Tomb of The Bull King
Tomb of The Bull King
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Credits
Prolific Author : Carlos de la Cruz Morales Despotic Editor : Olivier Legrand Homeric Proofreader : Matthew Rees Heroic Assistant Editor : Andrew Trent Epic Cover Artists : Amanda Sebastin, Sergio Terrax de la Cruz Mythic Interior Artists : Gebeji, Emmanuel Roudier, Pablo Miguel Sanchez, Canadian Pitbull and various anonymous artists. Some illustrations copyright Clipart.com. Protean Cartographer : Tim Hartin Loyal Hoplite Playtesters : Sergio de la Cruz, Ricardo Fuente, Kiko, Diego Lzaro, Israel Lpez, Gonzalo de Porras, Pablo Miguel Snchez, Luis Uceda. Authors Dedication : To my wife Marisa and my two children, Nadia and Vctor.
Description of the Tomb Denizens of the Tomb The Adventure Mazes & Minotaurs Adventure Modules How to use this book
II. THE STORY SO FAR
21 21 27 27 28 28 28 30 31 195 197
4 4 4 4 Some Paths to Victory Format of the Areas Format of the Sections Exploring the Tomb Plundering the Tomb 5 6 Body Counts Areas of the Tomb The Battle of the Sages 8 8 9 The Final Fight IV. THE LAST TREASON Back to Coristea The Sorcerer 11 13 APPENDICES Map : Island of Proteus Map : Tomb of the Bull King The Fall of Proteus Additional Rules : Traps New Class : Thaumaturgists 203 204 205 207 209 The Great Feast 201 201 202
The Haunted Hills The Lamia The Badlands The Forest of the Centaurs
15 15 17 18
I : INTRODUCTION
THE ADVENTURE
Tomb of the Bull King is the first Adventure Module developed for the Revised rules of the Mazes & Minotaurs, the Roleplaying Game of Heroic Adventure in the Mythic Age. Tomb of the Bull King is a long, tough adventure, with lots of hidden perils and deadly foes : it is best suited for a group of 3-6 characters of level 3 or better. In Tomb of the Bull King, a group of Heroes travel to the island of Proteus, where King Belerephon of Coristea has been wounded while fighting a horde of creatures led by a dread Minotaur. Is Coristea under a curse sent by an angry god? Or are the ancient powers of Proteus responsible for the attack? Only by exploring the Tomb of the Bull King will the heroes find the answer!
ADVENTURE MODULES
Each Adventure Module is a book that contains everything a Maze Master needs to run an epic, action-packed game of Mazes & Minotaurs. Inside each Adventure Module the Maze Master can find a complete plot, detailed maps and the stats of the various NPCs that appear in the adventure.
THE TRUTH
Warning! This section explains the truth behind the attacks of the Minotaur and his horde on Coristea. Only the Maze Master should read this section, and he must take care to keep this information secret. As the players advance through the module, clues are revealed and perhaps, at the end, the entire story will be known. Parmenion is the brother of Queen Parsifae. Like his sister, he was born in the village of Tomis, on the island of Proteus. They were the children of the villages chief, so they had a privileged life in Tomis. They liked to make trips to the wilderness, even venturing past the dangerous hills south of Tomis into the monster-filled wastelands of central Proteus. As they grew older, Parsifae joined the cult of the goddess Artemis, and became one of their priestesses. Parmenion, on the other hand, was ready to join the ranks of the nobles of Tomis, but something happened on one of his trips to the wastelands. One day, Parmenion found some ancient ruins. The former inhabitants of Proteus had built them a long time ago, and many secrets were buried in their dark corridors. The ruins were home to some Wildmen who tried to kill Parmenion, but he fled, running into the palace. There, he met Hekateria, the Hag. Initially, the old Hag tried to kill the young noble, but Parmenion convinced the Hag to spare his life in exchange for anything she wanted. Intrigued, the Hag took Parmenion under her protection, and soon they developed a strange relationship: the young noble would bring her gifts and news from Tomis and the world outside the ruins, and in exchange the Hag trained Parmenion in the ways of sorcery. From her he learned the old lore of the ancient Proteans, which could be found in the Tomb of the Bull King, as Hekateria called the ruins.
Distracted by the celebrations of his men, Belerophon failed to notice the foul creature was still moving. Seizing this opportunity, the monster rose and stabbed the weary King with his horns. His soldiers rushed to his aid, and King Belerophon was saved by his men. The Minotaur was forced to flee, following his horde to the interior of the island. Back in Coristea, priestess and apothecary alike treated the King, but the grievous wounds from the horns of the Minotaur couldnt be healed. The King was slowly dying. High Priest Theokrates conducted a divination, and the gods answered: That which wounded the King might heal him as well. The horns of the Minotaur Lord could be used as the ingredient of a healing potion that could save the King. Queen Parsifae has sent Heralds to the Land of the Three Cities and beyond to search for brave heroes who can kill the Minotaur Lord before the creatures return to destroy Coristea and with it the hopes of regaining Proteus.
As the years passed, Parmenion grew to become a clever and learned man as well as a power-hungry Sorcerer, haunted by secret dreams of grandeur. He kept his sorcerous powers and his knowledge of the ruins secret, even from his beloved sister Parsifae. His life was divided between the trips to meet Hekateria, disguised as long hunting expeditions, and the much less exciting life in the village of Tomis. When Belerophon came from Heraklia and founded Coristea, many people in Tomis and the nearby villages distrusted the self-crowned King. Many Proteans, including Parmenion himself, believed the King and the colonists that came with him were haughty and ignorant of the ways of Proteus. However, it was just a few years before King Belerophon managed to change these opinions. He performed great deeds, killing dangerous monsters and bringing wealth to the nearby villages by opening trade routes between them and the far ports of the Middle Sea. But as King Belerophons popularity increased, so did Parmenions distrust. When King Belerophon married Parsifae, the distrust turned at last to hate, and soon Parmenion began to plot the fall of the King and the city. Parmenion went to the Tomb of the Bull King to meet with his dark teacher, the Hag Hekateria. The ancient, evil being helped Parmenion by teaching him a dread ritual. The spell could liberate a powerful champion from his prison in the center of the Tomb, but it required the sacrifice of twelve souls. Scared but determined, Parmenion decided to perform the ritual. Aided by his most loyal followers, he kidnapped twelve unfortunates in the city of Coristea, mainly drunken sailors in the port or poor men living on the streets.
The evil Hekateria led Parmenion, his men and his prisoners through the corridors, and finally they came to a great courtyard, in whose center there was an open pit and stairs that seemed to descend to Hades. Hekateria then ordered Parmenion to throw the prisoners into the pit, and to speak aloud the words of the ritual. When Parmenion completed the spell, fearsome shouts came from the pit. Some of Parmenions men fled. And when the shouting stopped, a foul Minotaur emerged from the pit, armed with an axe of double edge, and dripping blood from his mouth. Filled with terror, Parmenion ordered the Minotaur to kill King Belerophon and destroy his city, and the foul beast accepted, bound by the ritual. When the great Minotaur Lord left the courtyard to carry out Parmenions orders, more creatures came out of the pit : the nightmares of men had been loosed on an unsuspecting land The monstrous horde attacked the lands of Coristea, and the Minotaur Lord wounded King Belerophon, but in the end, the Minotaur Lords forces were defeated. The Minotaur retreated into the Tomb, while the remnants of his army took the hills. In the aftermath, Parmenion returned to Tomis, haunted by nightmares and filled with remorse because of the pain and death he has brought to his land. Still, his mind has been hopelessly poisoned by the influence of Hekateria : he still feels everything was the fault of King Belerophon and is determined to destroy his brother-in-law
Oracle : The heroes are visiting the famed Oracle of Telphos, near the city of Thena, looking for a message from the gods. The priests of Apollo tell them the story of Belerophon and they decree it is the sacred will of Apollo that they travel to Coristea to save the King. Hermes : The god Hermes appears to the heroes and announces that Zeus wants them to go to Coristea to kill the Minotaur and save the city and its King. How can the heroes refuse the orders of the Father of the Gods?
Once the heroes decide to travel to Proteus, they need to find a ship that sails to the island. The heroes may pay for their passage or can try to convince the captain to transport them for free, appealing to the will of the gods or the justice of their cause (the Maze Master can make a Reaction roll as explained in the Players Manual, p 46). During the trip to Proteus, the Maze Master should check for daily weather, as per the usual sailing rules (see the Players Manual, p 42-43).
