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Three Adventures for the Mazes & Minotaurs RPG
From the pages of the Minotaur webzine
“Croquefer” Roudier
Includes some original illustrations by Emmanuel “Croquefer”
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 locati locations that may
hold treasures, clues, monsters, allies or enemies. There may be secrets, plots, traps, witches and tyrannical
ty kings…
As the name would suggest, the Archipelago is made Then, a year ago, the unthinkable happened: a truce
ferti
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
thre
deprivations of the Autarch sorcerers. Over the three just as exhausted by four decades of warfare as the
i
centuries that followed, the descendants of these initial Zankrosians.
settlers grew in number and prospered.
2
The Seven Islands
3
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 Callidice’s
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 island’s 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
4
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
However, the island was abandoned as a result of a Corintos, begin a guerrilla campaign against the Zankrosians.
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
the Silent Island – since…or so it is commonly believed. Archipelago.
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
is little-explored. This island is thickly-forested, and of their plot against Pyribus.
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…
5
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.
7
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
Archipelago’s 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 cargo).
Roundship (but one carrying little in the way of ca
‘Outsider Gods’. fourteen
In addition to the captain, it has a crew of fourte
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
Archipelago,
the Curse of Drafa. Elsewhere in the Archipe 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
readily
worship of the six ‘Great Ones’ will be more readil 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.
Endeavor’
Aboard the ‘Scarlet Endeavor 3 Attacked by a Sea Horror (see p 99 of the
Creature Compendium for a description). As
The adventurers spend the night in comfort in (carefully well as any injury or death to the crew and
guarded) rooms near the palace. Early the next passengers, the Sea Horror will do 1d6 points
morning (Day 2), they are brought before Dauros. He of Structure damage to the ship.
introduces them to a taciturn, brawny man in his mid-
forties named Idemon. Idemon, explains Dauros, is the 4 Attacked by Pirates. The ship is engaged by a
captain of a ship named the Scarlet Endeavor, which pirate vessel from Draxos. The ship is crewed
will take the characters to Belixa. by fifteen pirates (use the profile for Bandits on
p 59 of the Creature Compendium).
8
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 you’re not back by then,’ says Idemon grimly, ‘We
Tragos (use the profile on p 59 of the Creature
won’t wait for you. We’ll be needed back home to
Compendium).
defend our country.’
9
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 shaft’s
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 Tryphon’s 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 Tryphon’s 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 character’s
stone-lined corridor, which marks the main entrance to
Encumbrance total as the target number).
the Under-Deeps of the City of Belixa.
10
Map of the Over-City of Belixa
11
Map of the Under-Deeps of the City of Belixa
1 square = 10 ft x 10 ft
12
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
The various locations within the Under-Deeps are This room contains a small fish-shaped fountain
as follows (numbers refer to map references): that provides perpetual clean water: the hidden
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-Deep’s 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
level of caves and tunnels beneath the Under- Identical in most respects to room 5, the twelve
Deeps that were once the domain of the Lizardians occupants of this room are currently present. They
and Troglodytes of Belixa. are ‘off-duty’ and are sitting or lying around, idling
their time telling stories, playing dice-games, and
The upper-most rungs of this shaft (to a depth of at the like. If the adventurers fight these guards for
least 50 feet) have been deliberately removed by more than 2 battle rounds, there is a 50% chance
Prince Tryphon’s men to prevent them being used each round thereafter that the sleeping guards in
by any remaining Troglodytes from below. No-one room 8 will awaken and reinforce their fellows.
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. Champion’s 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 cook’s 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.
13
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 can’t 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 Nº 6: Pandora’s Box) and the Blade
These four doors, which are spaced at 90 degrees of Treachery (see Minotaur Nº 4: Pandora’s 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.
14
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 summoner’s
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). killed).
until it is destroyed, or Xendor is killed
26. Temple
This small shrine contains that incredibly rare thithing
– 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
successful
to the right of the altar is a secret door (a succe
required
Detection roll with a target number of 15 is requir
to locate it). This door leads to the caverns (rooms
Behold the might of the dreadful Balotaur! 38-44) beyond.
15
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.
16
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.
17
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. perhaps
(and, in all probability, killing Tryphon and perha
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 However, should they emerge above ground at
night-time, then they are unlikely to want to travel
dedicated to Gorgora, the Ogre goddess. It is filled
until it is light (unless time really is short, in which
with bones of humans, Tragos, and other creatures
case the Maze Master should be prepared for
that have been sacrificed or eaten by the Ogres.
additional, nocturnal encounters with the dangerous
creatures of Belixa).
18
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
Chimera’s 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.
19
Appendix: Major NPCs
Mythic Items: Breastplate of Apollo, Spear of Weapon of Choice: Sword. Also carries a dagger.
