). A�er talking over dinner the king the cyclopes’ a�acks, then proceed to that location.
agreed to give the heroes the Golden Fleece if The heroes follow a path into the mountains,
they completed three labors. The first labor was to find the hilltop ruin where the cyclopes live, and
drive off or kill a group of centaurs bothering one stealthily creep their way toward the lair. They are
of Colchis’ northern towns. The heroes rest that noticed at the last moment and a great ba�le breaks
night, and one is visited by the king’s daughter out, with the cyclopes hurling thunderbolts and the
Meledria, who warns that her father is not to be heroes using tactics to make up for the cyclopes’
trusted and they are not the first who have come greater strength. Eventually they strike down the
seeking the Golden Fleece. The heroes set out the cyclopes, claim the remaining thunderbolts as their
next morning. prize, and return to the palace.
Session 6, Centaurs: A week of marching Goran and the people of Colchis are surprised
later, the heroes reach the town and find that the that the heroes have finished their second task and
admits he is impressed. However, the third task is
the most difficult: they must take a secret path in
the eastern part of the kingdom that leads to the
underworld and bring back Cerberus, guardian of
the gate to the underworld, alive to the palace. If
the heroes complete that task, Goran will give them
the Golden Fleece. The heroes make ready to leave
in the morning (procuring a strength-weakening
poison from a local apothecary to make it easier
to bring Cerberus in alive), and for the third time
princess Meledria warns her chosen hero about her
father’s possible treachery.
Session 8, Cerberus: The heroes travel to the
eastern cave, follow its winding path downward,
Heracles, Cerberus, and Hecate
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Chapter Seven: Running the Campaign
feeling the chill of death as various barely-sensed princess for help. She agrees to help them in
spirits pass them on the way to Hades’ realm. They exchange for them taking her with them when they
reach a broad cave with a cold, black river running leave, then leads them through a secret passage to
through it and realize it is the Styx, the water so the sacred garden where the never-sleeping dragon
deadly that even the gods would die if they drank encircles the Golden Fleece’s tree at all times.
it. They rang a small gong on the riverbank and Session 9, Dragon: The heroes sneak into the
soon a�er a cloaked figure in a small boat poled garden and decide to plant their boar’s teeth. Up
into view. This man, Charon, ferryman of the from the ground spring four Athenian warriors,
Styx, took them across the water one by one a�er who turn to the heroes for their commands. With
taking their coin. The heroes find the gates to be a word, the heroes and the new soldiers a�ack the
great iron things, adorned with three canine skulls dragon. One hero takes an opportune moment
each as big as a horse’s. Guarding the guards are to snatch the Golden Fleece and run to the secret
two huge dogs, their breath as cold as death itself. passage. The other heroes want to go with him
Cerberus is nowhere to be found, though the three but fear the dragon will pursue them. The boar
skulls suggest his fate. They a�ack the cerberean tooth soldiers volunteer to keep the dragon
hounds, and during the ba�le four warrior spirits distracted while the heroes escape, and the heroes
appear at the open gate—four of the false oracle thank them for their noble sacrifice and run away
guards killed in the ba�le with the gorgons! The with the Golden Fleece, the princess, and their
heroes manage to poison one hound and knock lives intact. They grab some of the king’s horses,
it out, wound the other badly enough to make it set the others loose to deter fast pursuit, and make
flee through the gate, and are relieved but nervous their way at top speed to the port town where
that the spirits seem content to watch rather than their ship awaits. Before they reach the ship they
a�ack. Tying the fallen hound with several lengths run into a squadron of Spartan warriors who
of chain, the heroes quickly retreat, pay to cross the had been tracking their progress, all intent on
Styx again, and make their way back to the palace. taking the Golden Fleece back to Sparta. A great
Goran is dumbfounded but manages to keep a ba�le ensues, six against twenty-four, and the
grim composure. The king announces the heroes heroes emerged bloody but victorious. They met
have earned the Golden Fleece and he will escort their ship, sailed back to Athens, and displayed
them to the sacred garden at dawn. They feast their prize to the temple of Athena. Hailed as
and retire for the night, but Meledria wakes her heroes, the entire city celebrated and they were
champion and tells him that her father plans to given land, awards, and their choice of beautiful
have them assassinated in the night so the Golden nobles’ daughters as wives. Once again a group
Fleece stays in Colchis. The heroes gather in the of Argonauts had completed their great quest and
dark of night, hear Meledria’s story, and ask the brought the Golden Fleece home.
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Chapter 8: Monsters
This chapter describes the monsters of the Greek more information. If a creature doesn’t have
heroic myths. Creatures that cannot be killed by a Knowledge entry, any PC who makes a DC
mortals are not included in this book. 10 Knowledge check recalls the listed general
Note that those listed here differ from their information about the creature.
equivalent versions in the MM (for example, Most creatures also have a tactics listing, giving
the centaur listed below does not use the MM suggestions as to how they act in combat. If a
centaur’s composite bow and has a different feat creature doesn’t have a tactics listing then it uses
and skill selection). Anything not listed (such as tactics appropriate to a normal creature of its kind
treasure, LA, and so on) is as per the standard (for example, Alkinous’ hounds are simply two
version of the monster. metallic construct guard dogs, and they act like
Other monsters inspired by the Greek myths normal guard dogs).
which can be used as-is from the MM include
chimeras, dire animals, griffons, minotaurs,
pegasi, satyrs, and tritons. What the MM calls
harpies are the equivalent to Greek sirens (bird-
women who summoned sailors to drown with
their music), as the mythic harpies were winged
female servants of Zeus, and while they were
sometimes depicted as bird-women, they did not
have entrancing musical powers.
