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Ruins of Minos

The Adventurers
You can choose four adventurers (character figures) to explore this dungeon.

The Hero is a mortal son of Zeus, extraordinarily strong and tough but perhaps
overconfident.
Speed: Roll a die: 1-2 speed of 3; 3-6, Speed of 4.
Endurance: Roll die and add two.
Fighting Ability: DR+1
Missiles: None.
Spells: None, nor may he use scrolls.
Items: May use any weapon or armor.

The Sorcerer is a magic-user and cast spells but is weak in hand to hand
combat.
Speed: Roll a die, on a 1-3, his Speed is 2, on a 4-6, it is 3.
Endurance: Roll a die
Fighting Ability: DR-2 for each strike or parry
Missiles: None
Spells: Roll a die. On a 1, he has just one spell; 2-4, two spells; 5-6, three spells.
He may also use any scroll.
Items: May not use armor or weapons.

The Argonaut is a clever, resourceful adventurer who is capable in combat but


prefers to use stealth to avoid enemies. He has the Stealth ability to Move
Silently (see the main Dungeon Delver rules) and also can avoid some traps (see
the Traps table).
Speed: Roll a die: 1-2 speed of 3; 3-4, Speed of 4; 5-6, Speed 5.
Endurance: Roll die.
Fighting Ability: DR-1
Missiles: One dagger which can be thrown up to two squares, counting the
target’s square but not the Argonaut’s. Roll DR-3 for damage. (A roll of 1-3
means a miss). The dagger can be thrown but once per adventure, as it is will
be lost, broken, or blunted.
Spells: None, but he may he use scrolls.
Items: May use any weapon.

The Hoplite is a veteran warrior and a natural leader.


Speed: Roll a die: 1-2 speed of 3; 3-6, Speed of 4.
Endurance: Roll die and add three.
Fighting Ability: DR+1
Missiles: None.
Spells: None, nor may he use scrolls.
Items: May use any weapon or armor.
.

The Centaur is a magical being, part man and part horse. Unlike most of his
kind, he is very civilized and chooses to live among humans.
Speed: Roll a die: 1-4, Speed of 4; 5-6, Speed of 5.
Endurance: Roll one die.
Fighting Ability: DR-1
Missiles: Bow and 20 arrows, which can shoot up to six squares (counting the
target’s square but not the Centaur’s). Roll DR-2 for damage (a roll of 1-2 is a
miss, a 3 is one point of damage, etc.).
Spells: None, but he may use scrolls.
Items: May use any missile weapon.

The following table summarizes the characters’ abilities:

The Adventurers
Hero Argonaut Sorcerer Hoplite Centaur
Spd 3-4 3-5 2-3 2-3 4-5
End DR+2 DR DR DR+3 DR
FA DR+1 DR-1 DR-2 DR+1 DR-1
Missiles - DR-3(2) - - DR-2(6)
Spells - - 1-3 - 0-1
Items Weapons, Weapons, Scrolls Weapons, Missile
usable Armor Scrolls Armor Weapons,
Scrolls

Ruins of Minos
Your adventurers are seeking fame and fortune by exploring the ruins of
Minos, which is said to hold great treasure. The legendary Labyrinth under the
palace is said to hold terrible Minotaurs, and somewhere in the ruins lives the
Hydra, a dragon-like creature which guards a hoard of gold.

Hazards in the Ruins


Some squares are marked with a skull and crossed bones, which means they
may be trapped. The ladder to the labyrinth is an obstacle (counting as two
squares to move through, but figures may jump down, in which case it counts as
one square but the figure takes DR-3 damage from the fall.
The Monsters
Many dangerous creatures lurk in the tomb. These include:

Lost Souls
Most who die go to the underworld (Hades) or the Elysian Fields, but some spirits
are lost, either refusing to move on to the next world or bound by some magic.
Such lost souls tend to be vicious and hate the living, and will attack on sight.
There are many lost souls wandering the ruins of Minos, probably the spirits of
the servants, guards, and residents of the palace. Because they are already
dead, Lost Souls never make morale checks if the morale rules are being used.
Fortunately their bonds to this world are very weak and they can destroyed fairly
easily.