Conquest.
Saving Rolls: Athletic Prowess +6, Danger Evasion
* These scores take into account the +1 bonus to EDC, +4 (+8 on ship), Mystic Fortitude +4, Physic. Vigor +4.
Mystic Fortitude & Danger Evasion granted by the
Breastplate of Apollo. Personal Charisma: +4 (+6 to other Mariners – not
Pirates – and followers/priests of Poseidon).
** This score takes into account the +2 bonus to Melee
granted by the Spear of Conquest. Background Talents: Sailor & Wrestler.
20
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.
* 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.
21
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 Nº 3 for details).
22
Prince Caldamos
Level 3 Noble, age 26, prince of Atreon.
carries a sword
Weapon of Choice: Spear. Also ca Mythic Item: Aegis.
and a dagger.
* These scores take into account the +2 bonus to EDC,
Saving Rolls: Athletic Prowess +1 +11, Danger Mystic Fortitude and Danger Evasion granted by the
+8.
Evasion +9*, Mystic Fortitude +7*, Physic. Vigor +8 Aegis.
Background Talents: Sailor & Orator. Adventure maps designed by Tim Hartin.
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ThE SERPENT OF PROTEUS
A short but very perilous scenario for heroic adventurers, by Carlos de la Cruz Morales
Translated from the Spanish by Maria Lourdes Batres with the help of Carlos de la Cruz Morales
Introduction
Long ago, before the Age of Heroes, a curse fell
upon the island of Proteus. The ancient human
fr
civilization that had flourished there collapsed from
invad
the folly of their last king. The kingdom was invaded
by Beastmen and Chaos monsters and only a few The Aphrodite’s Foam, proud ship of a proud prince
coastal villages survived, thanks to the sacrifice of
the king's daughter.
The Prince's Ship
The Olympian gods decided to isolate Proteus, for
wo
the pollution of Chaos not stain the rest of the world. Bellerophon is one of the Magnificent Seven of
Almighty Zeus ordered the Nymphs of the Sea to Heraklia, the sons of King Thalos of Heraklia (see
create fog around the island, for the sailors to Minotaur Quarterly n°2, p 10) . At the beginning of
become disoriented, and the Great Cyclops to throw the adventure, the Prince is returning to its city iin a
large rocks at the coast, so that the few ships that vessel, the Aphrodite's Foam after having visited
arrived there sank before they reached the shore.
shore Argos. The Aphrodite's Foam is a War Galley with
12 Structure Points, 30 Warriors/Oarsmen as crew
Finally, he ordered Poseidon to look for a great and a normal Fortune of 0 points.
keeper, and the Lord of the Seas brought from the
Western Ocean a large sea snake, which he called One beautiful morning, a crewman of penetrating
Coristos. Zeus ruled that until a Hero killed the sight, warns the crew: in front of them there is a ship
monster, the ban that had fallen on Proteus would having difficulties. Bellerphon orders them to come
not be lifted. close, and as they do, they discover that it is the
Eye of Nereos, another Heraklian War Galley.
Centuries passed, and the few human inhabitants of
the island dwindled in numbers and in culture. When It is evident that the Eye of Nereos has suffered an
the Age of Heroes came, there were only small attack: the mast is broken and a leak is sinking it
isolated villages inhabited by simple farmers and slowly. But the most disturbing fact is that no
hunters, who only remembered old legends about board
survivor can be found, dead or alive, either on boa
their past glory. Proteus’ residents were now afraid or floating in the water.
to travel within the island, inhabited by monsters,
t
and they knew that if they ventured into the sea, the Bellerophon orders someone to swim to the Eye of
curse of the gods would fall upon them. Nereo to investigate. The distance between the two
ships is 40 feet, so it will be necessary to make two
Coristos, the sea serpent grew into a fearsome Athletic Prowess rolls to cross from one vessel to
monster. She lived in a cave that opened into a cliff, the other (see the Swimming rules on p 44 of the
near a long sandy beach. From there she swam Players Manual).
around the island, following Poseidon's orders. But
every few years, she moved away in search of prey If none of the player characters offer themselves as
and reached the Land of the Three Cities and the volunteers, one of the crewman will swim there. In
island of Seriphos, devastating coastal towns and any case, they will only find signs of struggle and
sinking ships. The sages and priests of the destruction that could only have been caused by a
kingdoms that were attacked figured out the name giant monster or a god. There are no survivors.
of the Sea Serpent and the name of Proteus'
Monster became famous, and a number of heroes After this unpleasant discovery, Bellerophon orders
be
found their demise attempting to end the beast's life. to continue the voyage to Heraklia.