Many classical Greek monsters are just metal
versions of common animals (sometimes with
special powers), such as the fire-breathing
bronze bulls of Colchis. Some of these creatures
are described in this book, but it’s easy to create
your own using a template such as Monte Cook’s
magical construct template (<www.montecook.
com/arch_stuff4.html>). Other monsters of the Aeetes’ Bulls: CR 3; Large construct; HD 5d10+15;
myths are o�en common animals with two or more hp 42; Init +0; Spd 40 �.; AC 13, touch 9, flat-footed
heads, which you can create with the two-headed 13; Base Atk +3; Grp +13; Atk +8 melee (1d8+9,
mutant template (<www.seankreynolds.com/ gore); Full Atk +8 melee (1d8+9, gore); Space/Reach
rpgfiles/monsters/two-headed-mutant.html>). 10 �./5 �.; SA breath weapon (5d6 fire); SQ low-
Some of these monsters are described as light vision, scent, construct traits; AL N; SV Fort
immortal. In an Argonauts campaign, immortality +1, Ref +1, Will +1; Str 22, Dex 10, Con —, Int 2, Wis
means that the creature does not age, is immune 11, Cha 4.
to normal (nonmagical) diseases or poisons (which Skills and Feats: Listen +7, Spot +5; Alertness,
cannot reduce an immortal creature’s ability score Endurance.
below 1 for any ability), and does not need to eat or Breath Weapon (Su): 10 �. cone of 5d6 fire, Reflex
drink. It can still be killed by violence, though such DC 12 half. Useable every 1d4 rounds. The DC is
creatures are usually very hardy. Constitution based.
A monster’s description may include Description: This magically animated quartet
references to how the “original” creature behaved of bronze fire-breathing bulls was a gi� from
or even how it died. Depending on your goal for Hephaestus to king Aeetes of Colchis. Jason of
the campaign, the monster you present to the the Argonauts tied them to a yoke and plowed a
PCs may be the original creature, either brought field with dragon’s teeth to win the Golden Fleece
back to life by the gods or never slain in the first from Aeetes.
place. If you choose to present a monster in this Knowledge (history): 10—One of the gods gave
way, ignore any references to the creature’s death four bronze bulls to a mortal king. 15—the bulls
or who killed it. Otherwise, assume the creature breathe fire hot enough to kill a man. 20—Jason
is another specimen of the same type as the yoked them to a plough and sewed a field with
original. dragon’s teeth to win the Golden Fleece.
Each creature’s entry includes what Tactics: The bulls normally charge and gore on
information a PC recalls about the creature the first round of combat, then breathe fire, then
by using the appropriate Knowledge check gore until they can breath fire again.
(usually history); higher check results yield
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Chapter Eight: Monsters
Aeetes’ Dragon: CR 8; Large dragon; HD 9d12+45; alive like a snake. 20—Jason and Medea passed the
hp 103; Init +6; Spd 40 �., climb 20 �., fly 40 �. dragon by drugging it to sleep with one of Medea’s
(poor); AC 23, touch 11, flat-footed 21; Base Atk +9; potions.
Grp +21; Atk +16 melee (1d8+8 plus poison, bite), or Tactics: The dragon likes to pretend it is sleeping,
+16 melee (1d6+8, claw); Full Atk +16 melee (1d8+8, using its tremorsense and scent abilities to keep
bite), or +16 melee (1d6+8, 2 claws); Space/Reach track of approaching creatures. It prefers to start
10 �./5 �.; SA improved grab, swallow whole, combat with a bite and try to swallow that creature,
poison (1d2 Con/1d2 Con, DC 19); SQ darkvision, therea�er using its claws and bite on whichever
immortality, low-light vision, scent, tremorsense 60 enemy seems the most dangerous.
�., untiring; AL N; SV Fort +11, Ref +8, Will +9; Str
27, Dex 15, Con 20, Int 6, Wis 13, Cha 6. Alkinous’ Hounds: CR 2; Medium construct; HD
Skills and Feats: Climb +16, Hide +2, Listen +15, 2d10+10; hp 21; Init +2; Spd 50 �.; AC 14, touch 12,
Move Silently +12, Sense Motive +11, Spot +15; flat-footed 12; Base Atk +1; Grp +2; Atk +3 melee
Alertness, Combat Reflexes, Improved Initiative, (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); Space/
Iron Will. Reach 5 �./5 �.; SA trip; SQ construct traits; AL N;
Improved Grab (Ex): To use this ability, the dragon SV Fort +0, Ref +2, Will +1; Str 13, Dex 15, Con —,
must hit a creature of any size with its bite a�ack. Int 2, Wis 12, Cha 6.
It can then a�empt to start a grapple as a free Skills and Feats: Listen +3, Move Silently +3, Spot
action without provoking an a�ack of opportunity. +3; TrackB, Weapon Focus (bite).
If it wins the grapple check, it can swallow the Skills: *The hounds have a +4 bonus to Survival
opponent in the following round. checks when tracking by scent.
Poison (Ex): Injury, Fortitude DC 19, initial Trip (Ex): A hound that hits with a bite a�ack
damage 1d2 Con, secondary damage 1d2 Con. The can a�empt to trip the opponent (+1 check
save DC is Constitution-based. modifier) as a free action without making a touch
Swallow Whole (Ex): The dragon can try to a�ack or provoking an a�ack of opportunity. If
swallow a grabbed Medium or smaller opponent the a�empt fails, the opponent cannot react to trip
by making a successful grapple check. A swallowed the hound.
creature takes 2d6+8 points of bludgeoning Description: Hephaestus cra�ed these two
damage and 4 points of acid damage per round animated hound statues (one gold, one silver)
from the dragon’s gizzard. A swallowed creature to guard the palace of Alkinous, king of the
can cut its way out by using a light slashing or Phaiakians, a place Odysseus visited a�er the
piercing weapon to deal 25 points of damage to the Trojan War.
gizzard (AC 15). Once the creature exits, muscular Knowledge (history): 10—Hephaestus gave two
action closes the hole; another swallowed opponent living hound statues, one silver and one gold, to
must cut its own way out. The dragon’s gizzard can the palace of a far-away king. 15—The hounds had
hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive no special abilities other than being made of metal.
or smaller opponents.