The Scarlet Sign : There are strange symbols painted above the door of many houses. All the symbols are red, in the form of horned circles or horned inverted triangles. If the adventurers examine them, they find the symbols are painted with blood! Every citizen the heroes ask about the paintings seems scared and refuses to talk about them. 8
Queen Parsifae (2nd level Priestess of Artemis) is a beautiful young woman, dressed in fine robes. She stands near her husband and frequently tries to calm him and gives him water to drink from a golden cup. The old man is Theokrates, high priest of Zeus (4th level Priest). He is a respected man, aged but still powerful. The priest is also very wise and will ask insightful questions in an attempt to divine the true motives of the heroes. When the heroes enter the hall, King Belerophon greets them. He seems very weary, but speaks with each of them, asking them about their origins, ancestors and feats, and listening politely to their answers.
King Belerophon of Coristea
After all the characters have spoken, Theokrates asks them why they want to help Coristea. If the heroes dont know the entire story of Coristea and its fight against the monstrous horde (as told in A Curse Falls Upon Coristea (p 5), Theokrates will tell them the full tale, including how the Gods said the horn of the Minotaur Lord had to be used to heal the wound of the King. Once Theokrates finishes talking, Queen Parsifae smiles sadly and thanks the old priest. Then, she begs the heroes to save the King and the city. She wants to know if the heroes are willing to search for the Minotaur and retrieve his Horns, to heal King Belerophon. If they agree, Theokrates approaches them and says: If you agree to join this quest, make this oath. By the mighty gods and under the ever-reaching gaze of allpowerful Zeus, you wont rest until you have found the Horn of the Minotaur and have brought it here to save the life of King Belerophon, dear to the gods. The voice of the old priest is loud and strong, and carries the power of the gods. The heroes must understand that if they embark on this quest, they must complete it or die trying.
If the heroes agree, a great shout comes from the guards and courtiers that stand in the megaron. Queen Parsifae orders the servants to bring food and wine, and a great feast begins. King Belerophon doesnt stay long in the megaron, and is carried to his room by his bodyguards. After he leaves, the Queen speaks with the heroes : I must give you thanks on behalf of my husband. He grows weaker every day, but is a proud and strong man; he will hold out as long as any man can, but even he cannot resist this foul poison forever She stops for a moment, choking back a rising sob.. She continues: You have sworn by the gods to help us, so I will speak truthfully: not everyone in the city hopes for my noble husband to survive. My goddess, Artemis, has come to me in a dream, and has warned me. In the dream, a man with a bull mask enters the palace under the cover of an unnatural darkness, and walks along the silent corridors unnoticed. He then reaches the Kings rooms and I stand in front of him. He has a twisted blade in his hands and I try to stop him, but I cant move, and he stabs the king, killing him. And then, he removes the mask, and his face... Now, Queen Parsifae stops, and the heroes can see the fear in her eyes. I cant remember his face, but I know he is determined to kill the King, and I know I wont be able to stop him. I feel you are blessed by the gods and destined to succeed, although I cant see if you will bring the Horn of the Minotaur before it is too late... but everything will happen according to the will of the gods !
The feast ends and the courtiers are leaving the room. Queen Parsifae says some final words: The Minotaur fled to the south when it left the battlefield. The centremost part of the island is a wasteland filled with ruins and strange beasts. When dawn has come, leave the palace and go east to the village of Tomis. The guards will open the doors and will give you food and equipment. There, talk with my good brothers Parmenion and Polimon. Parmenion is a great hunter and has travelled to the wildlands many times. He will help you to find the lair of the Minotaur. Show him this jewel, so he will know you are my friends and he must help you. With these words, the Queen gives a red jewel in the form of a bulls head to the heroes, and bids them farewell.
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IV : TOMIS
THE SACRED FOREST
If the characters follow the Queens suggestion, they leave the city in the morning. The guards open the doors for them and give them the following equipment, packed on a mule : - 7 rations of food for every hero - 1 waterskin for every hero - 1 bedroll for every hero - 2 ropes - 4 torches - 2 flint & tinder - 1 flask of oil A guard guides them to the southern city gate and shows them a badly maintained road that turns eastward, towards the village of Tomis. He wishes them luck and the favour of the gods, and closes the gate behind them as the heroes begin their journey. The heroes travel for half a day. The land shows the scars of the recent battle, including abandoned carts and burned farms. In the evening, the heroes see a small forest south of the road. Some women are running, seemingly fleeing from it, waving their arms and calling to the heroes. When they come nearer, they can see the women are terrified and crying. If one of the heroes is a Priest or has Artemis as his patron deity, he identifies the women as Acolytes of Artemis. One of them speaks:
If you hold respect for the gods, help us! A terrible monster attacked us while we were performing a ceremony to Artemis, goddess of the wildlands. Melissa the priestess is still in the forest and the monster will kill her if you dont help us.
If the heroes enter the forest, they see the trees are evenly spaced, and the place is frequently visited. They must be entering a sacred forest. No sounds from birds or beasts can be heard. Finally, they reach a clearing in the woods. From the trees they can see a shrine standing in the center, and a woman behind it. The aforementioned Priestess, Melissa, is holding a bow but she has used all her arrows. If the heroes enter the clearing, they hear a great noise behind them and see a Magical Bull charging. The Bull will use its Charge into Battle special ability to obtain a bonus to its first attack. The heroes have one round to use a missile attack before the Bull reaches them.
Magical Bull
Taxonomy : Monster Description : All magical bulls are white. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 120 (240 running) Initiative : 16 Melee Attack : +6 Damage : 2d6 (horns & hooves) Defense Class : 21 Hits Total : 30 Detection / Evasion : 0 / +4 Mystic Fortitude : +6 Special Abilities : Charge into Battle (Initiative 20, Melee +10), Invulnerability, Lightning Fast, Magic Resistance, Supernatural Vigor, Trample. Awards : Glory 320, Wisdom 40.
If the characters refuse to help the Acolytes, they curse them because of their cowardice and run towards Tomis searching for help.
If the heroes stay in the cover of the trees instead of walking towards the shrine, the Magical Bull soon appears in the clearing, but it doesnt see them.
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The Magical Bull will try to Charge into Combat and Trample his opponents. If, in a given round, all heroes fail their attacks, the Magical Bull will disengage, run for a round and then attack them using Charge into Battle and Trample again. If the heroes manage to bring the Bull into the forest, the monster wont be able to Charge into Battle. The Magical Bull was part of the Minotaur Lords great horde, and was wounded during the battle. It roamed the countryside until it came to the forest. It will fight to the death. If the heroes kill the Bull, they hear a noise from the forest and a tall and majestic figure appears, armed with a bow and a quiver and glowing with divine light : it is the goddess Artemis herself ! The goddess then talks : Brave heroes, you have performed a mighty feat this day. This foul monster, which dares to attack the sacred shrine of the gods, has been rightly defeated and I praise your skill and might. But worse dangers lie ahead in your quest. May these gifts help you. The light of the goddess increases, until the characters are blinded. When it dissipates, they discover that all their injuries have been miraculously healed (maximum Hits Total restored) and that Artemis is gone, leaving several mythic items where she was standing a moment ago. There is one Mythic Item for each hero in the group, chosen by the Maze Master among the following: Bow of Artemis, Quiver of Artemis, Amulet of Artemis, Leggings of Speed, Potion of Healing (6 doses)
See the Maze Masters Guide for a detailed description of these items.
Melissa
Level 2 Priestess of Artemis Might = 10 Luck = 16 Initiative 12 Skill = 14 Will = 16 EDC 14 Wits = 14 Grace = 13 Hits Total 10
Melee Attack +3, Missile Attack +4 Danger Evasion +5, Mystic Fortitude +5, Physical Vigor +4, Athletic Prowess +3 Personal Charisma +5 (+7 with reputation) Weapons : Bow, Dagger. Realm of Magic : Divine Prodigies Spiritual Aura +4, Mystic Strength 16, Power total 10 (1) * Mythic Items : Bow of Artemis, Amulet of Artemis. * Melissa currently has only 1 Power point left, having wasted 5 points on a failed Divine Wrath attack and spent 4 other points to bestow the Gift of Artemis upon herself (Accuracy) but her shots miss and she has just run out of arrows
After two rounds, the priestess tries to flee. If the heroes dont do something, the Magical Bull sees the priestess after one round and runs towards her. Nothing can be done to distract it from its goal and in two rounds it reaches the priestess and crushes her under its hooves. If the heroes attack the monster before it sees the priestess running, Melissa will flee unharmed.
