Minotaur: Midgard & MYTHIKA!
Minotaur: Midgard & MYTHIKA!
Minotaur: Midgard & MYTHIKA!
MINOTAUR
The Official Webzine of the Mazes & Minotaurs Revival
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MINOTAUR n9
A Word from the Editor
MINOTAUR MIRTH
Best of Both Worlds
Welcome, dear readers, to the ninth issue of the
Minotaur, the one-and-only official webzine of the
Mazes & Minotaurs movement a truly special
issue, since it will take you to two very different
fantasy worlds of adventure: good old Mythika, with
its pseudo-Greek tropes and trappings and the
Norse-inspired world of Midgard (from the recently
released Vikings & Valkyries supplement), with its
trolls, fjords and horned helmets!
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TABLE OF CONTENTS
Wonders & Perils of Mythika
Mythika Gazetteer: Centaurs of the Sicanian Plains 4
Fascinating facts about everybodys favorite four-legged feisty fighters!
Miscellaneous Offerings
A Twist in the Maze: Rules of Flying 67
Lyzishadow, a.k.a the Flying Frenchman, hijacks Luke G. Reynards column!
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MythIKA GAZETTEER
Centaurs
Of THE sicaniaN plains
Written by Olivier Legrand
Centaur Tribes
Centaur society is formed by semi-nomadic tribes of
hunters-gatherers, with strictly defined roles: males
do the hunting and protect the tribe, while females
do the gathering and perpetuate the tribe.
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The Six Great Tribes
There are six great Centaur tribes in Sicania, each
named after its mythic founder (choose or roll at
random on 1d6 for Centaur adventurers: Epos,
Ekilon, Pholos, Arkantos, Pelion and Ixion.
Centaurides
Sagittarians & Chironians
Compared to their impetuous and bellicose males,
Centaurides tend to be very peaceful and amicable Two types of exceptional individuals play a very
creatures; in fact, they may well be the main reason important (and very special) role in Centaur society:
why the whole Centaur race managed not to Sagittarians and Chironian Centaurs (see Creature
exterminate itself in an endless series of clan feuds Compendium, pp 25-26).
and tribal wars. They never become warriors; to a
Centaur (or a Centauride, for that matter), war is an As master archers, Sagittarians form the highest
exclusive privilege of the male heritage, just like rank of the Centaurs warrior elite and often have a
motherhood is an exclusive privilege of feminity. lot of influence over their own clan, band or tribe.
Within this worldview, a fighting Centauride is not
only impossible but simply inconceivable. This, of Chironian Centaurs tend to travel alone, moving
course, may explain why Amazons and Centaurs from one tribe to another, acting as itinerant Lyrists
find it so hard to get on with each others. and sacred counsellors. Each year, in winter, all the
Chironians of Sicania gather around a supreme
Centaur tradition considers Centaurides to be the sage known as Chiron to exchange information and
property of their clan; they are closely watched by debate the affairs of the world in general and the
the males (as the most valuable treasure of the Centaur race in particular. Despite what many
tribe) and the most graceful among them must humans believe, Chiron is not the name of a single
usually be won by conquest (another cause of individual it is actually a sacred name (which can
bloodshed among young, reckless stallions). A roughly be translated as poetic sage), held by the
Centauride is expected to take her own life rather wisest Chironian alive: when this Chiron dies, his
than let herself be sullied by a non-Centaur male successor is naturally designated by a divine sign
fortunately, this almost never happens, since from Apollo, during the next winter gathering.
(despite what many stallions seem to believe) very
few non-Centaur creatures find themselves
physically attracted by Centaurides; the great
exception to this rule are, of course, Satyrs. The So you wanna be a Sagittarian ?
offspring of such unions are the Sataurs (Creature
Over the last few years, some Minotaur readers
Compendium, p 26), who are always treated as
have been asking for a Sagittarian player-
untouchable outcasts by Centaurs. character class but (a) there is no such thing as
prestige classes in M&M and (b) the Centaur
class as described in the Players Manual already
encompasses the Sagittarian role: to qualify as a
true Sagittarian, a Centaur player-character must
have taken the bow as his weapon of choice and
have a Missile mod of +6 or better.
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The Quest for the Sun
Having no knowledge of astronomy (and little
knowledge at all, actually), the first Centaurs
wondered where the Sun disappeared during the
night. One day, a band of particularly valorous (or
foolhardy) Centaurs, whose names remain unknown
(but did they have names at all, back in these days
?) decided to go beyond the horizon and find the
nocturnal abode of the great shining globe. And
because this was the Age of Myth, they actually
succeeded; after many perils and tribulations, they
eventually reached the Sun and were consumed
in its glory. But their sacrifice created the spark that
changed the fate of the Centaur race forever, for it
had attracted the divine attention of Apollo.
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So you wanna be a Chironian?
Over the last few years, some Minotaur readers
have ALSO been regularly asking for a Chironian
Centaur character class.
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Centaurs of the Woods, Seas & Skies
The Sylvan Centaurs described in Minotaur n3
(p. 33) are a unique, hybrid branch of the Centaur
race; their main territory lies well outside the
borders of Sicania, on the other side of the Typhon
Sea, in the dense forests located north of the
Helicon Mountains; their patron deity is not Apollo
but his sister Artemis, the woodsy goddess of the
hunt and a great archer in her own right.
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SEVEN DAYS TO WAR!
An epic Mazes & Minotaurs adventure set in a hitherto-unknown corner of Mythika
There are many, known inhabited islands there are also hundreds of unknown islands, mysterious locations that may
hold treasures, clues, monsters, allies or enemies. There may be secrets, plots, traps, witches and tyrannical kings
As the name would suggest, the Archipelago is made Then, a year ago, the unthinkable happened: a truce
up of seven islands. The two largest and most fertile was finally declared between the two sides! A new,
islands are Atreon and Zankros. These were first bold king named Pyribus had come to the throne of
settled towards the very end of the Second Age by a Zankros, and had finally managed to reach out the
group of Mineans desperately fleeing from the hand of friendship to the Atreonids, who (privately) were
deprivations of the Autarch sorcerers. Over the three just as exhausted by four decades of warfare as the
centuries that followed, the descendants of these initial Zankrosians.
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The Seven Islands
10
Along with the capital, Megalis, the main settlements increasingly troublesome. King Pyribus of Zankros
on Zankros are the towns of Coreina and Inos. The proposes to cede Trogina to Atreon as part of the
patron goddess of Zankros is Artemis, and her main peace settlement (in exchange for princess Callidices
temple is located deep in the forest of Zankros. hand): in truth, he'd be quite happy to see the back of
the troublesome Trogs.
The current king of Zankros is Pyribus. Pyribus only
became king four years ago, soon after the last great The leader of the Troginan independence movement is
sea-battle off the islets of Melipsa. In his first twelve named Corintos. Rather mysteriously, no-one seems
months, Pyribus had to contend with several to know what he looks like: rumors abound of a masked
assassination attempts, including one orchestrated by vigilante, whose consummate swords-skill is matched
his jealous younger brother Tryphon and his scheming only by his fanatical dedication to his cause.
ally the sorcerer Xendor. Tryphon and Xendor fled as
soon as their plot was uncovered. They left the The only important settlement on the island is also
Archipelago for parts unknown, allowing Pyribus to known as Trogina. The islands patron goddess is
finally consolidate his throne. Then, a year ago, Pyribus Aphrodite: her main temple is found overlooking Yellow
made his audacious diplomatic overture to Leomides of Cliffs Bay on the eastern side of the island.
Atreon. Although his marriage offer was originally a
purely diplomatic proposal, Pyribus has since fallen in
love with Callidice. He is every bit as enraged as Apollina, the Blessed Island
Leomides that she has been abducted and angry at
the prospect of his peace initiative being torn to shreds. Apollina is the smallest island of the Archipelago, and
home to a temple of Apollo. This temple is the largest in
the whole Archipelago, and its fame has spread even
Trogina, Island of the Downtrodden beyond the Seven Islands. No women are allowed to
step onto the island (a dire prophecy speaks of disaster
The small island of Trogina (population 3,000) is almost for the Archipelago should this ever happen). The
equidistant between Atreon and Zankros, and was first island (population 200 all male) is held in a special
settled about two hundred and fifty years ago. The reverence by all the inhabitants of the Archipelago, and
Troginans (sometimes contemptuously known as although under the formal protection of Zankros, the
Trogs) have been ruled by Zankros for more than a priests of Apollina do not fear attack from the Atreonid
century. In recent years an independence movement fleet. Pirates, of course, are another matter
has sprung up on the island, and has become
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Timeline of the Archipelago
AM = Age of Magic; AH = Age of Heroes
Korikos, the Silent Island 304 AH: Atreon invades Draxos, which becomes the major
battleground of the war for the next three years. By the end of
this period, the island is left utterly desolate, its settlements in
Korikos is a small island, off the coast of Atreon. Once ruins and its inhabitants dead or enslaved.
a colony of Atreon, settled nearly three hundred years
ago, Korikos came to be noted for certain excesses. 325 AH: About this time the Troginans, led by the mysterious
Corintos, begin a guerrilla campaign against the Zankrosians.
However, the island was abandoned as a result of a
mysterious and terrifying plague outbreak (known as 331 AH: Leomides II becomes king of Atreon.
the Curse of Drafa) some one hundred and fifty years
ago. No-one has dared visit the place known now as 333 AH: Pirates based on Draxos begin operating within the
Archipelago.
the Silent Island sinceor so it is commonly believed.
336 AH: The battle of Melipsa leads to the death of prince
Atreos of Atreon. A few months later, Pyribus becomes king of
Belixa, the Dark Island Zankros.
Belixa is the third largest island of the Archipelago, but 337 AH: Tryphon and Xendor flee Zankros following the failure
of their plot against Pyribus.
is little-explored. This island is thickly-forested, and
known to be the abode of many foul creatures. Several 339 AH: Pyribus peace initiative leads to a truce.
attempts have been made by humans to settle upon the
so-called Dark Island, but without lasting success. 340 AH: Princess Callidice is abducted
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Lord Dauros raises his arms, and cries out to the
crowd: Citizens of Zankros! People of Megalis! Attend
to my words! An uneasy hush falls once more across
the square. Dauros pauses for a moment, then
continues: Pyribus your king commands that I share
with you the news contained within this scroll so
ominously delivered by the messengers from Atreon. It
is a grave communication, but I beg that you listen to it
with courage and restraint. Dauros carefully unrolls the
scroll, and reads its dire message.
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Religion in the Archipelago
Should any of the adventurers choose to visit a
local temple before setting out on this adventure,
they may be surprised to find that even in a
reasonably large settlement like Megalis, there are
a limited number of deities who are worshipped.
Indeed of the twelve Olympian gods and
goddesses, only six are venerated widely in the
Archipelago: Zeus, Poseidon, Apollo, Hera,
Aphrodite and Artemis. According to legend, it was
these six deities who guided the ancestors of the
Archipelagos inhabitants to safety three and a half
centuries ago. The other six Olympian deities are The Scarlet Endeavor is treated as a Merchant
referred to, somewhat disparagingly, as the Roundship (but one carrying little in the way of cargo).
Outsider Gods. In addition to the captain, it has a crew of fourteen
sailors (treat as minor NPC Fighters, p 25 of the Maze
Each of the six human-inhabited islands of the Masters Guide). They are all loyal Zankrosians, and are
Archipelago (i.e. excluding Belixa) adopted one of clearly devoted to their captain.
the six accepted gods (the Great Ones) as a
particular patron. However on Korikos the The Scarlet Endeavor is due to leave within the hour.
inhabitants in their decadence and immorality The adventurers will have time for any minor tasks (e.g.
turned away from the worship of their patron Hera, collecting equipment, visiting a local temple etc), but
and for this impiety it is widely believed suffered they will be accompanied by royal guards wherever
the Curse of Drafa. Elsewhere in the Archipelago, they go a discrete, but unmistakable presence.
Hera is customarily described as the Goddess of
Vengeance, and her priestesses, whilst respected,
are also widely feared. Challenges on the Voyage
Adventurers from outside the Archipelago who The journey to Belixa should take a single day (arriving
worship of the six Great Ones will be more readily at sunset of Day 2). Roll 1d6 on the Sea Journey
accepted in the Archipelago than those who Event Table below to judge what befalls the ship:
worship one of the Outsider Gods. This is
especially true for priests. Most other adventuring
classes are reasonably regarded, with the Roll Result
exception of thieves, sorcerers and elementalists,
who are generally viewed with great suspicion. 1 Nothing of note happens.