Untiring (Ex): The dragon never needs to sleep, Amphisbaena: CR 3; Large magical beast; HD
though it is still susceptible to sleep effects. It is 3d10+3; hp 19; Init +8; Spd 20 �., climb 20 �., swim
immune to fatigue and exhaustion. 20 �.; AC 17, touch 13, flat-footed 13; Base Atk +3;
Description: The dragon that guarded the Grp +8; Atk +6 melee (1d4+1 plus poison, bite); Full
Golden Fleece is a dangerous creature that never Atk +6 melee (1d4+1 plus poison, 2 bites); Space/
needs to sleep. Jason and Medea overcame it only Reach 10 �./5 �.; SA poison (1d6 Con/1d6 Con, DC
because she drugged it to sleep. In some stories 12); SQ dual mind, dual reflexes, scent; AL N; SV
it managed to swallow Jason before Medea put Fort +4, Ref +7, Will +2; Str 12, Dex 19, Con 13, Int 1,
it to sleep and she had to force it to disgorge Wis 12, Cha 2.
him before they could make off with the Golden Skills and Feats: Balance +12, Climb +9, Hide +8,
Fleece. The stories do not mention the dragon’s Listen +5, Spot +7, Swim +9; Improved Initiative,
death, and Medea is shown on good terms with Weapon Finesse.
dragons in other stories, so it is quite possible the Dual Mind (Ex): The amphisbaena has two
dragon that guards the sacred grove in Colchis is brains, so for all mind-affecting a�acks it counts as
the same one Medea and Jason met. two separate creatures. If a spell or effect can only
Knowledge (history): 10—The dragon that guards affect one of the creature’s heads (such as a charm
the Golden Fleece is a great beast that never sleeps. monster spell, which affects a single target), the
15—Its bite is poisonous and it swallows its prey unaffected head takes control of the entire body. In
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Chapter Eight: Monsters
these situations, the affected head becomes inert Grapple, Improved Initiative, Improved Unarmed
for combat purposes (losing its extra bite a�ack, StrikeB, Power A�ackB, Toughness.
if any), and the creature temporarily loses its Gaea’s Strength (Ex): As long as Antaeus is in
dual reflexes ability. Even if one head is charmed contact with the earth, he gains a +4 enhancement
or dominated, the creature does not a�ack itself bonus to Strength (included in the above totals).
or split its a�acks between its normal opponents This ability functions if he stands on earth, stone,
and those chosen by its controller. In effect, mind- sand, or mud; even a wooden or stone floor of a
affecting a�acks must affect both heads in order to building or street is sufficient as long as that is in
achieve the normal result (casting two successful contact with the actual ground.
charm monster spells on an amphisbaena brings it Gaea’s Vitality (Ex): If he is knocked unconscious
fully under the control of the caster and allows it to or killed while in contact with the earth, Antaeus
use all of its abilities). is immediately healed to perfect health and can
Dual Reflexes (Ex): The creature may make two take actions on his next turn. He can only be
a�acks of opportunity per round instead of one permanently killed if it is done while he is not in
(one per head). contact with the earth.
Poison (Ex): Injury, Fortitude DC 12, initial Description: The son of Poseidon and Gaea,
damage 1d6 Con, secondary damage 1d6 Con. The Antaeus was a Libyan giant (though no bigger
save DC is Constitution-based. than a large man) who wrestled anyone who
Description: An amphisbaena is a snake native to passed through his domain, using their skulls to
North Africa with a head on each end of its body. build a great temple to his father. He was slain by
Knowledge (nature): 10—Two-headed snakes Heracles.
called amphisbaenas are native to North Africa. Knowledge (history): 10—Antaeus was a Libyan
They can crawl forward or backward, and both giant, son of Gaea, undefeated in wrestling. 15—He
heads are poisonous. wrestled Heracles and lost. 20—Heracles won by
li�ing Antaeus off the ground, preventing the giant
Antaeus: CR 4; Medium giant; HD 6d8+35; hp from drawing strength from his mother the Earth.
62; Init +6; Spd 30 �.; AC 16, touch 12, flat-footed Tactics: Antaeus doesn’t like open combat,
14; Base Atk +4; Grp +15; Atk +11 melee (1d3+7, preferring to wrestle his opponents one at a
slam); Full Atk +11 melee (1d3+7, 2 slams); Space/ time. He challenges heroes to wrestling matches
Reach 5 �./5 �.; SQ Gaea’s strength, Gaea’s vitality, rather than chaotic ba�le, refusing to let anyone
immortality; AL N; SV Fort +10, Ref +4, Will +2; pass him on the road unless they agree. In a fight
Str 24, Dex 14, Con 20, Int 10, Wis 10, Cha 12. he grapples one opponent until his enemy is
Skills and Feats: Listen +9, Spot +9; Improved unconscious or dead.
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travel with them, sometimes they kill innocent Calydonian Boar: CR 4; Large magical beast; HD
people that just happen to be in their way. 7d10+21; hp 59; Init +0; Spd 40 �.; AC 15, touch
Tactics: Bacchae prefer swarm tactics, either 9, flat-footed 15; Base Atk +7; Grp +16; Atk +11
going a�er their foes with nails and teeth (which melee (1d8+7, gore); Full Atk +11 melee (1d8+7,
are natural a�acks for bacchae rather than gore); Space/Reach 10 �./5 �.; SA ferocity; SQ fast
unarmed a�acks) or cooperative grappling to pin healing 5, low-light vision, scent; AL N; SV Fort
down dangerous opponents so they are more +8, Ref +5, Will +5; Str 20, Dex 10, Con 17, Int 2,
easily defeated, and either punch or grapple Wis 13, Cha 8.
melee opponents. Skills and Feats: Listen +8, Spot +8; Alertness,
Endurance, Iron Will.