If the characters saved her, Melissa expresses her gratitude. She and her Acolytes guide the heroes to Tomis, where they arrive at dusk. If the Magical Bull killed Melissa, the young Acolytes are devastated. They carry the corpse of Melissa and guide the heroes to Tomis.
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The heroes reach the town at dusk. The reaction of the villagers depends upon the actions of the heroes: If the heroes killed the Magical Bull in the sacred forest and saved the life of Melissa, they will be greeted as great heroes. The villages chief, one of Parsifaes two brothers, Polimon (2nd level Noble), organizes the villagers and a great feast is held. If the heroes killed the Magical Bull but Melissa died, the villagers mourn the loss of the good priestess. Polimon thanks the heroes for their efforts and orders the people to prepare a meal, but everybody is sad and a grim mood soon falls upon Tomis. If the characters refused to help the priestess, they are not welcomed in Tomis. Polimon and some armed villagers command the heroes to leave the village. The only way to obtain help is by showing the red jewel Queen Parsifae gave them in Coristea to Parmenion, the Queens other brother. Parmenion recognizes the stone and will agree to talk with them, but Polimon will still refuse to let them enter Tomis. Whether they are heroes or villains in Tomis, the adventurers must speak with Parmenion. If they killed the Magical Bull, they can talk to him after the feast or meal. If they are not welcomed in Tomis, Parmenion leaves the village and will speak with them in the fields surrounding the village.
Parmenion (3rd level Sorcerer posing as Hunter, see next page for his complete stats) is a young man, thin but handsome. He looks very much like his sister Parsifae, but he also seems tired and somber. If the heroes ask them about what worries him, he will say he suffers from the intense stress caused by the fight against the monsters. The heroes should question Parmenion about how to find the Minotaur Lord, as suggested by Queen Parsifae. The young man apparently agrees to help them; he will guide them beyond the southern hills and will track the path followed by the monster when he fled. If there are wounded characters in the group and they killed the Magical Bull, they can rest in the village for up to a week. If the priestess Melissa is alive, she can use her Divine Vitality power to accelerate the healing process. If the Magical Bull killed one or more heroes, players who have lost their character can make new ones that live in Tomis. These new, first level adventurers may be Hunters, Thieves or Priests, as these are the only classes which exist in this small town. Parmenion and two young men from Tomis join the group. The young men that come with Parmenion are two of his loyal retainers, named Pylas and Melanos. Both are Minor NPCs and have the same stats (see next page).
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They are provisioned with food, water and hunting weapons (dagger and bow) for themselves, which they carry on their own mule. The group now begins to walk towards the southern hills.
Parmenion
Level 1 Hunter / Level 3 Sorcerer * Might = 12 Luck = 15 Initiative 15 Skill = 15 Will = 17 EDC 14 Wits = 17 Grace = 10 Hits Total 14
Melee Attack +4, Missile Attack +7 Danger Evasion +8, Mystic Fortitude +5, Physical Vigor +5, Athletic Prowess +4 Personal Charisma +5 Hunting Bonus +5 Deadly Aim (+2 damage with missile against all Beasts and Monsters). Weapons : Bow, Spear, Dagger. Other Possessions : Quiver (12 arrows), 90 silver pieces. Encumbrance total = 14 (with weapons) Realm of Magic : Sorcery * Psychic Gift +6, Mystic Strength 18, Power total 15.
* Parmenion cannot use powers with a Magnitude over 3. His powers are limited to Confusion, Illusion and Cloak. See Parmenion the Half-Sorcerer below for more details.
Prince Parmenion is a young man, thin and dark. He is the younger brother of Polimon, chief of Tomis, and Parsifae, Queen of Coristea. He is called Prince as a matter of respect from the villagers because of his ancient family. When he was younger, he used to travel with his sister, Parsifae, to the hills south of the village and is renowned as a good and bold hunter. He didnt like the marriage of his sister to King Belerophon, and everybody in Tomis knows he and Polimon have argued many times about this matter. What nobody knows is that Parmenion has found the Tomb of the Bull King and has become a Sorcerer, under the tuition of Hekateria the Hag. Hekateria the Hag had fooled him into releasing the Minotaur, King of Monsters, and Parmenion feels remorse because of this action... but he doesnt want to be discovered.
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THE LAMIA
It will take the party two days to cross the hills. The first day passes uneventfully, and the heroes sleep in a herdsmens hut that Parmenion knows of. Once the group has organized to rest, Parmenion and his two men will leave them to explore the lands around them. If any hero offers to go with them, Parmenion refuses, saying that they dont know the hills and could only be a burden to them. Parmenion returns in less than an hour, saying the area is safe. Everybody goes to sleep. Next day, the group goes up and down the hills, following a hunters trail. Parmenion is following a twisted path to cross the hills, expecting the heroes to lose their sense of direction and get lost in the area without his help. Parmenion knows an ancient Lamia lives in a nearby cavern and guides the heroes to its entrance. When night falls, he orders them to camp near the cave, and then takes his two retainers with him to explore the surroundings, as the day before. But this time, the two retainers hide nearby while Parmenion goes to the cave to awaken the Lamia. Parmenion and his followers awaken the Lamia and then Parmenion uses his Cloak power to conceal himself and flee. The Lamia goes outside her cave and soon sees the heroes campfire. The Lamia attempts to draw one of the heroes close to her and Compel or Enslave him to bring him to her cave and devour him. She will use her various Psychic Powers according to the following tactics:
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The Lamia will first approach the encampment trying not to be detected. She uses her Cloak power to approach the group unnoticed. If all the heroes are asleep, the Lamia uses her Cloak power again, and grabs one of the heroes, carrying him to her cave. If the hero awakes (successful Danger Evasion saving roll against a target number of 15), the Lamia uses her Compelling and Enslavement to order the hero to follow her to the cave. If the hero resists the power, the Lamia attacks him, trying to paralyze him with her Poison special ability, or if hes too tough, her Psychic Attack. If the rest of the heroes awake, she will flee to her cave, using her Cloak power to hide. If only one or two heroes are awake, the Lamia uses her power of Illusions to create an image of a white stag that both heroes will see, to try to lure one of them away from the campfire. If she succeeds, she will then use her Cloak power to approach the reckless hero and try to Compel and Enslave him to follow her to the cave. If more than two heroes are awake, the Lamia uses her power of Illusions to create frightening sounds coming to the heroes encampment from the opposite side from where she stands. She expects some heroes will advance to investigate, leaving only a few of them caring for their mules and equipment. If none of the heroes leave the encampment, the Lamia uses her power of Illusions to create the image of a terrible, ethereal Gigantic Cyclops charging them, expecting at least one of the humans will flee. The Lamia will try to bring at least one of the heroes away from the campfire. As soon as the hero is alone in the darkness, the Lamia approaches him and uses Compelling and Enslavement to make him flee with her to the cave.
Lamia
Taxonomy : Monster Description : Ophidian monstrosity with the upper body of a woman and the lower body of a giant snake and a taste for human flesh. They usually haunt desert ruins and lost necropolises. Size : Medium Ferocity : Deadly Cunning : Clever Mystique : Eldritch Movement : 80 Initiative : 21 Melee Attack : +6 Damage : 1d6 (claws & bite) Defense Class : 18 Hits Total : 20 Detection / Evasion : +4 / +8 Mystic Fortitude : +8 Special Abilities : Crushing Damage (constriction), Fearsome, Grapple (Might = 16), Lightning Fast, Magic Resistance, Poison (sting, causes paralysis), Psychic Powers (Psychic Gift 4, Mystic Strength 16, 16 Power pts), Regeneration (1 Hit per round), Stealthy (16), Supernatural Vigor, Tough Skin. Awards : Glory 300, Wisdom 250.