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Belixa the Dark Island
Captain Idemon and his (remaining) men will not come 3 Patrol of Soldiers. The adventurers encounter
ashore, but, as per their orders, will remain in the Cove a patrol of 3+1d3 soldiers loyal to Prince
for the return of the adventurers. Idemon will warn the Tryphon (use the profile for Soldiers on p 60 of
adventurers that unless they return by midday on Day the Creature Compendium).
6, there is no hope of reaching Atreopylae in time.
4 Tragos. The adventurers encounter 6+1d6
If youre not back by then, says Idemon grimly, We
Tragos (use the profile on p 59 of the Creature
wont wait for you. Well be needed back home to
Compendium).
defend our country.
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The Ruined City
After journeying for several miles through thick jungle, 6. Balcony
the adventurers eventually emerge into a large clearing
which contains the ruins of the ancient City of Belixa. A wooden walk-way connects the two buildings that
Many of the buildings of the Over-City (as the above stand on either side of the eastern entrance to the City.
ground settlements were known) are now in a perilous The sides of this walk-way are covered with long fibrous
state: every time the adventurers enter one of the tendrils that hang down like a thick, dank green curtain.
buildings, there is a 1 in 10 chance of it collapsing Anyone walking beneath the balcony (or along it) is
(requiring a Danger Evasion roll with a target number of likely to discover to their great dismay that brushing
15 to avoid the falling debris). up against these tendrils will instantly awaken them.
They are, of course, the tendrils of a Vine of Tantalus
Most of the buildings are empty and devoid of interest, (use the profile on p 124 of the Creature Compendium).
the once colourful wall paintings having long-since
faded so that the scenes they depict are virtually
unrecognizable. Here and there fragments of writing 7. Southern Courtyard
can be detected on some of the walls, but the script is
not one that any will recognize (even adventurers with Two Empusae, named Diaphoebe and Asphixea haunt
the Scholar talent). the rooms around this courtyard. They continually wail
how much they loathe the accursed sorcerer, the one
The most noteworthy locations within the Over-City are who doomed our sister if questioned, they may reveal
as follows (numbers refer to map references): to the adventurers that Xendor was the one who
outwitted their now-lost sister Polymanthe when he first
came to Belixa. Clearly, they both fear and hate Xendor
1. Room of Murals but he finds them useful, sending them lone soldiers
from time to time as sustenance when he suspects
This is the only building where the wall paints are them of disloyalty or inefficiency.
sufficiently vivid for some, at least, of the figures to be
recognizable. They depict large, humanoid figures
fighting with reptilian beastmen (that any character with 8. Northern Courtyard
the Scholar talent will recognize as Titanians battling
against a mix of Lizardians and Troglodytes). There is a 50% chance of encountering 3+1d3 Tragos
scavenging around this Courtyard otherwise, they will
be in their Lair (see next entry).
2. Spiders Lair
This courtyard is covered in cobwebs, and is home to a 9. Tragos Lair
family of three unpleasant Cave Spiders (use the profile
on p 49 of the Creature Compendium). Their poisonous This building is home to 3+1d3 Tragos. There is a 50%
sting causes paralysis within 1d6 rounds if the victim chance of encountering them here otherwise, they will
fails his Physical Vigor roll. be scavenging around the Northern Courtyard (see
previous entry).
3. Temple
10. Central Courtyard
This building contains the shattered remains of what
was once an altar, as well as several shards of broken In the middle of this courtyard is what appears to be a
clay votive vessels. It is unclear what god or goddess covered well. However, in reality, it is the top end of a
was once worshipped here, but there remains a faint air wide shaft that descends some 100 feet down to the
of menace and foreboding about the place that will Under-Deeps (to room 29).
make most unwilling to linger.
The shaft is big enough for any Small, Medium or Large
man-shaped being to climb up or down, using the
4. Storage Room rusting iron brackets that are imbedded in the shafts
stonework (the brackets are too widely spaced out to be
Rope, timber, craft tools and laboring implements, and used by a Tiny creature, and a Gigantic creature would
various other assorted supplies, are stored within this not fit in the shaft).
building by Tryphons men.
There is a 1 in 10 chance that any Medium-sized being
(1 in 20 if Small, 1 in 5 if Large) who climbs up or down
5. Guard-House the shaft make separate rolls for each individual will
find that one of the brackets will give way when he
This building contains three of Prince Tryphons men. In places his weight upon it (necessitating an Athletic
one corner, a stone stairwell leads down to a rough Prowess roll to avoid falling, using the characters
stone-lined corridor, which marks the main entrance to Encumbrance total as the target number).
the Under-Deeps of the City of Belixa.
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Map of the Over-City of Belixa
18
Map of the Under-Deeps of the City of Belixa
1 square = 10 ft x 10 ft
19
Perils of the Under-Deeps
The Main Entrance to the Under-Deeps of Belixa is 5. Barracks #1
from the Guard-House (location 5) of the Over-
City. The rough stone-lined corridor that leads This room contains beds and personal efforts (e.g.
underground from this location twists and turns clothes-chests, stools and gaming-tables) for
several times as it makes its way deeper and twelve men. Currently, the room is empty (the men
deeper into the bowls of the earth. Eventually, after who normally sleep here are on duty).
a journey about 300 feet in length, it ends in a
flight of carved steps which enter the first chamber
of the Under-Deeps.
6. Fountain
This room contains a small fish-shaped fountain
The various locations within the Under-Deeps are
that provides perpetual clean water: the hidden
as follows (numbers refer to map references):
plumbing that provide this supply is clearly well-
designed, and the actual source of the water is
1. Guard Chamber unknown. All of the Under-Deeps fresh water is
supplied from this fountain.
This oval-shaped chamber contains two vigilant
guards. In the centre of the chamber is a vertical
shaft, surrounded by a rope barrier, which goes
7. Barracks #2
down to the Hidden Depths - the little-explored
Identical in most respects to room 5, the twelve
level of caves and tunnels beneath the Under-
occupants of this room are currently present. They
Deeps that were once the domain of the Lizardians
are off-duty and are sitting or lying around, idling
and Troglodytes of Belixa.
their time telling stories, playing dice-games, and
the like. If the adventurers fight these guards for
The upper-most rungs of this shaft (to a depth of at
more than 2 battle rounds, there is a 50% chance
least 50 feet) have been deliberately removed by
each round thereafter that the sleeping guards in
Prince Tryphons men to prevent them being used
room 8 will awaken and reinforce their fellows.
by any remaining Troglodytes from below. No-one
knows how big the drop to the next level is at
least 200 feet, it is presumed, and perhaps more. 8. Barracks #3
The evil Sorcerer Xendor occasionally punishes
unsatisfactory servants by ordering them to be Identical in most respects to rooms 5 and 7, the
thrown down the shaft. twelve occupants of this room are present and
sleeping.
2. Champions Chamber
9. Dining Room
This bed-chamber is the private room of Grun the
Barbarian. As well as his sparse private This room contains two long trestle-tables capable
possessions (clothing, furs, a money pouch of seating up to twenty-four people in total at a
containing 5 gold coins and 20 silver pieces), the time.
room contains several weapons (three spears, a
bow and a quiver with 12 arrows), and a half-full
barrel of Hyperborean Beer. Grun himself is not 10. Kitchen
presently in the room.
A brick oven is built into the back wall of this room,
and a hearth stands nearby with cooking
3. Guest Chamber implements. There is a preparation table to one
side, and an alcove containing bedding for the two
This bed-room is modestly but comfortably kitchen-boys on the other. The room is currently
appointed, and serves as a guest chamber for occupied by the cook and his two assistants (treat
visitors: usually spies and associates of Tryphon or as non-combatant minor NPCs).
Xendor, and, on occasion, their chief ally, Prince
Caldamos. Currently the room is empty.
11. Pantry
4. Armory This room contains various food-stuffs: barrels of
grain, amphorae of cheap wine, jars of herbs and
The door to this room is kept locked, requiring spices, and the like. It also contains bedding for
either a key (possessed only by Tryphon, Grun or the cook. Directly behind the cooks bed is a secret
Commander Anterinos) or a Feat of Strength to door. A successful Detection roll with a target
open. Inside, an impressive armory is to be found number of 18 is required to discover this well-
swords, spears, javelins, shields, and other hidden door. Behind this door, a sloping passage
weapons and armor besides. leads down to room 12.
20
12. Vestibule 16. Treasure Chamber #4
This circular chamber is dominated by a statue of an This room contains the following mythic items:
Argusoid (adventurers with the Scholar talent may Spear of the Dragon, Sword of the Underworld
recognize it as a depiction of Argus himself, the (made of titanite), Staff of Water, Ring of Missile
progenitor of his race). Beneath the statue is a text, Deflection (made of titanite), Blade of Treachery
written in the same unknown language as found in (made of titanite).
the ruins of the Over-City above (If it could be
translated which alas it cant be the inscription Note: all the mythic items noted in this room and
warns the wary traveler to keep all his eyes open room 15 are detailed in the Maze Masters Guide,
as he passes through the surrounding doors). with the exception of the Ring of Missile Deflection
(see Minotaur N 6: Pandoras Box) and the Blade
These four doors, which are spaced at 90 degrees of Treachery (see Minotaur N 4: Pandoras Box).
to one another, are all floor-trapped (Type: indoor;
Effect: direct damage swinging blade; 1d6 Hits;
Concealment Rating 16; Danger Rating 16). 17. Empty Chamber
However, the Concealment Rating and Danger
Rating are both reduced by 2 each time as the This oval-shaped chamber contains nothing of
adventurers become more familiar with each trap interest. Just past the entrance to this room
which, while not identical, are very similar to each descending steps lead down to room 18.
other in design and layout.
18. Guard Chamber
13. Treasure Chamber #1
At the entrance to this room there is a cunningly-
This room contains several chests filled with rich hidden pit trap (Type: indoor; Effect: falling + direct
clothes (now rotten), coins (200 gold coins and damage from stakes; 2d6 Hits; Concealment Rating
2,000 silver pieces) and semi-precious gems (to the 16; Danger Rating 16). Inside the room itself are
value of 100 gold coins). three not particularly attentive guards, sat around a
table playing a board game.
14. Treasure Chamber #2 If the adventurers fight these guards for more than
one battle round, there is a 2 in 3 chance each
This room is empty. round thereafter that the guards in room 20 will
reinforce their fellows.
15. Treasure Chamber #3 At the far end of the room is a rich tapestry which,
though faded, can still be recognized as a depiction
This room contains a chest containing 40 gold of the world-shaking struggle between Gods and
coins, as well as the following mythic items: Boar Titans that inaugurated the Age of Myth. Unusually,
Helmet (made of titanite), Tunic of Nessos, Phial of the Titans are depicted as graceful, majestic beings
Styx Water, and a Staff of Power. whilst the Gods are depicted as brutish, ugly and
malevolent.
However, many of the mythic items found within 20. Guard Chamber
are made of an ancient metal, Titanite, which
has a distinctive reddish tinge. This will be This chamber contains two vigilant guards.
instantly recognizable to the Titanians should
they see them and will instantly arouse their
interest and, probably, their anger, should they
21. Cell #1
question the adventurers as to how they came
by them. The script found upon the statue of This door to this chamber contains a barred window,
Argus is written in Titanian, the ancient, virtually allowing the guards outside to view the interior. The
forgotten language of the Titans and their door itself is locked (the attendant guards having the
Titanian descendants. only key). Inside the room are two badly injured
men, captured alongside princess Callidice.
21
Both men bear the marks of severe torture. One of
them is so badly injured that he will expire within Fighting Xendor and the Balotaur
moments of being rescued. The other, however, will
revive a little if given water, and will be capable of The Balotaur will operate independently of
moving and, if necessary, fighting, if the adventurers Xendor, but in accordance with his summoners
put a sword or spear into his hands (treat him as a general wishes (e.g. to attack the adventurers).
Fighter Minor NPC, p 25 of the Maze Masters The Archfiend will remain for 2d6+4 rounds (or
Guide, with just 4 Hits left). until it is destroyed, or Xendor is killed).
26. Temple
This small shrine contains that incredibly rare thing
an altar to Hades. That Xendor should have
decided to embrace the worship of Hades is
extraordinary, even given the obviously unbalanced
state of his mind. There is a strong atmosphere of
gloom and foreboding within this room. Located just
to the right of the altar is a secret door (a successful
Detection roll with a target number of 15 is required
to locate it). This door leads to the caverns (rooms
Behold the might of the dreadful Balotaur! 38-44) beyond.