Medusa
Descendants of the first Gorgon named Medusa, these creatures are horrible to
look at but do not have their namesake’s petrifying gaze. Even so, they are
dangerous, as they fire poisoned arrows.

Minotaur
These accursed creatures have the bodies of men and the head of a bull, and
feed on human flesh when they can get it.

Amazon
The Amazons are barbarians from the East. They are great warriors and it is
unknown what role, if any, men play in their society. A band of amazons are
believed to be exploring the ruins, hoping to loot it and to capture or rob any
other adventurers they find.

Manticore
The Manticore is a powerful creature. It has many rows of sharp teeth in its jaws,
but it prefers to fire poisoned spikes from its tail, or cast spells. It can also fly,
although it flies rather slowly.

Cyclops
The Cyclops are kin to the Titans, evil giants who were overthrown by the
Olympian gods. The Cyclops are hateful, man-eating brutes who try to rend and
crush their victims in their powerful hands.

Hydra
The Hydra is the most fearsome monster in the ruins, a creature with three or
more snake-like heads. The Hydra is always in the Sunken room; roll for where it
is placed.

The game stats and rules for the monsters are listed below.
Monsters
Lost Medusa Minotaur Manticore Amazon Cyclops Hydra
Souls
Spd 3 2 3 4 (flies) 5 2 2
End 1 3 4 DR 4 5 DR+6
FA DR DR-1 DR+1 DR DR+1 DR+1 DR+3
Missiles - DR-3(6) - DR-3(4) - - DR-2
(4)
Spells - - - Rolls Hypnotism - Rolls

All monsters always try to move into contact with character figures and
attack in melee unless otherwise indicated below.
Medusas are archers, and attempt to move only close enough to shoot
missiles. They flee hand-to-hand combat if possible.
The Amazon can cast Hypnotism once. It will normally try to cast this as
soon as it can, unless it is in combat.
The Manticore is a spell caster. Roll each turn to see what spell is
available. If the available spell can’t be used (e.g., Cure Self is rolled but the
monster has taken no wounds), move down the column to the next spell. Repeat
this until you reach a spell it can use or you reach the last spell, in which case the
monster can’t cast this turn. It also shoots poisoned spikes from its tail, so if it
can’t cast it will shoot instead.
The Hydra is a special monster which will cast spells when it can (roll on
the monster spell table to see what is available each turn). It can also breathe
poisonous gas, but only every other turn, as a missile weapon. It is also a
fearsome combatant, and has the highest FA in the game.

Greek Monster Spells


DR Manticore Hydra
1 Cure self Cure self
2 Fireball Ward Magic
3 Sleep Ward Magic
4 Raise dead Ward Magic
5 Transfer Ward Magic
6 Hypnotism Resting

Treasures
When you roll on the treasure charts because a figure has spent a turn searching
a treasure square, some of the results are self explanatory – they are gold
pieces, or stated to be worth so many gold pieces. The others are described
here.

Magic Scrolls
Magic scrolls have spells inscribed on them which certain character figures can
use to cast the spell. Scrolls can be used once per adventure, but can also be
kept and used again the next time your figure enters the tomb. When you find a
scroll, roll to see what spell it has on it: 1. Fireball. 2. Ward. 3. Ward magic. 4.
Sleep. 5. Cure. 6. Transfer.
Magic Sword
A magic sword is a powerful enchanted weapon that can be used by some
character figures. Any figure using a magic sword adds +1 to its Fighting Ability
when it strikes or parries.
Silver Arrow
This is another magical weapon which has been enchanted so that it can cause
instant death! Fired from a bow, it uses the figure’s normal Missile value, and if
any hits are caused, the target is killed, regardless of how many wounds it has
left. A Ward spell will protect the target but Ward Magic does not. Once it has
been shot, the Silver Arrow is destroyed, whether or not it hits its target.
Poison Needle, Ouch!
Some results on the charts are hazards which cause damage to whomever
searches. If the searcher survives, he may search again.
Lost soul!
If this result is rolled, place a Lost soul next to the searching figure and play out
the combat as usual. The object may be searched again, and if another Lost
soul is rolled, treat it as a result of “Nothing.”
Javelin, Leather armor
These results are equipment that may be used right away, if they are allowed to
the figure. The javelin grants one missile attack (DR-3, range 3); the armor adds
one to endurance.