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If the heroes stay near the campfire the Lamia returns to her cave. She isnt stupid and doesnt like a fair fight against more than three opponents. If the Lamia manages to take one of the heroes with her, the hero is doomed. The Lamia brings him to her cave and promptly kills and devours him. If there is a Hunter in the group, he can try to find his companions trail in the hills. The Hunter must make a Danger Evasion saving roll, adding his Hunting bonus, against a target number of 18 (10 + Lamias Evasion). If the Hunter finds the trail the heroes can follow it to the entrance of the Lamias cavern. If the heroes cant find their companion, Parmenion appears with his two henchmen. He follows the track and leads the heroes to the cave, but he wont enter the cave nor help in the fight. He expects the Lamia will kill at least one or two of the heroes. If the heroes find the entrance of the cave, the Lamia attacks them. Only two heroes can fight her in the narrow passage. The Lamia uses her power of Confusion to befuddle some of the heroes and then attacks. She uses her Psychic Attack against the toughest looking warrior and then attacks with her claws and bite. The Lamia tries to use her Poison special ability to bite and paralyze as many opponents as she can. If she Grapples an opponent, she uses her Crushing ability. The kidnapped hero is either paralyzed (unable to fight), Compelled (in which case the Lamia suggests that he stands between her and the other heroes as a human shield) or Enslaved (in which case he must help the Lamia to fight the heroes). If the heroes manage to kill the Lamia and rescue their companion without Parmenions help or if they stay in the encampment and the Lamia retreats to her cave, Parmenion returns a few hours later. He then orders everybody to move to a safer place.
THE BADLANDS
On the afternoon of the third day, the group reaches the end of the hills. Parmenion is growing nervous and wants to flee to Tomis as soon as possible. The group is at the top of one hill. To the south, the hill falls abruptly towards the plain. The heroes see a bleak country beyond, rugged and dry. They can see a dark forest to their right and some hills further to the south. Pointing to the hills, Parmenion speaks: In those hills there are some great buildings. The priests in Tomis said they are the ruins of the ancient palace of the Bull King, the sovereign of the ancient Proteans. He was so called because he was the first King who sacrificed a bull to the Gods. They say the gods cursed the King because of his pride, but he was not the only one to meet his doom; the land itself was cursed, and now it is barren and inhabited by monsters and wildmen. Nothing good ever comes from the Kings... nor from the... Parmenion stops speaking abruptly. He was about to say nor from the gods, but has realized he has already said too much. He calms himself and continues speaking: I have been there. The palace is not destroyed, although its old, very old. Its full of dust and spider webs, but its not damaged. Nobody attacked nor stormed it. It seems the men simply went away. Perhaps it was the palace of the Bull King a long time ago, but now it is little more than a tomb, the Tomb of the Bull King. The monsters came from there, Im sure. You will find the Minotaur Lord and his horde there. Parmenion adds he wont guide the heroes to the Tomb. Its easy to find, since they must only cross the plain advancing towards the southern hills. They should reach the buildings before nightfall if they are fast. Parmenion
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says he and his retainers will stay for some days in the hills, waiting for the heroes to return. If they kill the Minotaur and accomplish their quest, Parmenion will guide them back to Tomis and Coristea... or so he says. If the heroes try to convince Parmenion to come with them, he will refuse politely but firmly. Nothing can be said to convince him, except physical threats. In this case, he will guide the heroes to the south, but as soon as they stop to make camp, he will use his power of Cloak to flee with his retainers, even if this action reveals his sorcerous powers. Parmenion guides the heroes towards a hidden trail that they can use to reach the bottom of the hill. From there, the heroes see Parmenion, Pylas and Melanos standing atop the hill and waving their hands. When they start to walk towards the southern hills and the Tomb of the Bull King, Parmenion and his henchmen walk away. They are not going to wait for the heroes.
pack of twelve Lycans heading directly towards them from the direction of the ruins. The Harpies soar above the heroes as the Lycans arrive. The Harpies and the Lycans are part of the Minotaurs horde. The Harpies work locating prey for the Lycans, flying above and waiting for the carrion the wolf-headed humanoids leave behind. The adventurers are the new targets of the creatures The heroes can use different strategies: Flee to the north, trying to reach the relative safety of the hills. The warriors in the group do know that the trail they used to go down the hills is a very defensive place. But the Lycans are too fast, and the heroes will be likely be caught before reaching the hills. Flee to the west, trying to reach the forest. The heroes will reach the forest at the same time as the Lycans, but before they fall upon the heroes, javelins and arrows come from the trees (see below). Try to find a good defensive position in the plains. To the east there is a small hill that can be used to have a higher ground advantage over their enemies. When the Lycans attack, the heroes will gain a bonus of +1 to their Defense Class, as the Lycans must climb the slope to fight them.
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Harpy
Taxonomy : Monster Description : Bat-winged, jet black-skinned vicious humanoid creatures with sharp fangs, sharper talons and a fondness for human flesh Size : Medium Ferocity : Dangerous Cunning : Clever Mystique : Weird Movement : 240 flying Initiative : 15 Melee Attack : +5 Damage : 1d6 (claws & fangs) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +8 Mystic Fortitude : +2 Special Abilities : Dive into Battle (Initiative 17, Melee +7), Grapple (16), Uncanny Agility, Winged. Awards : Glory 120.
Lycan
Taxonomy : Folk Description : Wolf-headed carnivorous humanoids bent on raiding and plundering. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 35.
Whatever the heroes do, the Lycans will catch them and a great fight will ensue. The Harpies are cowards and wont support their monstrous allies, choosing instead to remain aloft, waiting on the outcome. If a hero falls or is separated from the rest of the group and finds himself fighting alone against Lycans, the Harpies will land, waiting at a distance for the man to die. If the heroes choose to make a break for the forest, Centaurs launch volleys of arrows and javelins at the Lycans and Harpies from the cover of the trees. while a group of ten Centaurs runs to join the fight. If the heroes flee toward the hills or maintain their position in the plains, the Centaurs will join in after ten rounds have passed. If, that is, there are any heroes left to join at that point.
Although they are not really needed for this encounter, the statistics for Centaurs can be found in the Creature Compendium (p 24). Their leader, Aquio (see text) is a Sagitarian, a Centaur renowned for his fighting and archery skills.
When the Centaurs appear, the Lycans and the Harpies realize that they are outnumbered. The Harpies will then fly immediately to the south, to their lair in the Tomb of the Bull King. The Lycans will try to make a fighting retreat, but the combined force of the heroes and the Centaurs soon breaks them and they scatter. The Centaurs quickly outpace them and slay any and all. Aquio, son of Agrio, is the leader of the Centaurs. He presents himself and speaks to the heroes. He is a follower of Artemis, so the words he speaks are based on the heroes past actions: If the heroes killed the Magical Bull in the sacred forest near Tomis, the Centaurs are very friendly : Hear, hear! Goddess Artemis spoke to me in the deep woods where we live. She said youre great heroes who killed a foul monster that desecrated one of her sacred forests, and has ordered us to help you in your quest. You will rest and be healed in our land, and
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tomorrow, the Centaurs will guide you to the entrance of the Underground, the palace of the Bull King. If the adventurers refused to fight against the Magical Bull or fled from the sacred forest instead of killing him, the Centaurs are much less friendly :
Hear, hear! Goddess Artemis has given me an order for you to follow! You have brought shame upon your names because of your cowardly acts in the sacred forest of Artemis. You failed to kill the Magical Bull that had desecrated the shrine of the goddess, so She has decreed you must be taken to the entrance of the Underground, the palace of the Bull King, where you must defeat the dread Minotaur. Only by performing this feat will you be pardoned by the mighty goddess of the hunt !
Aquio and his followers let the heroes ride them and gallop towards the Tomb of the Bull King. The heroes are left near the Main Southern Gate (section 18 of the Tomb, see p 46), and Aquio gives them a last word of advice: We will wait for you for an entire moon, as the goddess has ordered us. We will stay near this gate, and may the blessing of Artemis guide your hands to kill the Minotaur Lord ! He is a monster of the Underground, and we have no love of him, nor his minions. One word of advice: not every being who lurks in the shadows of the palace is an ally of the Minotaur. Ancient powers lived in the palace of the Bull King before the monster and his horde were awakened, and although they have no love for your kind, two-legs,, they despise the Bull King as well. Perhaps there are those among them who may prove to be allies. Now, go meet your destiny with our blessings! If the Centaurs are hostile to the heroes, they are forced to sleep outside the forest, and neither food nor water is given to them. If there is a Centaur in the group of heroes, he is even more scorned. They are watched in the night to be sure they dont flee to the hills, and next day, Aquio and his followers guide the heroes near the Tomb of the Bull King. They are left next to the Theatrical Area (Area 2, see p 36) and Aquio speaks to them:
We will wait for you for three days, as the goddess has ordered us. Well stay near this gate, to be sure you have accomplished your mission. If you do not return with the Horn of the Minotaur, youll not make it past our rain of arrows. Now, go to meet your doom !