22
27. Titanian Chamber #1
This room (currently empty) is the private chamber
of Molicon, younger brother of Adastrix, and one of
the five remaining Titanians of Belixa.
23
37. Inner Audience Chamber
The Titanians of Belixa
This large room serves as the main planning and
The Titanians of Belixa were once a proud and conference room between Tryphon, Xendor,
noble civilization, responsible for great feats of Anterinos and visiting allies such as Caldamos. The
architectural engineering, and for building both floor is dominated by a large map of the
the Over-City and the Under-Deeps of Belixa Archipelago, with various models representing
sometime in the Age of Myth. ships, troops, settlements and agents. On either
side of the room are a series of imposing pillars,
Unfortunately, the Titanians were not the only each carved so as to resemble one of the Titans.
inhabitants of the island, and for hundreds of
years, during the Age of Magic, they fought a At the eastern end of the chamber is a large statue
bitter war against their reptilian rivals, the of Atlas, one of the foremost of the Titans, who is
Lizardians and Troglodytes. depicted in such a way as to suggest that he is
holding up the roof of this chamber (in reality, this
The long conflict led to the ruination of the statue, running from floor to ceiling, is playing a
Over-City. The dwindling remnants of the significant load-bearing roll should it be seriously
Titanian race eventually overcame their reptilian damaged, requiring a Feat of Strength, then over
foes (though it was rumored that some of the 1d3 rounds the ceiling of not just this room but also
Lizardians and Troglodytes survived in the rooms 33 and 34 would come crashing down).
Hidden Depths below the Under-Deeps).
At the western end of the chamber is a locked door
The Titanian race never regained their vigor, (only Tryphon, Xendor and Anterinos hold the key to
and now just five members of this most ancient it), beyond which there is a series of caverns (rooms
civilization of the Archipelago remain. However, 38-44). This door can be broken open by a Feat of
they have agreed to ally with Xendor and Strength. On the southern wall there appears to be
Tryphon and to share their empty halls with two doors which are actually false, and which are
them and their servants in return for two trapped (Type: indoor; Effect: direct damage
pledges: firstly, that Xendor and Tryphon, once falling boulders; 2d6 Hits; Concealment Rating 15;
they have returned to power in Zankros, will Danger Rating 15). Additionally, there is a pit trap in
help the Titanians finally cleanse Belixa of all the connecting corridor between this chamber and
remnants of the foul Lizardian and Troglodyte room 35 (Type: indoor; Effect: falling; 1d6 Hits;
races; and secondly, that they will procure Concealment Rating 16; Danger Rating 16).
wives for the three younger Titanians, so that
something of their race however diminished or
half-bred will survive into the future. 38. Cavern #1
The profile for the Titanians of Belixa is identical This cave is home to 6+1d6 Tragos. A tunnel leads
to that found on page 116 of the Creature from this cavern to the surface, emerging after a
Compendium. The Titanians will fight the long, winding journey into a cave about a quarter of
adventurers without hesitation if even one of a mile to the south of the City of Belixa.
them is killed, the others will become enraged
(add +1 to their Melee but -1 to their Defense
Class). All the Titanians fight with shields (even 39. Cavern #2
Solepsa). They will fight to the death.
This cave is home to 3+1d3 Tragos.
24
42. Cavern #5 44. Cavern #7
This cave is home to a malevolent Shadow (use the This cave is home to 3+1d3 Ogres.
profile on p 103 of the Creature Compendium).
43. Cavern #6
Back to the Ship
If the adventurers succeed in rescuing the princess
This cave is home to 6+1d3 Ogres. (and, in all probability, killing Tryphon and perhaps
Xendor, as well as acquiring proof of Caldamos
43a. This cave is inhabited by a Giant Blood-Bug involvement in the plot), then they must journey as
(see the profile below). speedily as possible back to the Cove of Crows.
43b. This cave is home to a small shrine dedicated However, should they emerge above ground at
to Gorgora, the Ogre goddess. It is filled with bones night-time, then they are unlikely to want to travel
of humans, Tragos, and other creatures that have until it is light (unless time really is short, in which
been sacrificed or eaten by the Ogres. case the Maze Master should be prepared for
additional, nocturnal encounters with the dangerous
creatures of Belixa).
25
Beyond Cape Wrath
As the adventurers round Cape Wrath (preferably
on the morning of Day 7), just a couple of hours
away from their final destination, they find a single
Atreonid war galley awaiting them. It is the
Chimeras Heart. On board is prince Caldamos and
forty Atreonid soldiers (use the profile for Soldiers
on p 60 of the Creature Compendium). Caldamos
does not believe in taking chances. Just in case the
Zankroseans somehow find and liberate Callidice,
he stands ready to intercept any ship that may be
bringing her Atreopylae. As soon as he spies the
characters ship, he gives orders to intercept it.
26
Appendix: Major NPCs
Level 3 Noble, age 31, ruler of Zankros. Magic: Orphic Voice +6, Mystic Strength 18, Power
points 22.
Personality & History: Imaginative, scholarly, and
determined, Pyribus has vowed to end the long war Saving Rolls: Athletic Prowess +3, Danger Evasion
between Zankros and Atreon. Originally, his proposal +7, Mystic Fortitude +10, Physical Vigor +6.
of marriage to princess Callidice was motivated
Personal Charisma: +9 (+14 to other Lyrists,
purely by expediency but now he realises that he
loves her. Her abduction leaves him angry but also Nymphs and followers/priests of Apollo & Athena).
uncharacteristically uncertain fearful that his Background Talents: Musician & Orator.
personal feelings for Callidice may cloud his
judgement, as he ponders the best cause of action for Mythic Items: Six Scrolls of Homeros (I-VI).
the sake of his people
Attributes: Might 13, Skill 10, Wits 18, Luck 17, Will
13, Grace 13. Captain Idemon
Combat: Initiative 16, Melee +6**, Missile +6, EDC Level 2 Mariner, age 45, captain of the Scarlet
17* (Helmet, Shield & Breastplate), Hits Total 21. Endeavor.
Weapon of Choice: Spear. Also carries a sword and Personality & History: A man of few words, Idemon
a dagger. is an experienced sailor who knows the waters of the
Archipelago well. He is unswerving in his loyalty to
Saving Rolls: Athletic Prowess +4, Danger Evasion Zankros. He is well-regarded by his crew.
+7*, Mystic Fortitude +9*, Physical Vigor +5.
Attributes: Might 12, Skill 16, Wits 10, Luck 16, Will
Personal Charisma: +5 (+8 to fellow Zankroseans). 15, Grace 10.
Background Talents: Equestrian & Scholar. Combat: Initiative 12, Melee +4, Missile +4, EDC 14
(no armor), Hits Total 12.
Mythic Items: Breastplate of Apollo, Spear of
Conquest. Weapon of Choice: Sword. Also carries a dagger.
* These scores take into account the +1 bonus to EDC, Saving Rolls: Athletic Prowess +6, Danger Evasion
Mystic Fortitude & Danger Evasion granted by the +4 (+8 on ship), Mystic Fortitude +4, Physic. Vigor +4.
Breastplate of Apollo.
Personal Charisma: +4 (+6 to other Mariners not
** This score takes into account the +2 bonus to Melee
Pirates and followers/priests of Poseidon).
granted by the Spear of Conquest.
Background Talents: Sailor & Wrestler.
27
Grun the Barbarian
Level 2 Hyperborean Barbarian, age 29, personal
champion of Prince Tryphon.
Attributes: Might 18, Skill 16, Wits 10, Luck 14, Will
14, Grace 10.
Saving Rolls: Athletic Prowess +8, Danger Evasion Saving Rolls: Athletic Prowess +6, Danger Evasion
+7, Mystic Fortitude +6, Physical Vigor +7. +9, Mystic Fortitude +8, Physical Vigor +5.
Personal Charisma: +5 (+7 soldiers loyal to Prince Personal Charisma: +4 (+6 to Zankroseans loyal to
Tryphon only). Tryphon only).
Background Talents: Sailor & Tactician. Background Talents: Musician & Sailor.
* These scores take into account the +2 bonus to * This score takes into account the +4 bonus to
EDC granted by the Spear of Defence. Melee attack rolls granted by the Sword of Ruse.
28
Amulet of Acheron
This very rare item of Stygian provenance allows a
Sorcerer to summon an Infernal Archfiend of his
choice (see pp 33-35 of Minotaur N 3 for details).
29
Prince Caldamos
Level 3 Noble, age 26, prince of Atreon.
Background Talents: Sailor & Orator. Adventure maps designed by Tim Hartin.
Mythic Items: Amulet of Protection, Spear of Used with permission.
Striking.
* These scores take into account the +1 bonus to EDC, Visit Tims great RPG cartography site at:
Mystic Fortitude and Danger Evasion granted by the
Amulet of Protection. http://paratime.ca/cartography/
** This score takes into account the +1 bonus to Melee
(and +4 once per day) granted by the Spear of Striking.
30
MYTHIC BESTIARY
Even the greatest scholars of Mythika are continually astounded by the ever growing assortment of creatures, folk and monsters
that travel the land, ocean and air of the world. Many have hypothesised that this collection of sentient creatures points towards
a great change to come; others say that this reflects nothing more that the mighty powers of the Gods themselves. Whatever the
truth, there seems always to be new beings to meet... and new horrors to fight.
31
Blinking
This very unnerving special ability is a limited form
of teleportation which allows a creature to blink
away from an oncoming attack or take even the
most vigilant victims by surprise.
Attackers who make a successful Bashing attack Special Abilities : Blinking, Magic Resistance,
(see M&M Companion, p 14) against the creature Sixth Sense, Stealthy (16), Supernatural Vigor,
will also suffer such damage, unless the attack is Tough Skin, Uncanny Agility.
made with a shield.
Awards : Glory 200, Wisdom 60.
Note that this ability can be combined with Poison Additional Lore : The ritual needed to summon a
for a truly lethal defense. In this case, no Poison Dimensional Hunter on Mythika can only be found in
attack is needed: the poison is simply an additional some ancient scrolls of eldritch forgotten lore. The
effect of the damage from the spikes. Sorcerer is advised to Enslave the demonic creature
as soon as it appears and if he fails to do so, the
This ability adds 5 to a creatures basic Glory. Dimensional Hunter will most likely turn on him
32
Tail Lash
This special ability can only be possessed by Large
or Gigantic creatures with a tail. It allows them to
use their tail in melee for an extra special attack,
just before one of their regular melee attacks (and at
the same Initiative).
This tail lash does not require a Melee attack roll but
can be avoided with a an Athletic Prowess saving
roll (target number 15 if the creature is Large or 20 if
it is Gigantic). The tail lash does no actual damage
but has the same effects as a Bashing attack (see
M&M Companion, p 14).
Beast of Abaset
Taxonomy : Monster
Description : The Beast of Abaset looks like a
rhino-sized porcupine but is actually carnivorous
and surprisingly nimble and devious. Its quills
are covered with a nasty poison which it uses to
paralyze its victims before eating them.
Size : Large
Ferocity : Dangerous
Reptosaur
Cunning : Alert
Mystique : Weird Taxonomy : Monster
Description : Rhino-sized but surprisingly agile and
Movement : 90
stealthy carnivorous lizards with very powerful tails
Initiative : 13 and a highly venomous bite; they inhabit the rocky
parts and caverns of some Mysterious Islands.
Melee Attack : +6
Size : Large
Damage : 2d6
Ferocity : Dangerous
Defense Class : 15
Cunning : Alert
Hits Total : 30 Mystique : Normal
Detection / Evasion : +6 / +4 Movement : 90
Mystic Fortitude : +6 Initiative : 15
Special Abilities : Defensive Spikes, Magic Melee Attack : +7
Resistance, Poison (paralysis, on quills), Sixth
Sense, Supernatural Vigor, Tough Skin. Damage : 2d6
Defense Class : 18
Awards : Glory 300, Wisdom 40.
Hits Total : 24
Additional Lore : These creatures live in some
remote parts of the great Charybdian Jungle; Detection / Evasion : +2 / +4
they are said to be the spawn of an ancient, Mystic Fortitude : 0
forgotten deity known as Abaset, who was once
worshipped by an equally forgotten race of Special Abilities : Natural Armor, Poison (bite,
beastmen known as the Porkupios, who were death in 1d6 battle rounds), Stealthy (14), Tail Lash,
apparently conquered by the Orycters sometime Uncanny Agility, Wallcrawling.
during the Age of Magic. Awards : Glory 280.