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The Devastated Village
After a few hours' voyage, the Aphrodite's Foam
reaches the vicinity of Colpa, a fisherman's hamlet
loyal to Heraklia. The bay in which the hamlet is
located has only one narrow exit to the sea,
surrounded by rocks and shoals and is very
dangerous to any vessel bigger than the small
boats of fishermen.
Wait until the monster attempts to abandon the bay Fighting on Land
and attack in the open sea. This option is more
prudent, but prince Bellerophon wants to attack If the characters manage to reach land, the Serpent
immediately, so the characters have to make a will launch itself against them, with the intent of
Persuasion roll (see p 32 of the M&M Companion) destroying them. Here are a few things to keep in
with a target number of 18, due to the high Will of mind when running this battle in play:
Bellephoron. See Fighting from the Ship.
- Due to the Fearsome ability of Coristos, most of
Escape. Not an option, since bold Bellerophon will the warriors would rather run than face the beast,
not retreat without battling the monster. but the high Leadership of Bellerophon makes it
possible for all to follow him into the fight. However,
Other plans: Perhaps the players might want to lay if the prince dies or becomes unconscious at any
an ambush by swimming towards the rocks near the moment, one of the heroes must assume control of
bay's entrance or use a raft to reach the shore while the warriors and will have to make a Morale check
the ship waits at sea. It is up to the Maze Master to immediately (See p 47 of the Players Manual)
decide if such plans are feasible.
- Being a Gigantic monster, the Serpent can attack
The crewmen of the Aphrodite’s Foam should be up to four human-sized opponents each round.
treated as standard Human Soldiers (see Creature However, it becomes much slower on land, where it
Compendium, p 60) but without armor or shield can only attack three different targets per round.
(giving them a Defense Class of 12).
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- The Gigantic Size of Coristos also means that all
missile attacks against him receive a bonus of +4.
This modifier applies only to Missile rolls made by
player-characters; for simplicity’s sake, the use of
bows and other missile weapons by crewmen is
below
already taken into account in the rules given below.
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Sunk!
If at any point the Sea Serpent manages to sink the
Aphrodite's Foam, the situation will become even
more desperate. The monster will then begin to
devour the helpless NPCs one by one. After 1d10
battle rounds, it will start attacking the adventurers
and Bellephoron. In these 1d10 rounds, players will
be able to attempt to make two Swimming rolls to
reach a large piece of wreckage, but from that
moment on, they will have to fight alone against the
monster, without the help of the rest of the warriors.
Poseidon's Intervention
When Coristos the Serpent gets its Hit Total
reduced to 10 or less, the monster will attempt to
flee. At that moment, the god Poseidon will appear
from the sea as a gigantic human figure brandishing
an equally gigantic trident. The King of the Sea to the rescue!
Due to the power of Poseidon, however, the Serpent Personal Charisma: +9 (Leadership +12)
has lost its Regeneration ability, and can ‘only’ make
Equipment: Bow, sword (weapon of choice),
three attacks per round, being on land.
dagger, breastplate, shield, helmet. His sword is
a Sword of Ares (+3 to damage) and his bow is
If Coristos has sunk the Aphrodite's Foam before
a Bow of Herakles (+2 to attack and damage).
Poseidon's intervention, the Maze Master should
allow the adventurers to grab onto a large piece of Background talents: Tactician, Wrestler.
wreckage to stay afloat. Such an improvised lifeboat
will be carried towards the south on a giant wave.
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THE QUEST FOR
PRINCE ARGAN
A Complete Campaign Plot for a Heroic M&M Odyssey
A Modular Odyssey
In this daring and secret venture, the adventurers
act as “deniable agents” for Princess Niobe in her
secret struggle against her brother-in-law Prince
Kyros, with the future of the Argosean monarchy in
the balance – see Background next page for more
details. While she cannot herself join the expediti
expedition
(since, as Kyros was only too eager to remind her,
her duty as Admiral of the Fleet forces her to stay in
Argos), Niobe will cover all necessary expenses for
the quest – including (if the player-characters do not
already have one) a ship of the best quality,
2
complete with crew and captain .
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- Where the heck is Prince Argan?
29
This part of the campaign should of course involve Argan could also have become obsessed with some
4
many mysterious islands , storms and other natural unique mythic artifact which he absolutely needs to
perils, encounters with sea creatures and all the find before returning to Argos – especially if this
traditional elements of classic M&M adventuring; it particular quest has been placed upon his princely
should also allow the characters to gain one or two shoulders by one of the Olympians.
levels and a few useful mythic items before facing
the greater challenges that lie ahead.
Cherchez la Femme
If you are playing with novice players, this first part In addition to these various dramatic elements,
would also be an excellent opportunity to show them Prince Argan’s romantic streak and devil-may-care
how the game mechanics works and what “old behavior could allow the Maze Master to introduce
school adventuring” is all about. the following subplot.