If the Centaurs are friendly, the heroes are carried deep into the forest, until they reach a clearing where there are more Centaurs. The wounded heroes are treated with magical healing herbs and recover all their Hits. The Centaurs bring food and water, and Aquio eats with them, before they go to sleep. Next day, the heroes receive gifts from the Centaurs: bows and quivers with 12 arrows for each character who doesnt already have one, as well as rations for three days and a waterskin for each.
If one or more heroes have been killed, the players can make new characters that live in the Forest of the Centaurs. The new heroes can only be Centaurs, as this is the only adventurer class available in the Forest of the Centaurs.
Aquio, son of Agrio
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The ancient palace came to be referred to as the Tomb of the Bull King, but even this name was lost to time, and now only the oldest tales remember it. The Tomb of the Bull King has become one of the entrances to the Underworld. The souls of the dead enter the palace and receive the judgment of the Bull King, Judge of the Underworld.
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divine Serpents of the Dark Earth, the Troglodyte Blackblood Tribe, and the Wildmen Redstone Tribe who already inhabited the palace. Some of them received dark dreams of warning and prophecy, while others were summoned from the depths of the earth. When the Minotaur and his horde returned from their war against the city of Coristea, a war erupted in the interior of the palace between them and the followers of Rhea. Hekateria the Hag was blinded by one of the Serpents, while the Lycans and Tragos battled Wildmen and Troglodytes. Even now, the battle is not decided. Rhea wants the Minotaur killed, and the monster is now aware of the threat of the goddess. The Minotaur knows he must find and defile the Rheas temple to secure his control over the Tomb. These are the different groups living right now in the palace:
A fiendish Tragos
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The Minotaur plans to use the Dragon to destroy the city, but he must find and destroy the Temple of Rhea to unleash the full fury of the dragon. Ophion is tended by a group of Beastfolk and is creating his own army of skeletons using his foul powers.
Allies of Rhea
The Serpents of the Dark Earth
Six divine Giant Snakes were invoked by Rhea from the depths of Earth. They were the Bronze Serpent, the Brown Serpent, the Night Serpent, the TwoHeaded Serpent, the White Serpent and the Clanking Serpent. Brown Serpent : This monster stays mainly on the roofs of the palace, killing Harpies and other flying monsters. Night Serpent : This creature stays in the northwestern storage rooms. Bronze Serpent : This creature guards the Temple of Poseidon. White Serpent : This defunct creature attacked and blinded Hekateria the Hag before being killed by her. Clanking Serpent : This creature protects Melaclea the Seer. The Two-Headed Serpent stays mainly in the central courtyard but often lurks in the Tomb, killing the enemies of the Great Goddess Rhea.
The Beastlord
The Beastlord is a powerful and savage Caliban who has a magical whip that he uses to control Wolves and a Cerberus. When the Minotaur Lord came from Tartarus, a Cerberus came with him. The Beastlord is using this Cerberus to create an army of Bicephalous Wolves. They live in a zone of the Tomb near the southern entrances.
The Harpies
Some groups of Harpies live in the palace. They usually stay on the roofs, and accompany the Beastfolk when they go outside the Tomb.
The Ratlings
A tribe of Ratlings, the Redteeth, is allied with Hekateria the Hag. They served the Hags faithfully and are the main defenders of the Hags Lair. The Ratlings also stalk the Tomb, killing the enemies of the Hags... and the unfortunate Beastfolk who wanders alone in the night.
The Wildmen
The Wildmen living in the palace call themselves the Redstone Tribe. A great chieftain named Rum the Tracker found the ruins many years ago. With his sons and other followers he formed the Redstone Tribe, who now consider the Tomb of the Bull King as their home. They lived near the western entrance but were driven off by the minions of the Minotaur and now live in a group of rooms inside the palace. The Wildmen have an excellent understanding of the vast corridors of the palace, gained from numerous explorations. Rum received prophetic dreams from Rhea and led his tribe against the Minotaurs forces when they returned from the battle of Coristea.
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The Wildmen suffered heavy losses but they fight on. The corridors and passages surrounding their domain are filled with traps.
The Troglodytes
The Blackblood Tribe normally lives in the swamps of Proteus. One of their leaders received a dream from Rhea and a warband has travelled to the Tomb, to fight for the Goddess. They have fought the minions of the Minotaur and conquered the Theatrical Area and the North Propylaeum. Their Lizardian ruler is sending parties inside the Tomb to find the Temple of Rhea to seek her advice.
The Queen
The ghost of the ancient Queen of Proteus haunts the Queens Megaron, along with other phantoms. She is a powerful spirit, who hates living beings.
Other Ghosts
The cursed ghosts of dead artisans, guards and servants of the palace of the Bull King still perform their duties in the many temples, workshops and rooms scattered in the Tomb.
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Shade
Taxonomy : Spirit Description : See text above. Size : Medium Ferocity : Peaceful * Cunning : Average * Mystique : Weird Movement : 60 Initiative : n/a Melee Attack : n/a Damage : n/a Defense Class : 13 Hits Total : 4 Detection / Evasion : 0 Mystic Fortitude : +6 Special Abilities : Fearsome*, Insubstantial, Magic Resistance, Mindless. * The Shades Ferocity and Cunning degrees simply reflect its automatic, dronelike behavior. Its Fearsome ability simply reflects its ghostly appearance but grants it no Defense Class or Initiative bonus. Like all Insubstantial beings, Shades cannot be harmed by mundane weapons and cannot inflict physical damage to material beings (whom they never attack anyway). They can only be harmed by magical means (but are immune to Sorcery, Poetic Magic and all other mental or emotionbased forms of magic. A Shade can never really be destroyed; if reduced to zero Hit, it will simply dissipate and reform later. Awards : None.
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A majestic Griffin
The Griffins
A group of Griffins, led by a Gryphon named Phoeles, lives near the northern entrance of the Tomb. Phoeles has been severely wounded by the Horde of the Minotaur, but if the heroes help him, they might well gain a very useful ally.
The Oracle
Melaclea, the greatest Oracle of ancient Proteus, still lives in the Tomb. The Gods have given her a long life, as she has the gift of the True Vision, and sometimes the Gods themselves speak with the old woman.
Skeletons
These Skeletons are the cursed remains of the Proteans, animated by the foul influence of Chaos. Although there are several groups scattered in the Tomb, the most dangerous are the minions of the foul Bone Priest.
Automatons
These mechanical beings were created by the ancient Proteans and are still functioning.
Spiders
Some of these foul creatures are allied with Wildmen; others are independent predators, preying on the inhabitants of the Tomb. In the ancient lair of the Wildmen, the Queen of Spiders reigns over an evil group of Cave Spiders.
Vines of Tantalus
Some of these monstrous plants live in various parts of the Tomb.
Rats
Numerous rats reside in the Tomb. Some of them have grown monstrously large due to the influence of Chaos.
A Mindless Automaton
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Belerophon. He usually stays in a maze-like set of rooms near the Central Court, but occasionally he leaves his rooms to roam the Tomb. It would be unwise for the heroes to confront him before obtaining the Labrys. So the easiest path to victory is: 1) Ally with the Wildmen, who know where the Temple of Rhea is. 2) Befriend Rhea, to gain access to the Ghosts and knowledge of the Hags. 3) Find the Kings Megaron, where the Judge of the Underworld resides, and obtain his permission to use the Labrys. 4) Obtain the Labrys in the Temple of the Axe. 5) Find the Minotaur and kill him with the Labrys. Easier said than done. But if the heroes succeed, surely these heroes will be sung of for centuries to come!
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Locks
The Tomb of the Bull King
See p 203 for a full-page versin of this map
The Tomb of the Bull King also contains a few doors with locks which are something of a rarity in the Bronze Age world of Mythika. Still, any Thief may attempt to pick such a lock using a pin or a similar object. Disarming a trap requires a Danger Evasion roll but picking a lock is not, in itself, a dangerous activity (there is no peril to detect, avoid or escape from) so a different system must be used. To successfully pick a lock, a Thief must roll his Thievery bonus or less on 1d10 (just like a hero trying to break open such a door would need to roll his Might mod or less on 1d10 to succeed at a Feat of Strength). A single Thief may only make one lockpicking attempt for each particular lock.