33
Visual Distraction
This special ability allows a creature to actively
distract and disorient its opponents using some
special visual effect. Depending on the type of
creature, this visual effect could be a natural
feature (like a peacocks feathers) or some sort
of magical illusion (like a shimmering halo, a
slightly distorted or displaced image etc). Since
the creature must be fully aware of the
attackers presence to use this ability, its effects
do not apply to surprise or rear attacks.
Birds of Hera do have wings but are not able to fly and
thus do not have the Winged ability.
34
ALMANAC OF MYTHIKA
MYTHIC SKIES
by Anagnosis of Thena, translated (and annotated) by Andrew Pearce
35
4
Ptolemeos of Thena , about one hundred and
twenty years ago (although most of them, of course,
long predate his time). Ptolemeos classified them
into three groups: the twenty-four constellations of
the northern skies; the twelve constellations of the
equatorial skies; and the twelve constellations of the
southern skies (remember that the skies of the
5
furthest south remain hidden from our view).
2 4
Because of a phenomenon known as precession, the Ptolemeos of Thena is based upon the famous Ptolemy
Earth wobbles on its axis over the course of 26,000 years of Alexandria, who in his book The Almagest (c. AD 150)
or so. This causes the position of the celestial poles to did indeed list the 48 constellations associated with
shift, and therefore the nearest star to the poles alters over classical times. Others were added later, making the
time. The Pole Star of today (Polaris) has actually been the modern total 88 including such unmythical-sounding
nearest visible star to the north celestial pole since about additions as Caelum (the Chisel), Musca (the Fly), and
500 AD. Other stars that have previously acted as the Pole Pictor (the Easel)!
Star include the stars we know as Kochab (Pole Star from
5
1900 BC to 500 AD) and Thuban (4000 BC to 1900 BC). Dont forget, if adventurers travel (whether by land or
We can perhaps be non-specific as to whether or not the sea) into the far south, they may well observe and
Mythikan Pole Star to be equated with Polaris or any other therefore discover (at least as far as the Three Cities are
star in the real world. concerned) new stars and new constellations!
3 6
Not all the 48 constellations are name-checked in this The term theodiac parallels the zodiac in the real world.
article deliberately so as to encourage Maze Masters to The term zodiac is an abbreviation for zodiakos kuklos
be inventive with constellation names of their own. Notice meaning circle of animals appropriate given that eight of
that the constellations named by Anagnosis include ones the twelve signs are either animals or mythological
that may well be are identical to real world ones, such as creatures. Given the divine associations of the Mythikan
Draco, Hydra, Monoceros and Pegasus, whilst others, equatorial constellations, the term zodiac seems
such as Cerberus and Orpheus, do not have real world inappropriate hence theodiac, suggested as an
counterparts though the Greeks, of course, could easily abbreviated term for circle of gods.
have included them in the heavens.
7
As indeed they were in our world until the 17th century.
36
The Moving Stars, the Planets
Since ancient times, sages have recognized seven
planets, or wanderers stars that travel on their
own particular courses through the heavens, each
passing through the twelve houses of the theodiac.
The two greater planets, the lights that govern day
and night, are Helios (also called Sol, or the Sun)
and Selene (also known as Luna, or the Moon).
Heavens Above!
Controversies and Heresies
Aristarchus extravagant theories
Many of the theories about the heavens above, the
world of Mythika below, and their relationship to
one another have been the subject of much Long ago (as I observed in the first part of the
controversy among philosophers and scholars. Almanac of Mythika), it was noted that the Sun
takes 365 days to complete his transit through the
Opinion remains sharply divided, for instance, as heavens. During the month of Hereon, the first
to whether the world of Mythika is a flat world (as month of the year, the Sun rises in the House of
maintained by most sages in the past, and strongly Hera; in the following month of Areson, he rises in
defended in recent times by Callippus of Cyrenos,
the House of Ares; and so over the course of the
amongst others) or a spherical one (a view first put
forward, it is believed, by Eudoxus of Argos, and
year. Helios is an associate of the Olympian Apollo,
further supported by Ptolemeos of Thena). The and the power of the Sun is at his greatest during
latter view is one that seems to be gradually the month of Apolleon.
gaining in ascendancy. Of course, few mariners
are willing to sail any great distance beyond the The other planets move at widely different rates
Bronze Gates to test the flat Mythika theory (the through the heavens, waxing and waning in
perils of the Great Ocean, from marauding brightness as they do so; most notably so in the
Atlanteans to terrifying sea monsters, are case of the Moon, as she passes through extreme
formidable enough without vainglorious quests for phases of greater and lesser luminosity the Full
the edges of the world!) and so, for the moment, Moon and the New Moon - over the course of 29
there is no conclusive proof one way or another.8 days. Selene is an associate of the Olympian
Artemis, and the most important Full Moon of the
Much more controversial is the recent idea put year, to Amazonians and other devotees of Artemis,
forward by the brilliant but erratic scholar is the Full Moon that falls in the month of
Aristarchus of Heraklia. Artemiseon the Hunters Moon, as is often known.
Aristarchus has presented a model of the universe
The five lesser planets are Heraklon, Argo,
that places the Sun, not Mythika, at the centre.
Seriphon, Thenos and Proteon. These give their
This so-called heliocentric model has been
condemned as heresy in all of the Three Cities, names to five great Minean or proto-Minean
and as a result Aristarchus although regarded as cultures, namely those of the Three Cities, Seriphos
perhaps the most original and inspired intellect of and Proteus (for a discussion of the relationship
his generation to have come out of the normally between the names of these planets and cities, see
non-scholarly Heraklia has been forced to live in the first part of this Almanac (in Minotaur N7 ).
exile for the past fifteen years in the Midian city of
Solus. Needless to say, his heretical views have Heraklon is often known as the Red Planet, and is
not attracted much in the way of support.9 regularly identified with war and destruction. He is,
appropriately, the patron planet of the city of
Heraklia, and is often associated with the god Ares.
It is possible than the older name for Heraklon,
dating back to the Age of Myth, was Pyroeis
(meaning fiery one). The advent of Heraklon is
8 often believed to be a potent for bloodshed and war.
Pythagoras, in the 6th century BC, may have been the
first real-world philosopher to propose the idea of a
spherical Earth. Although the idea took several centuries to Relatively faint and often overlooked, Argo moves
take hold, by the 3rd century BC it was widely accepted by across the sky faster than any other planet, and so
all serious thinkers. Contrary to common thought, belief in came to be associated with the messenger god,
a flat Earth was not widespread in medieval Europe. Hermes. He is the patron planet of the city of Argos,
9
and his advent is believed to be a powerful portent
Aristarchus of Heraklia is inspired by the real-world within the spheres of commerce and diplomacy.
astronomer Aristarchus of Samos who in the 3rd century
BC 1,800 years before Copernicus first proposed the
heliocentric model of the Solar System. Needless to say,
the idea took a very long time to catch on
37
By the Mineans, radiant Seriphon has always been altering change. It is believed that the birth or the
associated with Zeus. This may be because death of significant individuals often coincide with
10
Sepiphon takes twelve years to pass through the the appearance of a bearded star.
theodiac, spending an entire year, as guest or as
lord, in each House. He is the patron planet of the Past examples of bearded stars accompanying
island of Seriphos and the city of Minea, and his momentous events upon the earthly plane include
advent is seen to be a sign of kingship and the comet of 215 AH, which appeared in the skies
authority, as also joy and abundance. as the Tritonians sailed hubristically against the
Sea-lords of Atlantis; and the triple-tailed comet of
Thenos is the very brightest of the five lesser 156 AH, which many regard as a presage of the
planets. In some cultures, this has caused this terrible Yellow Plague that caused much misery
planet to be associated with the goddess of beauty across the lands of Mythika in the following year.
or love. However, amongst Mineans, the divine
association appears always to have been with
Athena, in her aspect as bringer of truth, justice and Conclusion
wisdom. She is the patron planet of the city of
11
Thena . It is possible than the original name for When he looks up into the skies, and beholds the
Thenos in the Age of Myth was Phosphoros marvels of the heavens, the man who is both wise
(meaning light-bringer). and humble is surely made more and more
conscious of how small we frail mortals truly are.
The final planet, Proteon, is named after the island
Proteus, home of the ancient culture that was the How insignificant our petty concerns are, he must
precursor of the Mineans (though whether or not think, compared to the mysterious designs of the
they truly thought of Proteon as a patron planet is gods, to which the heavens bear ineffable witness!
now unknown). Curiously, there is no Olympian
association with this planet (though some associate
the planet with the Titans, the precursors to the The Great Eclipse:
gods of Olympus, and in particular Kronos, father of
Zeus). The sluggish Proteon takes longer than any Sky-Demon or Divine Wrath?
other planet to pass through the twelve Houses of
12
the theodiac (thirty years in all) , and his advent is
seen as a portent for chaos, darkness, disease,
decay and death.
The Bearded Stars, the Comets Many people believe that an eclipse, much like a
comet, is an omen of some natural disaster or the
The final category of stars is collectively known as death or downfall of a ruler One pervasive story
the bearded stars, or comets (from the Minean involves an invisible dragon, or perhaps a sky-
cometes, meaning stars with hair). Bearded stars demon, who devours the Sun during an eclipse.
are so called because they leave a long wispy trail For others, an eclipse is but a foreshadowing of
of starlight in their wake. Their appearances are the final conflict between light and darkness that
completely unpredictable, and are regarded by the will come at the end of time. For Mineans, of
wise as harbingers of doom and as omens of world- course, an eclipse represents the most powerful
assertion possible of the supremacy of the gods,
10
and above all Zeus.
Actually, Seriphons equivalent Jupiter takes more like
11.86 years to traverse the heavens. But a nice round The most famous solar eclipse catalogued in the
twelve years does sound better, doesnt it? history of Mythika was probably the one that
11 occurred in 300 AM, seven days before the Days
In the real world, of course, the equivalent of Thenos is
of Wrath, as a final warning (it was later believed)
Venus named after the Roman goddess of love,
Aphrodite being the Greek equivalent. But remember, the from Zeus to the proud Autarchs as they prepared
Mythikan world is not intended to exactly mirror the real to march against the Olympians. The stiff-necked
world. Autarchs ignored the warning, and thus brought
upon themselves the vengeance of the gods in the
12
More precisely 29.46 years for Proteons equivalent in closing drama of the Age of Magic.
the real world, Saturn.
38
SPECIAL BONUS FEATURE
The following pages list the most common habitats for the various creatures of the vast Mazes & Minotaurs
bestiary. These are only guidelines, however; a Maze Master should feel free to place any creatures anywhere he
chooses, especially if this makes the adventure more interesting for the players (and more challenging for the
adventurers). Each creature is listed with its corresponding page number from the Creature Compendium or,
in the case of the various new creatures detailed in past issues of the Minotaur, with the letter M followed by
issue and page number This article also gives us an excellent excuse to reprint some of our friend Croquefers
wonderful artwork from the Creature Compendium.
Caves
Albinotaur 76
Argusoid 7
Bearman 13
Bronze Minotaur 77
Brown Bear 12
Cave Bear 12
Cave Spider 49
Cockatrice 28
Common Giant 45
Dancing Minotaur 77
Daughter of Arachne 34
Empusa (during day) 39
Giant Bat 47
Arctic Giant Rat 47
Albinotaur 76 Gigantic Spider 49
Children of Ymir M6-25 Gorgon 51
Common Eagle 38 Hag 54
Common Fox 42 Harpy 54
Common Wolf 125 Minotaur 76
Great Hyperborean Bear 12 Ogre 86
Hyperborean Rhinoceros 93 Psychotaur 80
Hyperborean Wolf 126 Ratling 93
Ice Dragon M4-42 Red Minotaur 80
Silver Minotaur 81
Atlantean Outposts
Stone Titan 110
Atlantean Noble 9
Troglodyte 120
Atlantean War Slave 9
Twinotaur 81
Bronze Colossus 18
Two-Headed Giant 46
Midas Man 75
Wildman 125
39
Forests
Acteon 5
Bee-Folk 13
Boarman 16
Brown Bear 12
Caliban 97
Catoblepas 23
Chimera 28
Deserts Classic Harpy M3-31
Anakite Champion (Land of the Sun) M3-36
Classic Unicorn 123
Anubian (Desert Kingdom) 6
Cockatrice 28
Asheeba (Desert Kingdom) 8 Common Eagle 38
Basilisk 11 Common Fox 42
Blood Tree M5-38 Common Giant 45
Camel M5-38 Common Stag 108
Cockatrice 28 Common Wolf 125
Common Eagle 38 Cynocephal 32
Common Fox 42 Demi-Satyr 98
Giant Eagle 38 Dwimmerlaik (Hyperborea) M6-26
Giant Rat 47 Enkidu (Land of the Sun) M8-21
Giant Scorpion 48 Faun 98
Giant Snake 49 Giant Boar 15
Golden Minotaur (Land of the Sun) 78 Gigantic Spider 49
Gorgotaur (Land of the Sun) 78 Green Man M6-36
Hooded Horror 57 Hag 54
Human 59-60 Hamadryad M3-31
Hyenakin (Midia) 62 Human 59-60
Leonid (Midia) 68 Hyperborean Fox 43
Leucrota (Midia) 68 Hyperborean Wolf 126
Mirage Demon M5-39 Impostaur 79
Phoenix 90 Juggernaut Boar 15
Red Minotaur 80 Lycan 70
Sand Demon M5-40
Sand Folk (Desert Kingdom) 96
Scorpion Folk 99
Shaalud M5-41
Skeleton (with Anubians) 105
Sphinx (Desert Kingdom) 107
Thirst Demon M5-40
Tricephalous Vulture 119
Ubasti (Desert Kingdom) 122
40
Bronze Horse 19
Catoblepas 23
Chimera 28
Common Giant 45
Crushing Woman M6-37
Dragon 37
Gigantic Cyclops 31
Golden Ram 51
Gorgon 51
Human 59-60
Iron Warrior 64
Mechanical Archer 74
Forests (cont.)