Your Miniatures
You have enough miniatures for every encounter in the Ruins of Minos.
Although the figures are fairly tough and the paint is covered with several
protective layers, you should be reasonably gentle with them and never let them
soak in water or other liquids. Of course you can make up rules for other
miniatures, either heroes or monsters, and add them to your game for variety!
Monster and Treasure tables

Monster Appearance
Narrow Hall Large Hall Courtyard Labyrinth Armory Throne Labyrinth
1-5: empty 1-5: empty 1-3: empty Hall 1-3: empty room Room
6: roll below 6: roll below 4-6: roll 1-5: empty 4-6: roll 1-3: empty 1-2: empty
6: roll 4-6: roll 5-6: roll
1 Lost soul Manticore Manticore Lost soul Minotaur Medusa Minotaur
2 Medusa Medusa Cyclops Minotaur Amazon Cyclops Lost soul +
Medusa
3 Medusa 2 Lost souls Medusa + Medusa Lost soul Lost soul Cyclops
Cyclops
4 Cyclops Amazon 3 Lost souls Cyclops Medusa Medusa + 2 Cyclops +
Lost souls Lost soul
5 Amazon Lost soul Lost soul + 2 Lost souls 2 Lost Souls Manticore Cyclops +
Medusa Medusa
6 Lost soul Cyclops Lost soul + Minotaur Cyclops 3 Lost souls Manticore
Cyclops

Kitchen (1-4, Library (1-3, Sitting Room Royal chambers Northern room Servant’s
empty, 5-6, empty, 4-6, (1-4, empty, (1-2: empty (1-3, empty, 4- chambers (1-3,
roll below) roll below) 5-6, roll 3-6: roll 6, roll below) empty, 4-6, roll
below) below)
1 Minotaur Lost soul Lost soul Cyclops Lost soul Lost soul
2 Cyclops 2 Lost souls Minotaur Cyclops + Medusa 2 Lost souls Minotaur
3 Manticore 3 Lost souls Amazon Amazon Minotaur Minotaur
4 Lost soul Medusa Manticore 2 Lost souls Medusa 2 Lost souls
5 Lost soul Manticore Cyclops Medusa Amazon 2 Lost souls
6 Medusa Amazon 2 Lost souls Manticore Cyclops Cyclops
(The Hydra is always in the Sunken room; roll for where it is placed.)
Treasure Tables
Rubble Weapon Each Throne Each Straw Shelves in Kitchen Each Statue Each
rack Chest the Library cauldron Treasure Skeleton
pile / Pile of
bones
1 Nothing Broken Magic sword 5 GP Nothing Empty Disgusting, Gems Finely Rusted
of value spear, no of value nothing of worth 75 sculpted mail
value value GP but too big armor,
to take worth
nothing
2 Ouch! Ouch! Cut Magic scroll Magic Needle, Lost soul! Ouch! 2 magic Javelin in Javelin
Cut scroll and no value scalded scrolls statue’s
5 GP hand
3 2 GP Javelin Gold cup 50 GP Lost soul! Magic scroll Silver ladle Magic Gold laurel Nothing
worth 10 GP worth 5 GP scroll and on its
15 GP head,
worth 5 GP
4 Ring Fine Poison 100 Gems, Leather Box Ring worth Silver Brass 2 GP
worth 3 scabbard needle trap all flawed, armor containing 15 GP arrow shield,
GP worth 2 GP worth 10 10 GP worth 10
GP GP
5 5 GP in Blunt Grisly Gold ring 5 GP Rats Assorted 50 GP Magic Amulet
a bag sword remains of worth 15 scurrying silver kitchen scroll worth 3
worth 1 GP an GP around, no tools worth 8 hidden GP
adventurer, value GP behind his
no value shield
6 Nothing Silver Gem worth 2 Magic Javelin Book worth 5 Rare herbs Magic Statue 5 GP in a
arrow 15 GP scrolls GP worth 10 GP scroll and speaks small bag
gem worth gibberish,
20 GP nothing

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