With more experienced players, Maze Masters While adventuring, Prince Argan has fallen in love
should probably put a greater emphasis on the “race with a Nymph or exotic princess, whom he had to
against time” aspect of the quest – and on the rescue from some dire peril. And now he must leave
actions of the other search party, the one sent by her to return to his kingdom... unless he decides tto
Prince Kyros to find his missing brother (and bring her back to Argos with him – a choice which
adventurer
dispose of him discreetly). Ideally, the adventurers would have some interesting consequences, given
should cross the path of their rivals at least once the part played by his faithful wife Niobe in this epic
before getting to the second tier. campaign (including her fate in the third and final
tier – see below for more details).
Part Two: Exotic Adventures
Part Three: Return to Argos
More Trouble Ahead
Argan’s Homecoming
Whether he has found a lost city in the Charybdian
Jungle or become embroiled in some dangerous It is now time for Prince Argan and his new friends
situation in Sybaris, Tritonis or Kandaria, Prince (the adventurers) to finally reach Argos… where the
Argan must deal with some serious trouble of his return of the royal heir ignites a fully-fledged civil
own before he can get back to Argos – and, of war. While the adventurers were busy adventuring
course, the adventurers will have to help him solve with Argan, Prince Kyros has finally lost patience
these problems, especially if they too have become and seized the throne for himself, after making an
embroiled in this local situation – a “twist of fate” official proclamation of his brother’s death.
which any reasonably devious Maze Master should
be able to ensure. Either because of his own heroic Upon hearing the sad news, Princess Niobe finally
code of honor or of circumstances that are beyond decided to lead an open rebellion but was betrayed
his control, the heir to the throne of Argos will be by some of her supporters and is now a political
unwilling (or unable) to leave his current location prisoner awaiting her judgment. That’s where things
before these problems are solved. stand when the gallant (and very much alive) Argan
arrives in Argos with the adventurers…
And don’t forget the rival search party - who may
also have tracked down Prince Argan and whose The most obvious goals for this third and final tie
tier
orders are to eliminate the missing heir and all are to free Niobe, muster some loyal forces around
potential witnesses before bringing home the sad Argan, overthrow Kyros the usurper and instate
news of Prince Argan’s unfortunate demise at the Argan as the only legitimate monarch of Argos.
hands of some terrible monster or unknown peril. It
would be especially fitting to have Prince Kyros’
agents appear right after Argan and the adventurers
thin
depart for Argos, having sorted out (or so they think)
all their intermediate problems…
4
These island-hopping expeditions would be an excellent Wait a minute – haven’t we already seen this ship?
reason to visit the various Argosean colonies of the Middle
Sea, which are detailed in this issue’s Bonus Gazetteer.
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Will the Argosean Strife escalate into a full-blown War of the Gods?
Civil War
Maze Masters wishing to complicate this situation a
cam
In its simplest version, this final part of the campaign bit further could have Hermes call for Zeus’
will involve mass warfare and military action (a arbitration or even convince the king of the Gods tto
chance to use the mass combat rules from the M&M support his own choice - and before you know what
Companion – or even the mass naval warfare rules is happening, the whole Argosean situation could
found in the first issue of the Minotaur)… but Maze escalate into a nascent “war of the gods”, with the
Masters may also decide to run things differently, by irritable Poseidon refusing to acknowledge his
diverting the player-characters’ tasks and missions brother Zeus’ authority in the matter, leading othe
other
from the central military or political battleground and Olympians to take sides – all except Athena, who
lead them to yet another heroic quest: perhaps would probably try to reconcile the two brothers
5
Kyros’ forces are so overwhelming that Argan and before things get too apocalyptic . And of course,
his allies need a unique magical artifact to shift the high-level adventurers would be ideal candidates for
situation in their favor - or perhaps they must playing a crucial role in this divine conflict.
placate one of the city’s divine patrons (Poseidon
and Hermes) by going on a particularly perilous and Rewards for the Heroes
epic mission on behalf of this deity.
Provided they have succeeded in instating Prince
And since we are speaking of the Gods… Argan on the throne (and perhaps contributed to
avert a full-scale “civil war of the gods”), our heroic
Enter the Olympians player-characters should be rewarded with immense
wealth and privileged positions as the new king’s
While the city-states of Heraklia and Thena are closest advisers and counselors.
(sinc
unlikely to intervene in an Argosean civil war (since
such a decision would shatter the already-fragile Or perhaps some of the Olympians involved in the
status quo of the Minean league and could lead the Argos crisis could decide to recruit them as their full-
Land of the Three Cities into a fully-fledged war), time Divine Agents… But that’s another story!
the two patron deities of Argos could well come into
conflict over King Argon’s succession. Olivier Legrand (2011)
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