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Under standard M&M rules, jewels normally have an Enc of 0, but Maze Masters may decide to give them the same Enc as silver pieces or gold coins (1 Enc for every 100 carried). Needless to say, such huge quantities of jewels are very, very rarely found except in the most fabulous treasure hoards. Treasure may also include the various weapons, pieces of armor and mythic items which can be taken from defeated opponents. All these things have an Encumbrance value, as detailed in the Mazes & Minotaurs rules.
Voluminous Treasure
In some cases, the same reasoning must be applied to the treasure itself; some very large and expensive items (decorated chariots, man-sized statues etc) are simply to heavy to be carried around; if the heroes do want to take such treasure for themselves, they will have to come back to the relevant location with enough manpower (and an appropriate mean of transportation, such as a horse or ox-drawn cart) after the adventure, once all dangers have been eliminated.
Loot
In some cases, however, treasure will also consist of an indefinite quantity of diverse items: beautifully crafted and ornamented caskets, jewel-encrusted fabrics, golden vases, silver plates, objects dart and other luxury items. In game terms, such treasure is called loot. Loot is always given a total worth (in silver pieces) as well as a total Enc value, both of which can be split in corresponding fractions. Thus, a loot of decorated adornments with a total worth of 1,000 silver pieces and a total Enc of 4 could be divided into four more-or-less equal portions worth 250 silver pieces and 1 Enc each.
Consumable Treasure
The Treasure or Closer Inspection paragraphs of some of the sections will sometimes refer to food rations. A ration is a convenient RPG abstraction representing enough food to feed one person for a day. Rations will of course take different forms depending on what they are, where they are found etc. The Maze Master should consider that four rations represent 1 Enc point. Thus, a character carrying three rations or less will not suffer any extra Enc, while a character carrying four to seven rations will add 1 to his Enc total. Characters may also want to carry jars, amphorae or other liquid containers with them. Unless otherwise specified, phials have an Enc of 0, a small jar has an Enc of 1 and a standard amphora has an Enc of 2. The bigger amphorae are simply too bulky to be carried as equipment, just like the larger coffers.
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BODY COUNTS
This adventure is supposed to end with a climactic battle against the Minotaurs Horde and the Allies of Rhea. Since the adventurers have many opportunities to slay some of the Minotaurs minions as well as some of Rheas allies, their actions during the scenario may well have a significant impact on the state of both forces in The Final Fight (see p 196). The strength of the Minotaurs Horde, for instance, will be greatly reduced if the adventurers have killed a great number of Beastmen or defeated special opponents such as Ophion the Black Dragon, the Cerberus in section 26 or the Beastlord. Conversely, each ally of Rhea killed by the heroes (such as the various Serpents of the Earth, the Griffins or the Wildmen) will reduce the strength of her forces in the final battle. In prevision of the Final Fight, the Maze Master will have to keep track of two separate body counts over the course of the adventure: one reflecting the losses suffered by the Minotaur Lords minions and another one for the losses suffered by Rheas allies. For the Minotaurs Horde, the Maze Master should keep a record of the number of Lycans, Boarmen, Tragos, Ogres, Harpies, Bicephalous Wolves and Skeletons killed before the Final Fight. The outcome of the battle may also be altered if the heroes have already killed some of the Minotaurs major allies: the Beastlord, Ahrak the Harpy Queen or Ophion the Dragon. For Rheas Allies, the Maze Master should keep a record of the number of Wildmen, Troglodytes and Griffins killed during the scenario. Major allies of Rhea whose death may also have a major incidence on the Final Fight are the Serpents of the Dark Earth, Glauron the Dragon at the Crack, Phoeles the Gryphon, the Bronze Colossus in section 90 and the three Lesser Cyclops Buphelion, Rodon and Melandros. See p 197-199 for more details about how these body counts may affect the outcome of The Final Fight.
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Name
Old Lair of the Wildmen Theatrical Area House of the Red Sage Southern Entrances Lair of the Beastlord Southern Corridors Temple of Poseidon Lair of the Wildmen Storage Rooms Temple of Rhea Temple of the Underworld The Oracle Throne Room and Treasury Central Court Night Rooms Old Storage Rooms Temple of Young Zeus Northern Entrance Northern Fortress Lair of the Ratlings The Stone Titan Lair of the Minotaurs Horde Lair of the Hags Eastern Entrance to the Central Court Eastern Fortress Great Staircase Kings Megaron Royal Rooms Queens Megaron Artisans Quarters Southeastern Entrance House of the Black Sage Eastern Ruins Lair of the Minotaur
Sections
1-7 8-9 10-16 17-22 23-28 29-35 36-44 45-49 50-69 70-75 76-86 87-89 90-99 100-101 102-111 112-119 120-124 125-131 132-134 135-141 142-145 146-151 152-172 173-174 175-187 188-189 190 191-197 198-200 201-219 220-221 222-227 228-230 231-245
Page
32 36 39 45 49 55 59 64 69 75 79 86 89 99 101 108 114 119 123 126 131 133 138 150 151 160 162 164 169 172 182 183 190 193
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Closer Inspection: In the southeastern corner of the room there is a great spider web that seems to move with the wind. If the spider web is cut the heroes can enter room 4.
Cave Spider
Taxonomy : Monster Description : Huge spiders that can attack two men (or other medium-sized opponent) at the same time. Size : Large
Overview
These rooms were the lair of the Wildman tribe, the Redstones, until they were attacked by the Horde of the Minotaur. Defeated, they retired to the interior of the Tomb and filled the corridors with traps. A group of Cave Spiders has occupied the lair.
Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs) Defense Class : 16
Sections
1 Communal Courtyard
Description: A large room without a ceiling, covered by giant, sticky spider webs. Originally, the room had a ceiling, but it fell a long time ago. There is spider silk is hanging on the walls. Encounters: In the webs live 1d3+1 Cave Spiders that attack all intruders. They usually attack a single hero en masse, before climbing up the walls to wait for their poison to act. Treasure: Hanging in the spider webs there are several corpses: two Ogres and three Wildmen. If their bodies are searched the heroes can find two daggers and 3d6x2 silver pieces.
Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
2 Communal Chamber
Description: This was the old main room of the Wildmen, where they slept in family groups. Although the room does not have a ceiling, there are logs i that form coarse shelters under which to take refuge. In the center of the room there is an area where the meals were prepared in an enormous cauldron.
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Encounters: Roll 1d10 when the heroes enter this section. On a roll of 13, a Cave Spider is hiding in the cauldron, waiting to attack the heroes. Traps: There is a pit trap seven feet past the entrance of the secret passage (see below). Type: indoor; Effect: falling +direct damage; 2d6 Hits; Concealment Rating 16; Danger Rating 17. Closer Inspection: There is a secret entrance in the point marked with an X on the map. To see the secret entrance the heroes must pass a Detection roll with a target number of 16. When the door is opened, it reveals a tunnel that goes to room 7 of this area. There is a trap in the tunnel (see Traps).
3 Hidden Entrance
Description: This is a secret entrance to the communal chamber (section 2). It is hidden under vegetation and halfrotted wood. Encounters: Roll 1d10 when the heroes enter this section. On a roll of 13, a Cave Spider is hiding in the entrance. Closer Inspection: To spot the secret entrance the heroes must pass a Detection roll (target number 15).
Damage : 3d6 (fangs & legs) Defense Class : 17 Hits Total : 50 Detection / Evasion : +6 / +4 Mystic Fortitude : +6 Special Abilities : Entangle (webs, range 30, M = 24), Fearsome, Magic Resistance, Poison (sting, paralysis), Sixth Sense, Stealthy (10), Tough Skin, Wallcrawling. Awards : Glory 950, Wisdom 30.
Traps: The spider webs that cover the ground and the walls are stickier than those of the rest of the area, resulting in a -2 to the heroes Danger Evasion, Athletic Prowess and Melee rolls. Treasure: If the heroes defeat the Spider Queen they can sack her lair. Many inhabitants of the Tomb have been trapped and dragged up here: two Tragos (two swords, two helmets, two breastplates and 3d6 x 3 silver pieces), three Lycans (three spears and 3d6 silver pieces), and a Troglodyte (spear, shield, 3d6 x2 silver pieces and a golden amulet with a red stone). The Troglodyte is Ptek, an explorer who was killed by the Spider Queen. The Troglodytes of Area 2 (Theatrical Area) will recognize the amulet.