Minoton 82
Magical Boar 16
Muscus (near Rhabdosians) 84
Magical Fox 43
Phoenix 90
Magical Giant Boar 16
Rhabdosian (near Muscusii) 84
Magical Stag 108
Roc 94
Minotaur 76
Silver Beetle 104
Myrmidon 85
Singing Keledon 104
Orkoi 88
Siren 105
Peryton 90
Stone Titan 110
Satyr 97
Titanian 116
Silene 98
Titanic Statue 117
Stichlos 109
Tragic Floating Head 117
Sylvan 113
Turtlemen M6-32
Sylvan Centaur M3-33
Two-Headed Giant 46
Teumesian Fox M2-31
Tragos 118
Tragostomos 118
Two-Headed Giant 46
Vine of Tantalus 124
Wight (Hyperborea) M6-26
Wild Boar 15
Wood Titan 126
Isolated Islands
Argusoid 7
Automaton 10
Bronze Bird 17
Bronze Bull 18
Bronze Colossus 18
41
Mazes
Albinotaur 76
Argusoid 7
Automaton 10
Bronze Bull 18
Bronze Colossus 18
Bronze Minotaur 77
Crushing Woman M6-37
Dancing Minotaur 77
Giant Rat 47
Golden Ram 51
Jungles
Gorgotaur 78
Apeman 6
Iron Warrior 64
Catoblepas 23
Mechanical Archer 74
Cockatrice 28
Megataur 79
Common Eagle 38
Minotaur 76
Elephant 39
Minoton 82
Giant Snake 49
Psychotaur 80
Gigantic Spider 49
Red Minotaur 80
Hellephaunt 56
Rocky Python 95
Human 59-60
Shabti (Desert Kingdom) M5-41
Leonid 68
Silver Minotaur 81
Pterodactyl 91
Stone Titan 110
Stichlos 109
Titanic Statue 117
Tarasque 114
Twinotaur 81
Tetrax 115
Tigerman of Kathai 116
Tyrannosaurus 121
Vine of Tantalus 124
Wildman 125
Marshes
Bapharon 11
Classic Hydra 61
Ghost 44
Giant Rat 47
Giant Snake 49
Human 59-60
Serpentine Hydra M3-32
Singing Hydra M4-42
Swamp Folk 112
42
Impostaur (near settlements) 79
Klaatakaarr (Charybdis) 65
Leonid 68
Lemure 67
Lycan 70
Magical Fox 43
Magical Ram 92
Manticore (Thanatari) 73
Megalopodoi (snow cap) 74
Mountains Minotaur 76
Aberrant Beast 4 Mountain Giant 45
Abominathol (Hyperborea) 4 Nyctogryph (Thanatari) 53
Bicephalous Wolf (Thanatari) 125 Ogre 86
Blue Men (Bones of War) M6-25 Pegasus 89
Bronze Minotaur 77 Pegataur (Thanatari) 89
Brown Bear 12 Phoenix 90
Degenerate Man (Helicon) 34 Pyrohydra (near volcanoes) 62
Children of Ymir (Hyperborea) M6-25 Red Minotaur (near volcanoes) 80
Chimera 28 Roc 94
Common Fox 42 Rocky Python 95
Common Giant 45 Rugog 95
Common Ram 92 Stone Dragon (Helicon) M4-43
Common Wolf 125 Stone Titan 110
Draconian (Thanatari) M4-41 Titanian 116
Flying Unicorn 123 Trolith (Hyperborea) 121
Giant Eagle 38 Two-Headed Giant 46
Giant Ram 92 Wildman 125
God-Shadow 50 Wyvern M4-43
Golden Minotaur (Helicon) 78 Zorba (Helicon) 127
Gorgon (Helicon) 51
Gorgotaur (Helicon) 78
Griffin (Thanatari) 52
Gryphon (Thanatari) 52
Hag 54
Hawkman 55
Hippogriff (Thanatari) 57
Hooded Horror 57
Human 59-60
Hyperborean Wolf 126
Icarian 63
Ice Worm (snow cap) 63
43
Plains
Aberrant Beast 4
Arimaspian (East of Thanatari) 8
Bucentaur 19
Brutaur 24
Catoblepas 23
Centaur 24
Centauride 25
Chironian Centaur 25
Common Bull 20
Common Fox 42
Common Horse 58
Common Lion 69
Common Ram 92
Common Rhinoceros 93
Common Wolf 125
Lycan 70
Cynocephal 32
Lycocentaur 72
Equinian 40
Magical Bull 20
Elephant (Land of the Sun) 39
Magical Fox 43
Giant Bull 20
Magical Horse 58
Giant Eagle 38
Magical Lion 69
Giant Lion 69
Magical Ram 92
Giant Ram 92
Myrmidon 85
God-Shadow 50
Onocentaur 87
Golden Minotaur (Arcadia) 78
Orycter (Midia) 88
Human 59-60
Pegasus 89
Impostaur 79
Rhinotaur 94
Lemure 67
Sagittarian 26
Leonid 68
Sataur 26
Spectral Hound M2-31
Sylvan Centaur M3-33
Tricephalous Vulture 119
Rivers / Lakes
Hippopotamus (Desert Kingdom) M5-41
Lake Monster M6-34
Crocodile (Desert Kingdom) M5-39
Sons of Sobek (Desert Kingdom) M5-42
Undine (Waterfalls) M8-55
44
Living Caryatid 70
Megataur 79
Minoton 82
Minotaur 76
Mummy (Desert Kingdom) 83
Psychotaur 80
Rocky Python 95
Sand Folk (Desert Kingdom) 96
Ruins Seven-Mawed Thing 102
Albinotaur 76 Shabti (Desert Kingdom) M5-41
Alseid 5 Shadow 103
Argusoid 7 Shedu (Land of the Sun) M8-23
Bronze Colossus 18 Silent Lurker 103
Bronze Minotaur 77 Silver Minotaur 81
Cacodemon 21 Son of Cecrops 106
Chimera 28 Spectral Hound M2-31
Classic Harpy M3-31 Sphinx (Desert Kingdom) 107
Cockatrice 28 Stone Titan 110
Common Giant 45 Tetrax (Charybdis jungle) 115
Crushing Woman M6-37 Titanic Statue 117
Dancing Minotaur 77 Tragic Floating Head 117
Daughter of Arachne 34 Twinotaur 81
Dichotomian 36 Two-Headed Giant 46
Empusa (during day) 39
Rural Areas
Floating Eye 41
Cat M6-29
Genie (Land of the Sun) M8-53
Common Bull 20
Ghost 44
Common Eagle 38
Ghostling 44
Common Fox 42
Giant Bat 47
Common Horse 58
Giant Rat 47
Common Ram 92
Giant Scorpion 48
Common Stag 108
Giant Slug 48
Human 59-60
Gigantic Spider 49
Impostaur 79
Gorgon 51
Lar 67
Hag 54
Harpy 54
Lemure 67
Hooded Horror 57
Iron Warrior 64
Lamassu (Land of the Sun) 66
Lamia 66
Lemure 67
45
Sky
Bird of Ares 14
Bronze Bird 17
Carnivorous Cloud 22
Common Eagle 38
Dragon 37
Flying Unicorn 123
Giant Bat 47
Giant Eagle 38
Griffin 52
Sea
Gryphon 52
Abyss Lurker M1-32
Eolian 40
Attack Kelp 10
Hawkman 55
Dolphin 37
Hippogriff 57
Fomoros 42
Icarian 63
Giant Crab 47
Ker 65
Hexapod M1-32
Klaatakaarr 65
Hogrebos (Umbrian) M1-33
Lamassu 66
Human (seashore / shipboard) 59-60
Manticore 73
Ichtyocentaur 64
Oracle Owl 87
Ichtyosatyr M1-33
Pegasus 89
Killer Fish M1-34
Pegataur 89
Langustos M1-34
Peryton 90
Large Octopus M1-35
Phoenix 90
Merion M1-35
Pterodactyl 91
Mermaid 75
Roc 94
Morid M1-36
Shedu (Land of the Sun) M8-23
Psychic Medusa M1-36
Singing Keledon 104
Quinotaur 91
Siren 105
Sea Gorgon M1-37
Tricephalous Vulture 119
Sea Horror 99
Sea Horse 100
Sea Hydra 61
Sea Lion 100
Sea Serpent 101
Sea Titan M1-38
Siren (seashore) 105
Son of Dagon 106
Telchine 114
Triton 120
Tyrodon M1-37
46
Daughter of Arachne 34
Derros 35
Derros Warcraft 36
Empusa 39
Flamoid (near Lesser Cyclops forges) 41
Floating Eye 41
Giant Rat 47
Giant Slug 48
Gigantic Spider 49
Gigantosaur 50
Gorgon 51
Stygian Bastions Grotesk 53
Hippodrac 56 Minoton 82
47
Subterranean World (cont.)
Serpent Man 102
Seven-Mawed Thing 102
Shabti (Desert Kingdom) M5-41
Shadow 103
Silent Lurker 103
Silver Beetle 104
Silver Minotaur 81
Stone Titan 110
Stublings (Desert Kingdom) M5-42
Temples & Sacred Sites
Titanic Statue 117
Alkenian Dog (Hephaestus) M2-28
Triclope 119
Artemesian Greyhound (Artemis) M2-28
Troglodyte 120
Bird of Ares (Ares) 14
Swamps Bronze Colossus 18
Bapharon 11 Curete (Zeus) 29
Classic Hydra 61 Golden Ram 51
Cockatrice 28 Hound of Zeus M2-30
Common Eagle 38 Human 59-60
Ghost 44 Iron Warrior 64
Giant Rat 47 Olympian Eagle 38
Giant Snake 49 Oracle Owl 87
Gigantic Spider 49 Salamander (Elemental Fire) 96
Hag 54 Shabti (Desert Kingdom) M5-41
Hooded Horror 57 Singing Keledon 104
Ker 65 Stygian Serpent (Sethos) 112
Serpentine Hydra M3-32 Titanic Statue 117
Singing Hydra M4-42
Tombs
Stichlos 109
Argusoid 7
Stirge 109
Automaton 10
Swamp Folk 112
Bronze Colossus 18
Swamp Horror 113
Crushing Woman M6-37
Vine of Tantalus 124
Daughter of Arachne 34
Dwimmerlaik (Hyperborea) M6-26
Empusa 39
Floating Eye 41
Ghost 44
Giant Bat 47
Giant Rat 47
Giant Scorpion 48
48
Urban Environment
Cat M6-29
Tombs (cont.)