Boar Tooth Soldier: These loyal troops are created Ferocity (Ex): A Calydonian boar is such a
by planting a boar soldier tooth† (see Chapter 3: tenacious combatant that it continues to fight
Magic) in fertile ground. Reasonably skilled but without penalty even while disabled or dying.
not too intelligent, boar tooth soldiers are ideal for Using the Slower Dying variant rule, it continues to
holding the line, chasing down something, or other fight until it reaches -17 hit points or lower.
similar tactics. They look like soldiers dressed in Description: The original Calydonian boar was
hoplite armor and colors of the nationality of the sent by Athena in revenge a�er the king forgot to
person who planted the tooth (an Athenian makes include her name when he made sacrifices to the
soldiers that look like Athenian troops, and so on). gods. The boar’s tusks were as big as an elephant’s
They are u�erly loyal to their creator, and would and its bristled hide seemed invulnerable to
walk off a cliff if their creator told them to do so. weapons. It is very similar in appearance to a
Their statistics are identical to a typical Greek dire boar, though it looks like an extremely large
soldier (see below). normal boar rather than a prehistoric or demonic
Knowledge (history): 10—The old stories tell of giant boar.
fierce warriors who spring up from the ground Knowledge (history): 10—The original Calydonian
a�er monster’s teeth are planted there. 15—Some boar was sent by a goddess to punish a king for
of the stories say that the soldiers may turn on the forge�ing her in a sacrifice. 15—More than a dozen
person who planted them. heroes gathered to kill the boar, and it quickly
Tactics: Boar tooth soldiers use simple tactics, killed seven of them. 20—Only a well-placed arrow
eschewing anything fancy. They are smart enough from a female hero named Atalanta stalled it long
to move into flanking positions without being told enough for prince Meleager, the greatest spearman
to do so. in the land, to run it through.
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Tactics: The boar is very aggressive and usually Tactics: Centaurs shout insults at their opponents
charges into ba�le. If wounded below 20 hp, and use their bows as much as possible. If seriously
it runs away until it is fully healed (though its wounded, they run away.
ferocity ability overrides this if it is brought to 0
hit points or lower). Cerberean Hound; CR 5; Large magical beast
(cold); HD 6d10+18; hp 51; Init +5; Spd 50 �.; AC 15,
Centaur: CR 3; Large monstrous humanoid; HD touch 10, flat-footed 14; Base Atk +6; Grp +14; Atk
4d8+8; hp 26; Init +2; Spd 50 �.; AC 14, touch +9 melee (1d8+4 plus 1d6 cold, bite) or +6 ranged
11, flat-footed 12; Base Atk +4; Grp +12; Atk +7 touch (poison, tail spray); Full Atk +9 melee (1d8+4
melee (1d8+4/19-20, longsword), or +6 ranged plus 1d6 cold, bite), +1 ranged touch (poison, tail
(1d6/x3, shortbow); Full Atk +7 melee (1d8+4/19- spray); Space/Reach 10 �./5 �.; SA trip, breath
20, longsword), +2 melee (1d6+2, 2 hooves), or +6 weapon (4d6 cold); SQ darkvision, cold immunity,
ranged (1d6/x3, shortbow); Space/Reach 10 �./5 �.; low-light vision, poison, scent, fire vulnerability;
SQ darkvision; AL N; SV Fort +3, Ref +6, Will +5; AL NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13,
Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11. Con 16, Int 9, Wis 13, Cha 10.
Skills and Feats: Listen +4, Spot +4, Survival +2; Skills and Feats: Hide -1, Listen +6, Move Silently
Point Blank Shot, Weapon Focus (shortbow). +7, Spot +6; Alertness, Improved Initiative, Track.
Description: Unlike the MM centaur, Greek Breath Weapon (Su): 15 �. cone of 4d6 cold, Reflex
centaurs are boorish, rude, drunk, rapacious DC 16 half. Useable every 1d4 rounds. The DC is
brutes that eat raw meat, crash parties and Constitution based.
weddings, and try to run off with women. They Fire Vulnerability: The Cerberean hound takes
originated in Thessaly (home of the Lapith half again as much (+50%) damage as normal
people) and are the sons of Thessaly’s king Ixion from fire, regardless of whether a saving throw is
and a cloud (sent by Zeus to fool Ixion, who allowed, or if the save is a success or failure.
lusted a�er Hera). Poison (Ex): Contact, Fortitude DC 16, initial
Knowledge (history): 10—Centaurs are brutish and secondary damage 1 Con. The save DC is
monsters that are o�en drunk and like to steal Constitution-based.
mortal women to bear their young. 15—They are Scent (Ex): The Cerberean hound can detect
technically part of some royal family, though they approaching enemies, sniff out hidden foes, and
are an annoyance even in their homeland and are track by sense of smell (30 �. range).
tolerated only grudgingly. 20—Their lineage goes Trip (Ex): A Cerberean hound that hits with a
back to king Ixion of Thessaly, who sought Hera for bite a�ack can a�empt to trip the opponent (+8
a bride and was tricked by Zeus into fathering the check modifier) as a free action without making a
centaurs with a cloud. touch a�ack or provoking an a�ack of opportunity.
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If the a�empt fails, the opponent cannot react to Trip (Ex): If Cerberus hits with a bite a�ack
trip the hound. he can a�empt to trip his opponent (+13 check
Description: This monster was created for modifier) as a free action without making a touch
this book; in a campaign where the old mythic a�ack or provoking an a�ack of opportunity. If
creatures are dying out, Cerberus has been slain by the a�empt fails, the opponent cannot react to
some great hero of the past, and now the gates to trip him.
Hades’ realm are guarded by his two sons. These Description: Cerberus is a huge and ugly dog as
large hounds breathe cold like the chill of the big as a dire wolf, with three heads and a snake
grave, and though they lack their father’s poisoned instead of a tail. His main purpose at the gate to the
snake-tail, their tails secret poison, which they flick underworld is to keep the dead from escaping, but
at their enemies. Cerberean hounds have black fur he sometimes challenges the rare living creature
with gray-white ends, and their tails are green and that tries to get in.
slick with their natural poisons. Knowledge (history): 10—Cerberus is the three-
Knowledge (history): 10—No information. 15—It’s headed dog guarding the gate to the underworld.
possible that Cerberus has monstrous offspring of 15—His tail was a poisonous snake, and he kept
his own, and they might have powers relating to the dead from escaping back into the world.
his snaky tail and the underworld. Tactics: Cerberus takes advantage of his three
Tactics: Cerberean hounds start with their breath heads by making trip a�empts until an enemy
weapons, then bite and tail-poison opponents, falls prone, then using his remaining a�acks on
tripping if possible. As they’re immune to cold, the prone creature. He’s rather single-minded in
they’re not cautious about catching each other in his a�acks, preferring to kill one opponent before
their breath weapon areas. dealing with other enemies (although he will move
to keep creatures from flanking him).