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Closer Inspection: Only if the Spider Queen is defeated can the heroes explore the room.
Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
5 Great Entrance
Description: One of the Great Entrances to the Tomb. A great humanoid bronze head stands near the bronze gates. If the heroes try to walk into the Tomb (section 35), the head speaks with a booming, metallic voice: Stop! This is the dominion of my lord, the Bull King. You, who still live in the Land of the Living, go back! The doors of the Underworld are banned to the living ! If the heroes ignore the warning and advance, the head will howl, attracting the Iron Warriors in section 6, who attack the heroes immediately. If the heroes move away from the gates, the Iron Warriors stop fighting them. Encounters: The bronze head cant be damaged. The Iron Warriors will use the tactics detailed in section 6. Closer Inspection: If the heroes wait near the entrance, the Maze Master should roll 1d6 every thirty minutes. On a roll of 5-6, a procession of Shades, coming from the north, pass through the gates. The heroes can see a group of shadowy figures that advance slowly, while the Iron Warriors raise their weapons as the Shades walk into the entrance. In that moment alone the heroes can follow the Shades into the Tomb without being attacked by the Iron Warriors. The Shades continue walking through sections 35, 33, 29, 31 and 100 until they reach section 101 and disappear into Hades.
6 Guardroom
Description: This old guardroom is occupied by four Iron Warriors that stand in the center. They wont move unless the heroes try to leave the room by the eastern door towards section 35, in which case they attack them. On the ground there are many old parts of destroyed Iron Warriors. Encounters: The four Iron Warriors have the task of preventing living beings form entering the Tomb of the Bull King. If the Iron Warriors are destroyed they reform slowly in this room. There are 16 more destroyed Iron Warriors in the room, reforming themselves slowly, at the rate of one Iron Warrior per day.
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Closer Inspection: The walls of the room are covered with frescoes that show different scenes: a Blacksmith God creating Iron Warriors; Iron Warriors defeating invading spearmen; Iron Warriors reforming after being defeated; and Iron Warriors saluting with their weapons while a procession of Shades enters the Tomb. Treasure: None. The Iron Warriors are animated statues: their armor, shields and weapons are non-removable parts.
Treasure: The characters can arm themselves with swords, helmets, shields, and breastplates. Closer Inspection: In a corner of the room there is a loose floor tile that serves as an entrance to an underground tunnel. To spot this secret entrance the heroes must pass a Detection roll (target number 17). To the west the tunnel goes to section 2, passing the pit trap described in thin section. To the east the tunnel arrives at an intersection: continuing towards the east the heroes can reach section 52, and going towards the south, the tunnel reaches section 46 (where there is another pit trap).
7 Armoury
Description: Weapons and armor are stored in this area. Traps: When the heroes enter the room crossing the door from section 6 (the guardroom), they activate a trap left by the Wildmen : several spears are thrown at them. Type: indoor; Effect: direct damage; 1d6 Hits; Concealment Rating 17; Danger Rating 16.
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Overview
This great northern building was a theatre in the old days, when the Tomb was alive and heavily populated. Great theatrical works were performed here, both sacred and mundane. Now, the area lies in ruins, which have become the headquarters of a warband of the Blackblood Tribe of Troglodytes. The leader of the warband is Ancpah One-Eyed, a Lizardian. He received prophetic dreams sent by Rhea, the ancient Earth Goddess. The deity ordered Ancpah to come to the Tomb and fight against the Minotaur and his horde. Ancpah convinced the leaders of his tribe to give him command over a warband to travel to and conquer the Tomb of the Bull King. More than one hundred Troglodyte warriors answered Ancpahs call to arms. The Troglodytes came to the Tomb and fought the Minotaurs minions in the Northern Propylaeum Area. Many Beastfolk died that day, and the Troglodytes claimed the area. But they suffered heavy losses: Ancpah was crippled the first day, fighting against the Minotaur. The wound caused by the axe of the King of Monsters cannot be regenerated. Now in agony, Ancpah is sending parties into the Tomb, seeking the Temple of Rhea, hoping that the goddess will give him advice about what to do next.
Sections
8 Theatre Entrance
Description: A large room with a broken ceiling. Many great marble pieces, former pieces of the ceiling, lie scattered about the room. There are two entrances to the room, one on the west, guarded by one Troglodyte and another on the south, guarded by two Troglodytes watching from the top of the stairs. Inside the room there are several huts where the Troglodytes rest. During the day, most of the huts are filled with sleeping Troglodytes. At night, when the Troglodytes are more active, most of them are exploring the Tomb of the Bull King and only 1d6 Troglodytes can be found in the huts. Encounters: This room is the lair of more than thirty Troglodytes. At night the Troglodytes leave the area in groups of several warriors to explore the Tomb of the Bull King. Normally they go east towards section 120. If the guards detect the heroes, they warn their comrades and after two rounds all the Troglodytes from Section 8 join the fight. After five rounds, two Troglodytes from Section 9 arrive, although they will retreat to protect Ancpah if the heroes are winning the fight.
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Treasure: Five Troglodytes rest in each hut and they keep their personal belongings and treasure there. The Maze Master should roll two ten-sided dies each time a hut is searched and consult this table for each roll: 1-2: Weapons 1d6 stolen weapons (swords, spears or knives) 3-4: Armor 1d3 shields and helmets. 5-6: Goods 2d6 items of plunder like food, wine or jewels, worth 10 silver pieces each. 7-8: Money 6d6 x 10 silver pieces 9-10: Trophy The severed head of a powerful enemy : Tragos Leader, Bicephalous Wolf or Wildman.
A Troglodyte warrior
Troglodyte
9 Troglodyte Headquarters
Description: In this large room the wounded Ancpah waits for news of the exploring parties he is sending into the Tomb. Ancpah has a great wound in the chest. He cant move without the aid of at least two of his Troglodytes. Encounters: Ancpah and his five fiercest Troglodytes live here. Ancpah is a Lizardian, but he has been wounded with a magical axe and he can no longer regenerate his wounds. His statistics can be found next page. If the heroes arrive without being detected, the Troglodytes will try to protect their leader. But the heroes appeared in Ancpahs most recent dream, so he knows their destinies are linked. Ancpah tries to talk with them. If the heroes continue attacking, Ancpah joins the fight to support his warriors. See Dealing with Ancpah next page for extra information. Treasure: In the huts the heroes can find 450 silver pieces. Closer Inspection: If the characters explore Ancpah hut carefully, they will find a hidden Staff of the Serpent.
Taxonomy : Folk Description : These carnivorous reptilian humanoids dwell in deep undeground caves. They are as slow-witted as they are cold-blooded. Troglodytes are often found in the service of Lizardians, their nimbler and more clever cousins. The Troglodytes of the Blackblood tribe fight with crude two-handed maces or stone axes which give them a +2 bonus to their Melee attack score. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with twohanded weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
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Overview
This area is the house of the Red Sage, a powerful magician. The ground floor is filled with traps and servants, while the second floor holds the magicians laboratory. The Red Sage is a mortal enemy of the Black Sage, who lives in a house in the southeastern corner of the Tomb of the Bull King (Area 32).
Closer Inspection: If the heroes examine the room before opening the door, theyll find the bones of the Stygian Hounds. The creatures cant move if the trap has not been activated, so the heroes can crush the bones if they havent opened the northern door.
Sections
10 Entrance
Description: The entrance to the Red Sages house is full of sweepings and waste, since the magician wants the annoying visitors to think they are entering an abandoned house. This room is a walled courtyard without a ceiling. Among the waste there are a number of immobile Stygian Hounds appearing to be normal dog corpses. Encounters: 1d6 Stygian Hounds. The undead dogs wait until the magical trap in the door activates itself and then they all attack simultaneously. The Hounds attack in groups of two against each opponent, if they can. If the heroes leave the house the Hounds dont pursue them outside.
Stygian Hound
Taxonomy : Animate Description : Huge skeletal undead dogs bred by the necromancers of Stygia. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 80 (320 galloping) Initiative : 18 Melee Attack : +4 Damage : 1d6 (claws & bite) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 20, Melee +6), Fearsome, Gallop, Lightning Fast, Mindless, Sharp Senses. Awards : Glory 65, Wisdom 20.