Common Horse 58
Giant Slug 48
Automaton (palaces) 10
Gigantic Spider 49
Bronze Colossus (palaces) 18
Gorgon 51
Ghost 44
Hag 54
Giant Rat (sewers) 47
Hooded Horror 57
Human 59-60
Iron Warrior 64
Iron Warrior (palaces) 64
Lamassu (Land of the Sun) 66
Lamassu (palaces, Land of the Sun) 66
Lamia 66
Ratling (sewers) 93
Lemure 67
Shedu (palaces, Land of the Sun) M8-23
Living Caryatid 70
Minoton 82 The Underworld
Mummy (Desert Kingdom, Stygia) 83 Argusoid 7
Ratling 93 Cacodemon 21
49
Here come the
1) What is Vikings & Valkyries? Skalds, for instance, are the exact Norse equivalent
of Barbarians, Nobles and Lyrists (respectively),
Vikings & Valkyries is a 50-page PDF supplement while Elves share many similarities with Nymphs
for the Revised Mazes & Minotaurs RPG; it presents (but can be either male or female, with special rules
a whole new setting, the world of Midgard, inspired for males); Valkyries, on the other hand, are closer
by Norse sagas, pulp fantasy and Hollywood Viking to Spearmen than to Amazons in terms of abilities.
movies, along with all the rules you need to play in
this alternate setting. The book also details two entirely new classes: the
big, bad, dumb Half-Giant and (of course) the
2) So is it a supplement or a whole new game? Viking, an all-purpose warrior-adventurer with no
real equivalent in classic M&M.
Well, as far as actual play is concerned, it IS a
Lastly, the book also includes additional character
different game, since the world of Midgard is
options, allowing players to create adventurers from
obviously very different from the classic M&M world
mythic folks such as Dwarves, Nixies or Merfolk.
of Mythika but it is not a standalone product, so
you still need the M&M core rules to play.
4) What are the new rules about?
3) What character classes are available?
Vikings & Valkyries offers additional rules on a
variety of topics specifically tied to its Norse setting
Players can choose between five warrior classes
or to what we might call Viking spirit: some new
(Berserker, Half-Giant, Prince, Valkyrie and Viking),
combat options, a few things about magic (including
five magician classes (Elementalist, Elf, Priest,
two new divine gifts and the new elemental power of
Skald and Sorcerer) and the two specialist classes
Ice!), as well as rules for various types of Viking
of Thief and Hunter. Some of these classes are
games (you know, arm wrestling, shield running,
simply M&M classes under another name or with
braid cutting etc) and, of course, heavy drinking.
some minor adjustments: Berserkers, Princes and
50
5) What are the new combat options?
7) What are the new creatures and mythic items? - Hey, whats wrong with our helmets?
51
Each issue, Griffin Archives unearths an old Griffin article from the glorious 80s or 90s
PLACES TO PLUNDER,
MONSTERS TO SLAY!
Creating Epic Adventures for Vikings & Valkyries, by Peter Larsson
52
Raids
What would Viking adventuring be without lightning
attacks on mysterious islands, well defended
villages, and coastal keeps? An important part of a
raid is the sea journey. Looking for plunder and
adventure, the adventurers must cross churning,
uncharted seas using ancient maps and word of
mouth. Upon landing theyll encounter secrets,
plots, traps, witches and tyrannical kings.
53
SOMETHING ROTTEN IN
NOVGORBY
An introductory Vikings & Valkyries adventure for first level characters, written by Gabriel Hunter
54
Most villagers take much pride from housing a
renowned adventurer (not least because it's also
customary to share ones wealth with ones host,
which has led to some battles for the hosting of
returning heroes among the villagers).
If the party includes at least one Prince, the One night, when almost everyone is sleeping, the
characters could stay as guests of the local alarm horns will sound, abruptly waking the
chieftain, Ulfgar the Grim, allowing the Maze Master adventurers, as a monster is sighted just outside the
to start the adventure with a typical Viking evening village.
of feasting, mead drinking, arm-wrestling, axe-
throwing and other typical Viking games (as detailed Quickly dealt with by the local chieftains huscarls,
in Vikings & Valkyries, p 15-16). this seemingly-resolved matter will take a dire turn
as it is discovered that, at the same time, a fair
If the Maze Master is planning to use this adventure damsel was kidnapped by another group of
as the start for a campaign, do feel free to monsters (Trollmen) who have since fled with their
incorporate each players background into the victim into the woods.
region (e.g. born in Novorgby or a nearby village;
family, friend or love interest in the village; etc.) so Asked to lead a search party for the missing girl, the
as to make it an important place to get back to or adventurers must follow the trail of the captors
start from, rather than being just a name on a map. before the incoming snow storm erases their tracks
and any chances of finding her alive and well. In
Being at a crossroads, the village has always their hurried race through the nearby forest to
benefited from the attention of many passers-by rescue the unfortunate maiden, the party will first
(travelers and merchants alike), but never enough to have to confront or evade a pack of wolves and their
become a full fledged city due to its wilderness surprisingly-cunning leader, a red-eyed Dire Wolf.
location. However, the Winter Meet (an idea of a
previous Chieftain to attract people to the village in Then, climbing the treacherous mountain path which
the less frequented winter months) has rapidly will hopefully lead them to the captors hideout, they
grown in popularity and is now a regional event of will face the icy breath of a monstrous Ice Spider
importance, spanning a full week of trade, barter (new monster) who is blocking their path.
and feasting. During that time, the local population
of 100 goes up to nearly 300! Merchants and Finally, upon arriving at a strangely-warm cavern,
craftsmen of all types will also peddle their wares in the adventurers will join battle against a band of
the covered marketplace built for the occasion. Trollmen and their brutish commander, Grodd the
Half-Giant.
Lodging can be found at the Hovedhallen (Main
Hall), for Princes and their following; the local inn, During the ensuing feast in honor of the new
the Golden Axe, can hold up to 50 people (at 4 to a heroes, a malevolent illusion will give a chill to the
small room); the local tavern, the Red Horn, another villagers and the adventurers as the hidden
30 sleeping on the floor; whilst the rest seek bed mastermind behind the events is finally revealed as
and board at villagers homes. a Dark Elf an ill omen for the future of Novorgby
55
Adventure Map : Novorgby Area
1 hex = 250'
D
C
A
B
Novorgby
A
56
Celebrating the Winter Meet in the grand Viking tradition
The Gathering
Tracking the kidnappers will use the rules set in the
The Winter Meet is one of the best times for Mazes & Minotaurs Players Manual p45, but using a
adventuring Norsemen and women to either recruit base of 10 instead of 15 (easier to track in the snow),
henchmen, find a part-time or full-time employer, as but increase this difficulty by 2 per hour once the
well as buy, sell or trade goods, ranging from the snowstorm hits, bringing with it high winds and
mundane to the exotic, or simply renew contacts with deteriorating visibility. If the adventurers are having
old friends and make new ones. trouble following the trail, or get lost, the Maze Master
should have them meet Eirik the Bold, a hunter who can
Prospective patrons and job-hunters usually meet at the provide assistance and/or shelter. See p XX at the end
inn, the tavern or the main hall to discuss their needs of the adventure for Eirik the Bolds statistics.
and qualifications all weekend.
While the snowstorm rages (it will start at the beginning
Outside, in the marketplace, goods of all types, but of Part Two and last for 2d6 hours), use the rules given
mostly weapons and magical charms (with no real below for Snowstorm Exposure.
power in game terms), are offered, bought or traded
amid the same cacophony of voices and sounds.
Snowstorm Exposure
Of course, such a large gathering of Norse men would
not be complete with the mandatory drinking contests Each full hour without proper protection (fur boots,
and other typical Viking games (arm wrestling, shield mittens, hats, coats etc) from cold requires a
running, axe throwing etc) along with some more Physical Vigor saving roll: the first roll has a target
refined entertainment, allowing Skalds to demonstrate number of 5, the second one a target number 10,
their musical, poetic and storytelling skills. the third one a target number of 15, and so on.
After the news hits that someone has actually been Furthermore, each hour in the storm also requires a
kidnapped by a band of foul monsters, the Chieftain will Danger Evasion Roll (plus any Hunting bonus) at
quickly marshal a small rescue party (no more than 1d6 the same target numbers to avoid getting lost.
huscarl NPCs, because he dares not leave the village
undefended, especially with a snowstorm starting), and Also, keep in mind that snow is considered difficult
he will ask for the aid of the adventurers if they are terrain for movement (Players Manual, p20).
present (or readily accept their help if they offer it).
57
The Scenario
Part One: Meeting in Novorgby
Having traveled, together or apart, from their
respective starting points, the adventurers finally
make their way to the somewhat remote village of
Novorgby, where they are to attend its renowned
Winter Meet (see
58
Loki's Draught Handling the Opposition
Drinking one of the 1d6 doses will give its user The adventurers will have to face a number of
protection from the effects of normal cold and opponents in this adventure, including a pack of
add a +4 bonus to Physical Vigor saving rolls Common Wolves, their Dire Wolf leader, an Ice Spider,
against supernatural cold for 1 hour. and finally a small gang of Trollmen and their Half-Giant
leader, all of which can spell doom for the party if the
However, the heat from the magic will force the Maze Master isn't prepared.
removal of outer clothing, including armor,
unless the drinker succeeds at a Mystic At the Maze Masters discretion, the villagers sent on the
Fortitude roll versus a target number of 10. rescue mission can act as either backup, if the
adventurers have problems, or as quickly-killed
expendables to show how the monsters work. If the
group splits to cover more ground or because they
B: Hunter Cabin
would be too numerous for the planned monsters, the
Maze Master can also use cut-scenes involving the local
As you come across a clearing in the woods, you
chieftains Huscarls (Minor Soldier NPCs) to foreshadow
see a small cabin in its center, the axe stuck in a log
the trouble ahead.
and the pelts half finished outside, betraying the
probable presence of a local hunter. The first encounter (Wolves & Dire Wolf pack leader)
should not be too difficult (say at one wolf per two party
This is the hangout of Eirik the Bold (see below for members) which the Maze Master can then double (i.e.
full description), who could also be encountered in up to one wolf per party member) if all goes well for the
the forest nearby looking for game or roaming second brush with the wolves, finally adding the pack
wolves. leader for the last encounter. An injured or less battle-
ready party could also easily miss that last encounter
in order to avoid crippling them.
C: Old Bridge
The Ice Spider should at least scare the party a bit, so if
At the end of the woods, crossing the half frozen they dealt with the wolves relatively easily, have the
river beneath it, lies a small stone bridge in obvious spider sneak on the least dangerous party member first
need of some repairs, but still safe enough to and use its Entangle ability on him (Target number 19
support travelers, if not a horse and carriage. instead of 15 due to surprise). Make effective use of its
size to knock the adventurers about (Danger Evasion
D: Mountain Path roll at 19 to avoid being displaced 10' away) instead of
simply attacking them.
Beginning in the rolling hills at the foot of the
daunting mountains ahead, a small and sinuous- As noted in the description of this new creature, any
looking path climbs up rather rapidly, disappearing adventurer using fire (natural or magical) upon the
into the shadows of the rocks forming the peaks spider will immediately get its undivided attention until
blocking the way. that particular threat is dealt with. If the party is weaker,
however, the Maze Master should give them a chance to
An Athletic Prowess roll vs the usual target number sneak up on it first, or if you really feel generous - roll
equal to the characters Encumbrance (plus a boulder on its head (treat as a 2 or 3d6 Crushing
applicable snowstorm modifiers +2/hr) is required to Missile attack, requiring a Feat of Strength).
avoid a 2d6 fall off the treacherous path.
The Trollmen represent a rather stronger menace than
the wolves but should receive a similar treatment (if the
party hasnt so far been overwhelmed, two trollmen per
member is suggeasted). However, if he is not sure about
the level of danger, the Maze Master can subtract one or
two from the total e.g. six or seven trollmen for an
adventuring party of four).
59
E: Ice Spider Lair
Struggling against the increasing snow and winds,
you suddenly spot a large unmoving form ahead.
Squinting, your heart skips a beat as you realize
theres an enormous white and blue spider in the
middle of the trail, waiting to attack.
Ice Spider
F: Half-Giant Cave
Finally reaching the end of the Trollmen's trail,
despite the now heavy snowing and the winds, you
manage to spot the kidnappers hideout, the
entrance to a small cave in the side of the mountain
where they have taken the poor girl.
60
Abruptly interrupting the loud merriment, the ghostly
head of a Svartalf suddenly appears, hovering over
the table amid gasps of surprise, and laughing evilly Ulfgar the Grim
before shouting: Fools, enjoy your pitiful feast while
you can! You may have defeated those pathetic
trolls, but you have not heard the last of Amaroq the
Black! and disappearing just as quickly, his wicked
laughter still echoing around the walls of the now
silent main hall.