Cerberus: CR 5; Large magical beast; HD 6d10+18;
hp 51; Init +2; Spd 50 �.; AC 17, touch 11, flat- Charon: CR 4; Medium monstrous humanoid; HD
footed 15; Base Atk +6; Grp +17; Atk +13 melee 8d8+8; hp 44; Init +4; Spd 30 �., fly 30 �. (poor); AC
(1d8+7, bite); Full Atk +13 melee (1d8+7, 3 bites), +7 20, touch 14, flat-footed 16; Base Atk +8; Grp +9;
melee (1d6+3 plus poison, snake tail); Space/Reach Atk +9 melee (1d6+1, quarterstaff); Full Atk +9/+4
10 �./5 �.; SA trip, poison (1d6 Con/1d6 Con, DC melee (1d6+1, quarterstaff); Space/Reach 5 �./5 �.;
16); SQ immortality, low-light vision, scent; AL N; SQ immortality, fast healing 10, unsinkable; AL LE;
SV Fort +8, Ref +7, Will +3; Str 25, Dex 15, Con 17, SV Fort +3, Ref +10, Will +8; Str 13, Dex 18, Con 12,
Int 4, Wis 12, Cha 10. Int 10, Wis 14, Cha 12.
Skills and Feats: Hide +0, Listen +11, Move Skills and Feats: Balance +6, Escape Artist +6,
Silently +4, Spot +11, Survival +2; Alertness, Run, Intimidate +5, Knowledge (religion) +5, Listen +9,
TrackB, Weapon Focus (bite). Profession (boatsman) +5, Sense Motive +10, Spot
Poison (Ex): Injury, Fortitude DC 16, initial +5; Agile, Improved Bull Rush, Power A�ack.
damage 1d6 Con, secondary damage 1d6 Con. The Fast Healing (Ex): Charon regains 10 hit points
save DC is Constitution-based. per round. Fast healing does not restore hit points
Skills: Cerberus has a +2 bonus to Hide and lost from starvation, thirst, or suffocation, and it
Move Silently checks, a +4 bonus to Listen and Spot does not allow a creature to regrow or rea�ach lost
checks, and a +4 bonus to Survival checks when body parts.
tracking by scent. Skills: Charon has a +4 racial bonus to Listen and
Sense Motive checks.
Unsinkable (Su): While he remains within
it, Charon has absolute control over the boat’s
direction and speed, and it cannot sink while he
is steering it. He cannot be removed from the boat
against his will or made to leave it in any way.
Description: Charon is the ferryman of the dead,
carrying spirits across the Styx if they were buried
or cremated with a coin in their mouth, leaving
them to wander the banks forever if they don’t.
He appears an ugly older man with a grim face,
conical hat, crooked nose, and a beard, though
some see him as a winged fiend with snakes for
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Greek Soldier (male human Ftr2): CR 2; Medium of similar shape). Up to eight times per round,
humanoid; HD 2d10+2; hp 13; Init +2; Spd 20 �.; a hecatoncheire that would normally be hit by
AC 19, touch 12, flat-footed 17; Base Atk +2; Grp a rock can make a Reflex save to catch it as a
+4; Atk +5 melee (1d8+2/19-20, longsword), or free action. The DC is 15 for a Small rock, 20 for
+4 melee (1d6+2/x3, shortspear), or +4 thrown a Medium one, and 25 for a Large one. (If the
(1d6+2, javelin); Full Atk +5 melee (1d8+2/19-20, projectile provides a magical bonus on a�ack
longsword), or +4 melee (1d6+2/x3, shortspear), or rolls, the DC increases by that amount.) The giant
+4 thrown (1d6+2, javelin); Space/Reach 5 �./5 �.; must be ready for and aware of the a�ack in order
AL LN; SV Fort +4, Ref +2, Will +1; Str 15, Dex 14, to make a rock catching a�empt. A hecatoncheire
Con 13, Int 8, Wis 12, Cha 10. gains a +8 racial bonus on its Reflex save when
Skills and Feats: Heal +2, Jump +0, Listen +3, Spot a�empting to catch a thrown rock.
+3; Alertness, Combat ExpertiseB, Counter Combat Skills: Hecatoncheires have a +8 racial bonus to
Style (one-handed weapon fighting)†B, Defensive Listen, Search, and Spot checks.
Stance†B, Weapon Focus (longsword). Description: These three monstrous children
Description: The above statistics should be used of Gaea—Briareus, Gyes, and Ko�os—each have
for any career Greek soldier (no ma�er what city- one hundred arms and fi�y heads. Cursing their
state) with some experience in combat. These ugliness, Uranos imprisoned the “hundred-
soldiers wear breastplate armor and large steel handed ones” in Tartarus, but Zeus and the gods
shield, and carry a longsword, shortspear, and 2 later freed them and with their help won the ba�le
javelins. Part-time soldiers (Greeks who own their against the titans. The hecatoncheires may appear
own armor and weapons but do work other than monstrous and brutish, but they are intelligent
soldiering on a daily basis) are usually 2nd-level and noble like the best of the titans. Now they
warriors; use the statistics for the False Oracle guard the gates of Tartarus, preventing the escape
Guards, above. of the most evil titans who refused to make peace
with Zeus and be freed.
Hecatoncheire: CR 12; Huge giant; HD 19d8+114; Knowledge (history): 10—The hecatoncheires
hp 199; Init +6; Spd 50 �.; AC 22, touch 10, flat- (“hundred-handed ones”) are the younger brothers
footed 20; Base Atk +14; Grp +36; Atk +27 melee of the titans. Each is of huge size and has a hundred
(1d6+14, slam), or +14 thrown (2d6+14, rock); Full arms and fi�y heads. 15—Uranos imprisoned them
Atk +27 melee (1d6+14, 8 slams), or +14 thrown in Tartarus because they were so hideous, but Zeus
(2d6+14, 8 rocks); Space/Reach 15 �./15 �.; SA and the gods freed them to help in the ba�le against
rain of stone, rock throwing; SQ immortality, rock the titans. 20—Loyal to the gods, the three brothers
catching; AL N; SV Fort +17, Ref +8, Will +11; Str 39, now guard the gates to Tartarus.