Rewards
The adventurers will receive the equivalent of 5 gold Level 3 Prince, age 35, Chieftain of Novorgby.
coins each in ornamented equipment (worth twice
the usual price) from Ulfgar the Grim if they manage Personality: Stern and stubborn, courageous in
to save Sigrid. combat and in his political duties; Ulfgar believes
that the needs of the many outweighs the needs of
Warriors will also receive 10 Glory each for that the few.
action, and 75 Glory each if they vanquish all
monsters in the adventure without outside help. Attributes: Might 14, Skill 15, Luck 19, Wits 13, Will
17, Grace 11.
Magicians will receive 30 Wisdom each for finding
at least two of the fire-like marks on the monsters Combat: Initiative 17, Melee +7 (+9 w/Great Axe),
and noticing the unnatural warmth of the Half-Giant Missile +7, BDC 16, EDC 18 (22 w/Helm), Hits Total
cave. 21.
Hunters will gain 50 Experience Points for Weapon of Choice: Great Axe.
successfully tracking the Trollmen to their lair or
preventing the party from getting lost in the Saving Rolls: Athletic Prowess +7, Danger Evasion
snowstorm (Thieves can also get 50 Experience +7, Mystic Fort +8 (+9 w/Helm), Physical Vigor +8.
Points for that action).
Personal Charisma: +7 (+10 with Reputation
bonus).
Loose Ends
Background Talents: Sailor, Warlord.
While not apparent at first, the kidnapping of young
Sigrid is anything but coincidental and has been, in
Languages Known: Norscan, Firian
fact, entirely engineered by Amaroq the Black to
gain possession of one of the 9 pieces of the Krown
Patron Deity: Tyr.
of Kommand, a dread artifact used to control giants.
Mythic Items: Helm of Protection (+4 EDC, +2 MF),
Unknown to her, the medallion she inherited from
Axe of Conquest (+2 Melee).
her father (who incidentally, was killed by a Dire
Wolf while investigating the source of a mysterious
Ulfgar is an illegitimate son of King Rothgar of
corrupted energy close to the village) was imbedded
Beornia. He was sent away with his mother while
with a stone from the terrible magic item. Those who
still a young child, to avoid political complications
know her well will notice she no longer has the
and has never claimed his heritage. He is still angry
medallion she wore before her abduction (she will
at his father, and settled in Novorgby some years
say that she probably lost it during the struggle of
ago, after roaming the seas in search of adventure,
her journey to the cave). It would be even more
where his leadership and prowess have led him to
upsetting if anyone were to know that a fire giant is
become a celebrated chieftain.
held in a magical sleep deep under the village, and
that Amaroq intends to use the Krown to wake him
up and wreak havoc on the region.
61
Sigrid the Fair Eirik the Bold
Amaroq the Black Combat: Initiative 14, Melee +4, Missile +5 (+2 dmg
vs Beasts or Monsters), BDC 12, EDC 13, Hits
As a Dark Elf, Amaroq the Black has the same stats Total 13.
and special abilities as an Alseid (see Creature
Compendium, p 5). Weapon of Choice: Bow
Having found an entry to Midgard from Svartalfeim Saving Rolls: Athletic Prowess +4, Danger Evasion
via a cave near Novorgby, Amaroq was plotting to +5, Mystic Fortitude +4, Physical Vigor +3.
take over the local trolls in the region when he spied
the village priests frequent travels to the nearby Personal Charisma: +2 (+4 w/ Reputation bonus)
river. Curious, he soon discovered a portal of power
leading deep underground where he found a sealed Special Ability: Hunting Bonus +4.
chamber protected by powerful magic. Searching
his arcane lore-books, he learned of an ancient Background Talents: Woodsman, Mountaineer.
battle from the Age of Legend during which the gods
trapped a ferocious lieutenant of Surtur deep under Languages Known: Norscan, Kvenish, Alfan
the earth. Wanting to keep that secret all for himself
he used a magically enslaved Dire Wolf to dispatch Patron Deity: Uller.
the nosy priest, but not before noticing the glow of
his medallion when near the portal. Mythic Items: Bow of the Elves (no penalty while
moving, 600' range)
Madly seeking the answer to this new discovery, he
finally recognized the jewel from a picture of the The hunter known as Eirik the Bold is a well known
Krown of Kommand, an ancient artifact used by character in the region, who lives in a cabin in the
Surtur to insure the loyalty of rebellious giants, woods near Novorgby and trades furs and meat for
which was rumored destroyed by the gods during other goods. He has acted as a guide for a number
their last battle with the Jotuns. Amaroq has devised of travelers seeking to reach hard-to-find places and
a cunning plan to take it back from the is rumored to have saved many from an untimely
villagersand will continue his search for the demise, including a Wood Elf who has since
remaining pieces. become a friend.
62
PANDORAS BOX
A regular selection of mythic items for Mazes & Minotaurs
63
whom she encounters, and who spots the lock. The
Priest will demand the lock, in order to burn it as on
offering to Thor and Sif (and to remove any physical
evidence of Sifs shame). Failure to comply is likely
to have unfortunate consequences. (Enc = 0).
Mead of Kvasir
Kvasir was the wisest man of the Age of Legends
and his learning was appreciated even by the gods.
Unfortunately, the greedy dwarves Falar and Galar
murdered him and filled a large jar with his blood.
Mixing Kvasirs blood with honey, they created the
magical drink known as the Mead of Kvasir. The
foolish dwarves lost their prize after boasting too
much of it, and the Mead was eventually recovered
by Odin, who from time to time graciously offers a
draught to those who especially please him.
Chess Pieces of the Aesir
Drinking of the Mead of Kvasir will add 1d3 points of
Originally a set of 32 chess pieces, the chess pieces Wits permanently (up to a maximum of 18). The
of the Aesir were stolen by Loki, playing one of his Mead can only be drunk once in a lifetime.
characteristic tricks on the gods, and were hidden, a
piece at a time, in the chess sets of princes and Skis of Uller
wealthy jarls of Midgard.
These allow the user to move at up to 240 per
Made of walrus ivory (like most of the chess sets of battle round over snowy terrain and also adds +2 to
the Norse lords), they are not immediately obvious his Defense Class (against all attacks) and +4 to his
as anything other than ordinary playing pieces. Danger Evasion; however, characters cannot
perform any other actions whilst using them. When
However, if thrown into a hot fire, a divine chess not worn, they have an Enc of 4 (2 per ski).
piece will spring out of the flames, greatly enlarged,
with the same characteristics and special abilities as
a Bronze Colossus (Creature Compendium p 18). Staff of Skirnir
The chess piece will stay animated as long as its This is named after the magical staff used by Skirnir,
master (the person who threw it into the fire) wishes the servant of Freyr, which helped him to persuade
(or until it is killed, i.e. reduced to zero Hits, at the giantess Gerd to marry the love-sick Freyr. This
which point it will shrink back to normal size, ready staff, made from enchanted ash, gives a +2 Mystic
to be re-animated by the next person who picks it up Strength bonus to any Sorcerer using it. (Enc = 2)
and throws it into a fire. It is said that only after
Ragnarok will Baldur and the new gods of Asgard Sword of Maiming
recover the lost chess pieces of the Aesir, and play
once more on golden boards in Gimli, the hall that This magical sword, of Dwarfish origin, has a very
will replace Valhalla. (Enc = 1 for each piece). nasty knack for severing hands, piercing eyes and
inflicting similar mutilations. It inflicts the usual d6 of
Glove of Grid damage but every time a natural 6 is rolled on its
damage die, it also inflicts a maiming effect (which
These magical iron glove allows the wearer to inflict normally requires a critical hit, as detailed on p 13 of
(1d3 + Might mod) Hits of regular damage using the Vikings & Valkyries book). This maiming effect
only his fists. Such attacks are delivered as regular cannot be the dreaded Decapitation Option (see
pugilistic attacks (see Players Manual). (Enc =1) Vikings & Valkyries, p 14), which still requires a
critical hit. Scoring a critical hit with this weapon
brings no extra benefit. (Enc = 1).
Lock of Sif
As a prank, Loki the trickster god once cut off the
golden tresses of Sif, the wife of Thor. Later, Loki
made recompense by arranging for some Dwarfs to
made for Sif a new head of hair made of pure gold.
64
MAZE MASTERS LORE
runes of MIDGARD
An in-depth look at the sacred script of the Norse realms, by Andrew Pearce
65
F Fyr (f), meaning cattle. Cattle are the
livelihood of most Norse clans and families, and so Vw Vyn (v), meaning happiness. This rune
this rune generally symbolises wealth and success;
symbolises joy, fulfilment and harmony. It is
but it can also, negatively, stand for greed or
associated with the blessings of the realm of Asgard
excess. This rune is also associated with the Vanir
itself.
Freyr, the god of wealth and plenty, and also with
the Dwarves.
H
U
Haegal (h), meaning hail. Sometimes
known as the weather rune, this rune can symbolise
Ur (u), meaning auroch. The rare and disruption but also cleansing. It is also associated
majestic auroch requires great skill to hunt, and so with the Aesir god Thor, the god of storms.
this rune symbolises strength, speed and survival.
This rune is also associated with the Aesir Uller, the
god of hunting.
n Nyd (n), meaning need. This rune
symbolises necessity, purpose, doom and duty. It is
i
difficulty, struggle, anger and pain. This rune is also
associated with storm giants and trolls, with the
giant god Ymir, with Jotunheim and Trollheim, and Isa (i), meaning ice. This rune can
with the East. symbolise clarity and truth, or alternatively inaction
and stubbornness. It is associated with the frost
giants, with winter, with Nifellheim, and the North.
P
symbolises passion and wildfire. As both can be
difficult to control, it can also symbolise chaos. This
rune is associated with both Freya, the goddess of Pyrth (p), meaning cup. This rune depicts
passion, and Loki, the trickster god of fire. It is also the dice-cup used in games of chance, and
associated with the fire giants, with Muspellheim, represents changing fortunes, uncertainty and
and with the South. unpredictability. It is, not surprisingly, also
associated with the Aesir god Loki.
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S Sigel (s), meaning sun. This rune
symbolises summer, light, health, wholeness,
D Daeg (d), meaning day. This rune
symbolises clarity and purpose, honesty and hard
happiness and good fortune. This rune is associated work. It is also associated with the Aesir god Thor,
with the Aesir god Baldur. as patron of the labouring classes.
a
somewhat different. There is, in any case, no
universally agreed interpretation of the supposed
Berk (b), meaning birch-tree. Named for mystical value of the Norse runes be it historic or
the birch-tree, which is noted for its ability to survive modern-day.
fire and regenerate quickly, this rune symbolises
protection, fertility, spring, growth, nurturing and There are many possible ways in which Maze
motherhood. It is associated with the Aesir goddess Masters may use rune-sticks in V&V adventures.
Frigg. One possible way is the Rule of Three: i.e. to give
a rune-casting reading of three runes whenever a
priest casts Divine Vision. It is suggested that the
E
Maze Master chose three runes that he feels may
accurately reflect aspects of the adventure ahead
Ehwaz (e), meaning horse: Named for (or, alternatively, a past event, or a present
one of mans closest allies in the animal kingdom, dilemma), and that he offers a single line possible
this rune symbolises loyalty, partnership and interpretation (emphasis on the word possible).
progress. It is associated with Odin, via his faithful He may allow the priest casting the Divine Vision
to ask up to three questions of his deity, to further
steed Sleipnir.
refine the possible meaning of the runes the
answer given will always be truthful, but not
M
necessarily clear or complete.
Man (m), meaning mankind. This rune Although most thoughtful Maze Masters will
symbolises humanity and friendship, and can also prepare a set of runes in advance should his
represent a persons individual destiny, the self. It is adventuring include a priest, particularly daring
also associated with the Aesir god Heimdall, in his Maze Masters may allow a player character using
aspect as defender of the human race. This rune Divine Vision to make a rune-casting reading for
themselves (using a previously prepared set of
can also represent Midgard, the world of men.
runes marked pieces of card will be perfectly
sufficient). The Maze Master must then try to
L
ensure that subsequent events can fit some kind of
reasonable interpretation of the runes cast. This
Lagu (l), meaning water. As well as the requires some skill, and is recommended for
obvious representation, this rune symbolises confident and flexible Maze Masters only, but
emotion, fertility, intuition and womanhood. It is could bring an added dimension of atmosphere to
associated the Vanir Njord, the god of the sea, but a Vikings & Valkyries campaign.
can also represent the fertility goddess Freya, his
daughter. It can also represent the West. Remember, the interpretation of rune-sticks will
always be rather uncertain, given the many
possible meanings attached to each rune. Take
N
the following three runes, for example:
67
A TWIST IN THE MAZE
RULES OF FLYING
A Closer Look at Winged Creatures, by Lyzishadow with a little help from Luke G. Reynard
68
I'll Be Back!