Dex 14, Con 23, Int 16, Wis 20, Cha 11. Tactics: The hecatoncheires throw boulders at
Skills and Feats: Cra� (weaponsmithing) +13, their far-off enemies, and either punch or grapple
Diplomacy +10, Hide -6, Intimidate +10, Jump +24, melee opponents.
Knowledge (religion) +13, Listen +33, Search +21, Spot
+33, Survival +15, Tumble +4; Cleave, Great Cleave, Hydra (5 heads): CR 4; Large magical beast; HD
Improved Bull Rush, Improved Grapple, Improved 5d10+30; hp 57; Init +1; Spd 20 �., swim 20 �.;
Initiative, Power A�ack, Weapon Focus (slam). AC 16, touch 10, flat-footed 15; Base Atk +5; Grp
Rain of Stone (Ex): As a standard action a +12; Atk +7 melee (1d8+3, bite); Full Atk +7 melee
hecatoncheire can hurl dozens of boulders as an (1d8+3, 5 bites); Space/Reach 10 �./10 �.; SQ hydra
area a�ack. This a�ack affects a cone 400 �. long defenses, darkvision, fast healing 15, immortality,
and deals 20d6 bludgeoning damage (Reflex half low-light vision, scent; AL N; SV Fort +9, Ref +5,
DC 21). The DC is Reflex-based; the DC decreases Will +3; Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9.
by 2 for every 100 feet of distance between the Skills and Feats: Hide -3, Listen +6, Spot +6, Swim
target and the giant (so the save is DC 19 for +11; Combat ReflexesB, Iron Will, Toughness.
creatures 100 feet away, DC 17 for creatures 200 Fast Healing (Ex): The hydra regains 15 hit points
feet away, and so on). per round (damage to the body only). Fast healing
Rock Throwing (Ex): A hecatoncheire can throw does not restore hit points lost from starvation,
up to eight targeted rocks as a standard action. thirst, or suffocation, and it does not allow a
Each rock weighs 60-80 pounds (Medium objects). creature to regrow or rea�ach lost body parts.
Its range increment is 180 feet. Hydra Defenses (Ex): A hydra can only by slain
Rock Catching (Ex): A hecatoncheire can catch by severing all of its heads with slashing weapons
Small, Medium, or Large rocks (or projectiles or by slaying its body (targeted effects cannot
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affect heads unless they deal slashing damage and different version of the MM hydra (using the slight
could be used to make sunder a�empts). The body rule changes in this book to Toughness and so on).
has fast healing, the heads do not. All area a�acks To make this hydra or one of the MM hydras
and a�acks not specifically directed at a head more deadly, give it a poisonous bite (1d6 Con/
only affect the body. A�acking a head counts as a 1d6 Con, Fortitude negates DC 10 + 1/2 HD +
sundering a�empt (which provokes an a�ack of Constitution modifier), a cloud of poisonous breath
opportunity unless the a�acker has the Improved in and around its space to a reach of 5 �. (same DC
Sunder feat), which must be declared before the as the bite poison, those in the area must save once
a�ack is rolled. Each of the hydra’s five heads per round), and +10 hit points to the neck with the
has 11 hit points. Losing a head deals 5 points of immortal head (which gives that head more time
damage to the body; a reflex causes the arteries of to recover with fast healing), increasing the CR
the neck to close, preventing further damage from by +2. The Greek hydra’s blood was also deadly
the severed head. Severing a head prevents the poison and weapons dipped in its blood could kill
hydra from a�acking with that head but causes no with a scratch (see the Magic chapter). The stories
other penalties. When a head is severed, roll 1d4 disagree on how many heads the hydra had (many
to determine how many rounds later that stump say 9 but some say 50), so consider removing the
sprouts two new heads with 11 hit points each. ten-head limit to create a truly monstrous and
The hydra cannot have more than 10 heads at any terrifying hydra (though it’s reasonable only a
time. To prevent heads from regrowing, 5 points limited number of its heads should be able to
of fire or acid damage must be applied to the a�ack any particular creature).
stump (a touch a�ack to hit) before the new heads Knowledge (history): 10—The hydra is a swamp-
appear (flaming and flaming burst weapons deal this dwelling beast with many heads, and each time
damage automatically if used to a�ack a head). Fire you cut off a head it grows another two in its place.
or acid area a�acks can burn multiple stumps at 15—The only way to keep a head from regrowing
once as well as damaging the body. is to sear the neck with fire or acid. (Optional,
Description: The MM hydra is based on the powerful hydra only) A hydra’s breath is poisonous
original Greek hydra, which was a unique female to anyone who comes near it. 20—One of the
Greek monster born of Echidna and Typhon, hydra’s heads is immortal and its body cannot be
defeated by Heracles as one of his twelve labors. killed while that head remains in place.
The original hydra had nine heads and its breath Tactics: Though not good at hiding, hydras are
was so poisonous that it killed anything that came smart enough to wait in pools of water in their
close to it. One of its heads was immortal and could natural swampy habitat, concealing most of their
not be killed, so Heracles buried the severed head body and appearing to be nothing more than a
under a rock. The hydra above represents a slightly large snake (they usually array their heads in
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different directions so they can look all around human, but instead of legs they have a snake tail.
without appearing to be a snake den). They charge Lamias use their magic to disguise their nature
at any creature big enough to eat and may focus from their prey. These creatures are considered
their a�acks on one creature or split them up if demons by the Greeks, and don’t surround
they’re taking damage from multiple enemies. themselves with weak-willed former victims like
the MM lamia (they eat their victims).
Kaukasian Eagle: CR 3; Large magical beast; HD Knowledge (history): 10—The lamia is a kind of
4d10+4; hp 26; Init +3; Spd 10 �., fly 80 �. (average); demon that disguises herself as a beautiful woman
AC 15, touch 12, flat-footed 12; Base Atk +4; Grp so she can seduce men and eat them. 15—In her
+12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee real form, a lamia has a snake tail instead of legs.
(1d6+4, 2 claws), +2 melee (1d8+2, bite); Space/ Tactics: Lamia prefer to avoid direct combat with
Reach 10 �./5 �.; SQ evasion, immortality, low-light multiple opponents, choosing to single out a male
vision; AL N; SV Fort +5, Ref +7, Will +3; Str 18, Dex target, lure him away from his friends to a private
17, Con 12, Int 2, Wis 14, Cha 10. place, and a�ack him once he’s fallen asleep.
Skills and Feats: Hide -1, Listen +8, Spot +11;
Alertness, Flyby A�ack. Manticore: The manticore mentioned in ancient
Description: The titan Prometheus was punished Greek texts is actually a Persian monster similar
for giving the gi� of fire to mankind, and the to the MM manticore except that it has no wings
gods had him chained to the top of the Caucasus and its tail is a scorpion’s stinger with multiple
Mountains, where a giant eagle (some stories say a poisoned barbs. It can hurl these barbs just like the
vulture) visited every day and devoured his liver. MM manticore can, and also uses its tail in melee.
At night Prometheus’ liver grew back, and every To create a Persian manticore, remove the wings
day the eagle tore it out again. Though Heracles and fly speed, and add a tail a�ack as a secondary
eventually freed Prometheus, the eagle still flies a�ack (same a�ack bonus as the bite) that deals 1d6
and may be encountered by wandering heroes. damage plus 1/2 Strength bonus and poison. Its
Knowledge (history): 10—A monstrous eagle was poison deals 1d6 Con/1d6 Con, Fortitude negates
sent every day to tear the immortal liver from the (DC 10 + 1/2 HD + Constitution modifier). The
titan Prometheus, who was punished by the gods poison applies to melee a�acks with the stinger and
for teaching mankind to use fire. to flung spikes (each spike is poisoned, so a creature
struck multiple times must a�empt a save for each).
Krommyonian Sow: A great sow named Phaia, Increase the monster’s CR by +1 for this variant.
which killed many men, and some stories say it is Knowledge (history): 10—The manticore is a
the mother of the Calydonian boar; Theseus killed Persian monster with a lion’s body, a man’s head,
it. Use dire boar statistics. and a scorpion’s tail. 15—It can speak, fling
poisonous barbs from its tail, and prefers the taste
Lamia: CR 2; Medium monstrous humanoid; HD of human flesh.
4d8; hp 18; Init +6; Spd 30 �.; AC 14, touch 12, flat- Tactics: Lacking flight, a Persian manticore
footed 12; Base Atk +4; Grp +4; Atk +5 melee (1d6 usually lies in wait for creatures to wander past
and 1 Constitution damage, claw); Full Atk +5 melee it, striking them down with a volley of spikes
(1d6 and 1 Constitution damage, 2 claws); Space/ and pouncing upon any creature weakened by
Reach 5 �./5 �.; SA improved grab (claw, Medium or its poison. Sometimes it is an active hunter, going
smaller); SQ disguise self, darkvision, immortality, a�er herd animals (or groups of humans) in the
low-light vision; AL N; SV Fort +1, Ref +6, Will +6; manner of lion, except that it uses its poisoned
Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 18. spikes to fell any creature rather than seeking out
Skills and Feats: Diplomacy +6, Gather the weak and infirm.
Information +6, Listen +9, Sense Motive +5, Spot +9;
Improved Initiative, Weapon Focus (claw). Nemean Lion: CR 4; Large magical beast; HD
Disguise Self (Su): The lamia can use illusion to 5d10+10; hp 37; Init +3; Spd 40 �.; AC 15, touch 12,
make herself appear as a beautiful human woman. flat-footed 12; Base Atk +5; Grp +14; Atk +9 melee
This ability functions like the disguise self spell, (1d4+5, claw); Full Atk +9 melee (1d4+5, 2 claws),
except she can only appear as a human woman. +4 melee (1d8+2, bite); Space/Reach 10 �./5 �.; SA
She can use this ability at will. improved grab (bite), invulnerable skin, pounce,
Description: Lamias are evil creatures that rake 1d4+2; SQ immortality, DR 15/—, low-light
seduce men and (once the man falls asleep) feasts vision, scent; AL N; SV Fort +6, Ref +7, Will +2; Str
on their blood or flesh. From the waist up they’re 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
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Skills and Feats: Balance +7, Hide +3, Listen +5, which didn’t have to break the skin and thus found
Move Silently +11, Spot +5; Alertness, Run. its weakness.
Improved Grab (Ex): If the lion hits with its bite
a�ack, it deals normal damage and a�empts to Oracle at Delphi (female human Exp6): CR 3;
start a grapple as a free action without provoking Medium humanoid; HD 6d6+6; hp 27; Init +5; Spd
an a�ack of opportunity. Improved grab works 30 �.; AC 13, touch 13, flat-footed 10; Base Atk +4;
against targets up to Medium size. The lion has the Grp +3; Atk —; Full Atk —; Space/Reach 5 �./5 �.;
option to conduct the grapple normally, or simply SQ blindness, python companion, foresight; AL
use the part of its body it used in the improved NG; SV Fort +3, Ref +5, Will +7; Str 8, Dex 13, Con
grab to hold the opponent. Each successful 12, Int 14, Wis 15, Cha 10.
grapple check it makes during successive rounds Skills and Feats: Cra� (cooking) +5, Diplomacy
automatically deals bite damage. +12, Heal +5, Knowledge (history) +11, Knowledge
Invulnerable Skin (Ex): The Nemean lion’s greatest (nature) +11, Knowledge (nobility and royalty) +11,
strength is its skin, which cannot be harmed by Knowledge (religion) +11, Listen +14, Search +9,
natural or manufactured weapons. A�acks which Sense Motive +10; Blind-Fight, Improved Initiative,
do not harm the lion’s skin (such as grapple a�acks) Negotiator, Skill Focus (Listen).
bypass the lion’s damage reduction. Bludgeoning Blindness (Ex): The Oracle was born blind and
a�acks treat the lion’s DR as 5 instead of 15, as the has all the normal penalties for being blind.
skin absorbs some of the damage but transfers the Foresight (Su): The Oracle’s ability to prophecy
rest to the so�er tissues underneath. also helps protect her from danger. Identical to the
Pounce (Ex): When the creature charges, it can effects of a foresight spell, she is never surprised or
make a full a�ack (including rake a�acks) instead flat-footed. She has a +2 insight bonus to AC and
of a single a�ack. Reflex saves (included in the above totals, lost in
Rake (Ex): The creature can rake with its rear circumstances where she would lose her Dexterity
claws (+7 melee, 1d4+2) a�er a charge, pounce, or bonus to AC).