This situation works best when the main quest of
the characters is to kill a Monster which has been
terrorizing the local populace or attacking travelers
going through its territory. The party first encounters
the creature while journeying - maybe already
heading for its lair. The powerful Monster attacks,
like it did with everyone else before the adventurers
involvement, and causes some damage to the
characters, maybe killing most of their followers.
When the creature has taken some wounds, it
breaks combat, flies out of reach, and disappears in
the distance while shrieking an awful sound that is
- Mr. Maze Master, Ive got these really neat ideas unmistakably interpreted as a vicious "I'll be back!"
Apart from this tactical advantage, the Winged Of course, the characters cannot immediately catch
special ability is not really different from land-based up with it. The final fight will take place at the end of
abilities such as Lightning Fast. Let us now see how the scenario, when the characters have the Monster
we can make combat with flying creatures different, cornered in its own lair, after having vanquished
and how we can allow Winged creatures to make a many perils to get there in the first place.
more advantageous use of their unique ability
Note that this would be an exception to the
affirmation that Monsters always fight to the death.
So okay, Monsters obviously do not rout and never
Tricks & Tactics surrender, but we can make them retreat from time
to time, for the sake of storytelling, can't we?
Here are some genre tropes and personal ideas that
could be used as tactics for Winged creatures. Creatures that fit this trope need to be powerful
Some of them might require a bit of tampering with enough to justify a quest, as well as survive an
the official rules but nothing any Maze Master attack against a group of heroes. They also need a
worth his salt would not consider. high Defense Class, so they will have a chance to
disengage from combat. This trope works best with
Death From Above Large Winged Monsters, such as the Winged
breeds of Chimeras, Sphinxes and Manticores (not
The adventurers are traveling through a pass to mention the Gigantic Dragons!), which all have
between some mountains. They have an open view high-to-very-high Defense Class and Hits Total.
in front of them, to their rear, and even below.
With some changes, this trope could also fit to an
Above them, the cliff is impassable on foot. There is
evil Sorcerer or a Stygian lord riding a flying mount,
no way someone can sneak up on them, and if they
such as a Bronze Bird, a Hippodrac, a Hippogriff, a
Randomly Encounter some ogres or other monsters
Tricephalous Vulture or even a Wyvern.
those can be slain with ranged weapons before they
can even reach the characters.
Hit & Fade
Then, suddenly, the pass resounds with horrible
shrieking. Before the characters can even react, The creature, or swarm of creatures, is harassing
winged creatures appear out of nowhere, and the adventurers. They Dive into Battle, make a
descend on them in a surprise attack. Melee attack, disengage as soon as possible (which
can only happen if all the creatures opponents have
Creatures with the ability to Dive into Battle would missed their attacks against it this round), move out
be especially fitting with this kind of trope, especially of reach for one round (effectively retreating), then
Bronze Birds, Giant Eagles, Harpies, Klaatakaa'rr, Dive into Battle again.
Pterodactyls and Tricephalous Vultures (and maybe
Dragons if you really feel sadistic). Remember that you don't have to forfeit your attacks
to try to disengage: this is only required when you
Such creatures should be allowed to use their full start retreating (see Players Manual, p 21). During
movement to enter melee out of nowhere in the the retreating round, the creature forfeits all of its
first round, and deal a first melee attack with their attacks but can only be hit by missile fire (or magic).
increased Initiative and Melee. Theoretically, the
rules make this impossible, since full movement This tactic can be devastating (as well as quite
cannot normally be combined with any other form of infuriating) against warrior characters who rely
action) but since diving from the sky is hardly the exclusively on melee combat - but that is precisely
same thing as charging on land, it seems only the point! Since it does require (or reflect) a certain
logical to make an exception here, for the first round amount of viciousness, it should only be made
of combat. Combined with the possible effects of available to Winged creatures who have a Clever or
surprise, this would make a very deadly (and Crafty Cunning (in addition, of course, to the Dive
memorable) entry into combat. Into Battle special ability).
69
Aside from rushing inside the nearest building, cave
or densely covered forest, the only viable defense
against this tactic would be the trick used by Jason
and the Argonauts against the Harpies in the
famous Ray Harryhausen movie: to trap the Winged
creatures below a "roof" of nets.
70
the same battle round. This, of course, only applies
to the creatures first attack; once engaged in
melee, the creature will not be able to use full
movement and will need to disengage to do so, as
per the usual rules.
As far as game mechanics are concerned, all aerial If, for some circumstantial reason, the Maze Master
movement in M&M is treated as horizontal, standard happens to know exactly how high the mount is at
(i.e. ground-based) movement. the time, the usual amount of 1d6 Hits of damage
per 10 feet fallen should be used with an extra d6
This applies to all matters where distances come if the creature was using full movement.
into play including missile fire. In such cases, the
movement rate of the flying creature allows the Most of the time, however, the Maze Master will not
Maze Master to determine an abstract distance know the exact height at which the mount was
between the shooter and his flying target whether flying. In such cases, simply calculate damage as if
this distance is horizontal, vertical or a mix of both is the character had fallen from (1d6 x 10) feet or, in
NOT relevant in a game like Mazes & Minotaurs. other words, roll a first d6 and then roll that number
of d6s to calculate the falling damage. Add an extra
Ranges for such attacks should be calculated d6 of damage if the mount was using full movement
normally, taking only this overall abstract distance at the time of the fall. Thus, a Pegasus-rider falling
into consideration, without worrying about height, from his winged horse while on full movement will
angles and other complexities. suffer from 2d6 to 7d6 Hits of damage probably
more than enough to kill him.
Keep in mind that flying beings using full movement
can cover great distances in a single round, which In all cases, assume the falling character will hit the
allows them to get out of missile range very quickly. ground at the end of the current round; if another
Whether they manage to do this by flying away or flying (and friendly) creature happens to be nearby,
upwards does not really matter. A Winged Chimera, a generous Maze Master might allow a dramatic
for example, can move up to 480 in a single round aerial rescue attempt, if the intervening creature is
of full movement - and since the maximum range for (a) not currently engaged in melee and (b) within its
a bow in M&M is 600, our Chimera only needs two own full movement rate of the falling character.
rounds of full movement to fly out of arrow range. Such a daring stunt should be resolved as a
perilous horsemanship maneuver, requiring Danger
Also remember that, as mentioned in the description Evasion roll from both the rider and his mount.
of the Winged special ability, flying creatures using
full movement impose a -2 penalty on all Missile
attacks aimed at them, regardless of actual range.
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Aerial Maneuverability Classes
Ah ah, sorry, I couldnt help myself. I really HAD to
use this phrase somewhere in this article.
Aerial Evasion
This special action can only be attempted by a
Winged creature in flight using full movement. It
allows the flying creature to evade attempts by other
flying creatures to engage it in aerial melee.
- Hey, Mr Reynard, got any rules for THIS?
Since it must be combined with full movement,
aerial evasion cannot be attempted once a creature While making its full movement, the creature must
has already been engaged in melee: it is primarily a make a special Evasion saving roll, against a target
way to avoid being engaged in melee by another number equal to the would-be attackers Initiative
flying creature by using all the possibilities of score. If the attacker is trying to Dive Into Battle, its
aerial, three-dimensional movements to evade its Initiative bonus is also applied to the target number.
attempt to close in. This Evasion roll is made during the Melee phase of
the ongoing round, just before the intended attack.
Aerial Evasion - Exempli Gratia. If the Evasion saving roll is successful, the evading
creature has managed to avoid being engaged in
If a flying Griffin (Initiative 19, Evasion +10) melee for this round; if the saving roll fails, melee is
attempts to Evade another flying Griffin, he will inevitable and will be resolved normally.
have to roll 19 or more on 1d20+10 (a 60% chance
of success) but if the aggressive Griffin is Diving
If several attackers are trying to engage the evading
Into Battle, the target number will be raised to 21
creature at the same time, only one Evasion roll
(50% chance of success). If, on the other hand, a
Pegasus (Evasion +14) is trying to Evade a Griffin, must be made, against a target number equal to the
he will have to roll 19+ on 1d20+14, giving him a highest Initiative score in the group.
80% chance of success (or only 70% if the Griffin
is Diving). If the attacking creature was a Gryphon Thats how it works. Lets now take a quick look at
(Initiative 19 but Large Size), the target number the reasoning behind all this. The use of the
for evading its diving attack would be raised to 23, potential attackers Initiative as the target number
giving our Pegasus a 50% chance of success. means that more ferocious, cunning and quick
attackers will be harder to evade. In addition, the
These high chances of success means that aerial Initiative bonus granted when Diving makes such
melee will actually be quite rare between such attacks harder to evade - especially if they are made
creatures and will probably not occur before at by Large or even Gigantic creatures, since they
least a few rounds of aerial evasion. receive a higher Charge/Dive bonus.
Let us now see what happens with a significantly As for Dive Into Battle above, this maneuver is a
less-agile flyer the Bronze Bird. With its Evasion blatant exception to the general rule which normally
of +2 and Initiative of 10, the Bronze Bird has
prohibits the combination of full movement with any
almost no chance of Evading an attacking Griffin
other type of activity. In both cases, making this
(rolling 19+ on 1d20+2 means a 15% of success)
and that its own attempts at aerial melee will be exception allows us to reflect the tri-dimensional
quite easy to avoid: a Griffin trying to Evade a nature of aerial mobility in game terms in a simple
Bronze Bird, for instance, would automatically and abstract way, without having to worry about
succeed (since it would theoretically need to roll vectors, aerodynamics, trigonometry and other
10+ on 1d20+10), unless the Bronze Bird was sources of computational headaches.
Diving Into Battle, in which case the Griffin would
only have to roll 14+ on 1d20+10 yes, thats a May the Gods of Simplicity and Fun watch over your
85% chance of success. aerial adventures!
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OFFICIAL ORACLE
Retreating
Once a character has managed to disengage
from melee in order to retreat, when does his
Tactical Movement retreating movement take place? At the end of
the round in which he disengaged or during the
Why is tactical movement called so? What is so movement phase of the next battle round?
tactical about it?
Retreat takes place during the movement phase of
Back in the days when M&M was first designed, the the next battle round, just like any other movement.
term tactical movement was supposed to convey Otherwise, retreating characters would be whizzing
the idea that this type of movement was the one away from battle before anyone else can react (and
most often used in combat situations (since it can, would also be immune to missile or magic while
under some circumstances, be combined to a retreating, which would simply make no sense).
combat action). If your players find this terminology
misleading or confusing, feel free to use an
alternate term such as standard movement. Initiative & Decision
Can combat actions be aborted or changed once
Movement & Melee they have been declared in the Decision phase
in order to react to an enemys own action, for
I find the rules on movement and melee combat instance? In my games, Ive had characters
somewhat confusing. The rules on Sequence of declare their action during the Decision phase in
Action (Players Manual, p 20) state that tactical reverse order of Initiative (i.e. from lowest to
movement can be combined with a combat highest), so that characters with a high Initiative
action and I quote: usually a melee or missile score can always take into account the intended
attack. Does this mean that characters engaged actions of those with a lower Initiative, which
in melee can move at 60 per battle round while works well enough - but some official ruling or
fighting? How does this make sense? clarification would be greatly appreciated.
This section of the rules should indeed really have The reverse Initiative house rule you suggest for
been clarified (but hey, better late than never!). the Decision phase is indeed used by many Maze
Characters who are engaged in melee combat are Masters, either as standard procedure or as a quick
assumed to be locked in battle and cannot move way to solve conflicting declarations of action when
away from their opponents as long they remain they occur. Many Maze Masters also simply ignore
engaged - which is why they need to disengage the Decision phase in order to make combat more
before being able to retreat. Characters may only dynamic and fast-paced: in this variant approach,
use tactical movement and then make a melee characters do not have to declare their action as the
attack in the same battle round when they are start of each round and simply act when it is their
entering melee, i.e. on the first round of combat. turn to do so, during the Missile, Movement or
This first round clause also applies to the Charge Melee phase. Magic use, however, must still be
Into Battle maneuver, which can only be used when declared at the start of the round, before any other
entering melee combat. action is carried out. And speaking of magic
73
Official or Optional?
Over the last four years, various rule modifications,
options and variants have been published in the
pages of the Minotaur. With our tenth issue looming
on the horizon, we thought it was a good time to
take a look back at all those new rules and
classify them in two categories:
74
Minotaur Play Nymph n9
Andromeda,
Andromeda, by Gustave Dor (1832-1883)
75