successful grapple check. Python Companion (Ex): The Oracle is protected
Description: This creature looks like a by the guardian python (see below), which is in
particularly ferocious lion. The son of Typhon and many respects like a druid’s animal companion to
Echidna, its skin was invulnerable to weapons. her. She can command the python to perform the
Heracles choked it to death in a grapple. “defend,” “guard,” and “heel” tricks (as defined
Knowledge (history): 10—The lion of Nemea was in the Handle Animal skill) without having to
a ferocious monster invulnerable to weapons. 15— make Handle Animal checks (she is automatically
The creature’s invulnerability was due to its thick successful in these a�empts).
skin, and Heracles was able to choke it to death, Description: The Oracle at Delphi is a Greek
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Chapter Eight: Monsters
woman blessed by Apollo with the gi� of true Cerberus. Orthos served the monster Geryon and
prophecy (and unlike Cassandra, people actually was killed by Heracles when Heracles tried to take
believe the Oracle’s prophecies). In some records Geryon’s ca�le. According to some legends, he is
the Oracle is just a young woman pressed into the father of the sphinx and the Nemean lion (both
service by the priests of the temple and her mothered by the chimera).
prophecies are just the babblings of a drug- Knowledge (history): 10—The monster Geryon
induced stupor, but this book assumes that the had a two headed-dog named Orthos, li�ermate of
Oracle was chosen by Apollo and her prophecies the beast Cerberus. 15—Like Cerberus, Orthos had
come from the god himself, though she may use a snake for a tail.
unusual means to put her mind in the right state Tactics: Like Cerberus, Orthos tries to trip an
to receive the prophecies. In some stories Apollo opponent and single out that creature for all his
claimed the site of the oracle a�er driving away its a�acks.
serpent guardian Python, in others the python is
the guardian beast who watches over the Oracle. Python of Delphi: The python is a monstrous
In the sample Argonauts campaign (see Chapter serpent that guards the Oracle at Delphi. Identical
7: Running the Campaign), the Oracle is a young in abilities to a huge constrictor snake, the python
blind woman whose guardian python has been is absolutely loyal to the Oracle and can never be
slain by minions of the gorgons. made to a�ack or harm her in any way. It fights
Knowledge (history): 10—The Oracle at Delphi is to the death to protect the Oracle. If the python
a servant of Apollo. Her prophecies are the truth, is slain, another young constrictor snake arrives
and people come from all over the known world to within a month to protect the oracle, soon growing
hear them. 15—She is guarded by a sacred python to its full size.
and human soldiers who have sworn themselves to Knowledge (history): 10—The python is a great
her service. snake that guards the Oracle from all harm.
Tactics: The Oracle prefers not to fight on her
own behalf, leaving that sort of thing to her python Scylla: CR 4; Large monstrous humanoid
and guards. If a�acked, she flees, taking advantage (augmented humanoid, human); HD 8d8+40; hp
of her foresight ability. 76; Init +6; Spd 20 �., swim 40 �.; AC 19, touch 11,
flat-footed 17; Base Atk +8; Grp +16; Atk +11 melee
Orthos: CR 3; Medium magical beast; HD 4d10+12;
hp 34; Init +2; Spd 40 �.; AC 16, touch 12, flat-
footed 14; Base Atk +4; Grp +8; Atk +9 melee
(1d6+4, bite); Full Atk +9 melee (1d6+4, 2 bites), +3
melee (1d4+2 plus poison, snake tail); Space/Reach
5 �./5 �.; SA trip, poison (1d6 Con/1d6 Con, DC
15); SQ immortality, low-light vision, scent; AL N;
SV Fort +7, Ref +6, Will +2; Str 18, Dex 15, Con 17,
Int 4, Wis 12, Cha 10.
Skills and Feats: Hide +4, Listen +8, Move Silently
+4, Spot +8, Survival +2; Run, TrackB, Weapon Focus
(bite).
Poison (Ex): Injury, Fortitude DC 15, initial
damage 1d6 Con, secondary damage 1d6 Con. The
save DC is Constitution-based.
Skills: Orthos has a +2 bonus to Hide and Move
Silently checks, a +4 bonus to Listen and Spot
checks, and a +4 bonus to Survival checks when
tracking by scent.
Trip (Ex): If Orthos hits with a bite a�ack he can
a�empt to trip his opponent (+9 check modifier)
as a free action without making a touch a�ack or
provoking an a�ack of opportunity. If the a�empt
fails, the opponent cannot react to trip him.
Description: Orthos is a two-headed snake-tailed
dog, a smaller and weaker version of his brother
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Appendix: Sources and Suggested Reading
There are hundreds of books on the classic Greek and later (through another D’Aulaire book, Norse
era and as many on the Greek myths. I found these Gods and Giants) on the Asgardian mythos. It’s
to be particularly useful: an oversized full-color 192-page book that gives
The Ancient World: A Social and Cultural History, enough details on the heroics of the stories without
Fi�h Edition by D. Brendan Nagle, published by ge�ing into the uglier parts (it says Zeus “married”
Prentice Hall in 2002. This is actually a textbook many nymphs and mortals, for example), and I
my sister used in one of her Classics classes, and it can’t recommend it enough for children or adults. I
provided most of the information I needed about bought a copy from a local bookstore just so I could
ancient Greek life and the origin of their society, as refer to it when writing this book.
well as references for the region map. Not a book but a website, Aaron Atsma’s
D’Aulaire’s Book of Greek Myths by Ingri and <www.theoi.com> was an invaluable resource
Edgar Parin D’Aulaire, republished by Dell for creating this book, not only in the author’s
(Bantam Doubleday Dell). This is a children’s book, photographs which he so kindly gave me
but is wonderfully illustrated and covers not only permission to use in The New Argonauts, but his
the stories of the gods but of important mortals extensive research and cross-linking about the
as well. This is the book—checked out by me as myths, including stories I had never heard of. You
a child over and over again from my local public could spend days reading the site (I’ve done so)
library—that got me hooked on Greek mythology, and still not hit every page.
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