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magic of the Red Sage keeps the place clean and ordered. Encounters: If the heroes have not found Caco the Satyr in his room (section 11), he will be here if the Maze Master rolls 1-3 on 1d6. If the heroes stay for too long in the kitchen, the knives, pots and the rest of the equipment will animate themselves, attacking the heroes. Each round every hero suffers one missile attack with a +0 Missile bonus, doing 1d3 damage. Treasure: The heroes can take the knives and enough food to have two rations each. Closer Inspection: If the heroes examine the kitchen for more than a few minutes, they will be attacked by the magical utensils as explained in Encounters.
12 Kitchen
Description: In this kitchen, Caco the Satyr cooks his masters food. It is a well equipped kitchen, with plenty of food and many cooking utensils. The
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Harpy
Taxonomy : Monster Description : Bat-winged, jet black-skinned vicious humanoid creatures with sharp fangs, sharper talons and a fondness for human flesh Size : Medium Ferocity : Dangerous Cunning : Clever Mystique : Weird Movement : 240 flying Initiative : 15 Melee Attack : +5 Damage : 1d6 (claws & fangs) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +8 Mystic Fortitude : +2 Special Abilities : Dive into Battle (Initiative 17, Melee +7), Grapple (16), Uncanny Agility, Winged. Awards : Glory 120.
1: Water. 2: Good Wine. 3: Bad Wine. 4: Vinegar. 5: Barley 6: Dust 7: Poison (If a character drinks from the jar, he must make a Physical Vigor roll against a target number of 15 or suffers paralysis for 1d6 minutes) 8: An animated Skeleton that attacks the heroes ! 9: Nothing but a strange rotten odor. 10: Nothing
14 Storage Room
Description: This room is full of large jars and amphorae. Most of them contain oil, wine and food but some contain dirt or poisonous substances. Traps: There is a trap on the northern door. If the characters open the door, a net falls rom the ceiling. Type: indoor; Effect: entrapment; Concealment 17; Danger Rating 17. The net is large enough to catch all the heroes. Three rounds after the trap activates, the Mummies from section 15 come to investigate. If all the heroes have been trapped, the Mummies take them to the room of the Red Sage (section 16). The Mummies will attack any hero not trapped in the net. Closer Inspection: There are fifteen jars here. Each time the heroes open one of the jars, the Maze Master should roll 1d10 on the following table:
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15 Guard Room
Description: Torches illuminate this empty room. There are strange rectangular painted wood boxes next to the walls. As soon as the heroes enter the room, the door closes and a group of Mummies come out of the boxes. Encounters: Four Mummies guard this room. They attack any being that enters the room. If Caco the Satyr or the Red Sage are with the heroes, the Mummies dont attack them. The tactic of the Mummies is to catch one enemy and drain his entire vital force before attacking another one. Closer Inspection: The boxes are empty and there is nothing in this room except for dust and a strange chemical scent coming from the Mummies.
Mummy
Taxonomy : Animate Description : Specially preserved corpses from the Desert Kingdom reanimated by foul necromancy. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Eldritch Movement : 60 Initiative : 12 Melee Attack : n/a Damage : See below Defense Class : 14 Hits Total : 16 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Life Energy Drain (touch attack; a Mummys Life-Energy Drain is its only form of attack), Mindless, Stealthy (12), Supernatural Vigor. Awards : Glory 65, Wisdom 40. Fearsome ones are worth 75 Glory and 50 Wisdom.
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Melee Attack +4, Missile Attack +8 Danger Evasion +12, Mystic Fortitude +8, Physical Vigor +8, Athletic Prowess +4 Personal Charisma +8 Equipment : Staff, Dagger. Realm of Magic : Elementalism Elements : Earth (primary) and Fire Mastery +8, Mystic Strength 20, Power total 24. When the Sage, a Philosopher of great learning, travelled to Tomb of the Bull King to find its secrets, he fell under a curse that divided him into three entities. The Red Sage is the inquisitive part of the Sage, his rational mind. He is an Earth and Fire Elementalist, obsessed with the creation of Automatons.
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Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Mutant Tragos
Taxonomy : Folk Description : Goat-headed humanoids bent on raiding, plunder and mayhem ; this particular Tragos has the Tough Skin special ability. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (sword) Defense Class : 19 (with shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelins, 120), Tough Skin. Awards : Glory 45.
Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
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Overview
In this area two entrances to the Tomb of the Bull King can be found. The main entrance (section 18) still serves as a gate for the souls of dead women, and is protected by a group of Empusas. The other entrance is hidden behind a small oak forest (section 17), and is the home of the White Sage. Some of the groups that live in the Tomb sometimes send troops to watch this area, which might lead to random encounters in some of the sections, as explained in their individual description.
Sections
17 Enchanted Forest
Description: A small wood covers this part of the Tomb. It is formed by strange oaks covered with hanging vegetation. Although its not very large, the shadows make it impossible to distinguish what is inside it. Encounters: The forest is covered by four Vines of Tantalus that attack the heroes as soon as they reach the center of the forest. If the heroes are defeated, instead of being killing, they wake up outside the forest, to the south of the Tomb, with their wounds healed. They only remember a figure in a white tunic that released them from the Vines of Tantalus (he was the White Sage, who only wants to be left alone. The stats for the Vines of Tantalus can be found next page. Closer Inspection: If the heroes examine the forest after defeating the Vines of Tantalus, theyll see that the vegetal Animates are regenerating. If they examine the northern wall, they find the hidden entrance (section 22).
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Vine of Tantalus
Taxonomy : Animate Description : Magical life-drinking vines. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 60 Initiative : 14 Melee Attack : See below Damage : See below Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 Mystic Fortitude : +2 Special Abilities : Entangle (vines, Might 16, 10 range), Life-Energy Drain (touch), Mindless, Regeneration (1 Hit / round), Sixth Sense, Stealthy (14), Uncanny Agility. The Vine does no natural damage and always attack with its Entangle ability and may only use its Life-Energy Drain attack on Entangled victims. Awards : Glory 90, Wisdom 50.
A triad of Lycans
Closer Inspection: If the heroes wait near the gate, the Maze Master should roll 1d6 each thirty minutes. On a 5-6, a procession of Shades arrives from the south and passes through the great bronze doors. All are women and are singing a sad song, but they ignore the heroes. The Shades continue walking through sections 19, 21, 23 and 100 until they reach section 101 and disappear into Hades. If the heroes move among them, the Empusas in section 18 wont attack them, as they are crying and lamenting while the souls enter the Tomb. No statistics are needed for the processional Shades, since the heroes cannot interact with them in any way.
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Empusa
Taxonomy : Spirit Description : Beautiful (but blood-drinking) undead temptress. Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife. Size : Medium Ferocity : Dangerous Cunning : Crafty Mystique : Eldritch Movement : 90 Initiative : 23 Melee Attack : +5 Damage : energy drain Defense Class : 18 Hits Total : 16 Detection / Evasion : +12 Mystic Fortitude : +8 Special Abilities : Fearsome, Grapple (Might = 16), Life Energy Drain (kiss ; only usable vs immobilized victims), Lightining Fast, Magic Resistance, Sixth Sense, Stealthy (20), Supernatural Vigor, Uncanny Agility, Wallcrawling. Awards : Glory 120, Wisdom 140. Note : Exposure to daylight does 1d6 damage per battle round to an Empusa. This damage cannot be regenerated. A dead Empusa falls to dust.
pass a Mystic Fortitude roll (target number 15) or he will be dragged into the mirror; a character trapped in the mirror will remain imprisoned in it forever (eventually starving to death), unless the mirror is shattered : this will free the victim, who will nevertheless suffer 2d6 Hits of damage. Treasure: The heroes can take the magical silver mirrors if they cover them with fabrics. These very cumbersome items have an Enc value of 6 each. The mirrors can be used as traps in which to catch people and creatures that are fascinated with their own image. Closer Inspection: If the heroes search the room they will find rich embroidery and silks of great value. Under the beds there are coffers of jewels belonging to the Empusas. The contents of each coffer have a value of 300 silver pieces.
21 Womens Corridor
Description: This wide corridor has a high ceiling and windows in the southern wall by which the light enters in the room. On the north wall is a large fresco that shows the life of a woman: her birth, how she grows and finds a husband and how she has children. Finally, she ages and dies. Next to each stage of her life there are different tutelary goddesses: Aphrodite, Hestia and some other female deities the heroes do not recognize. Encounters: As noted earlier, some of the creatures that live in the Tomb sometimes send troops to watch this area. Roll 1d10 when the heroes enter this section: 1-6: Nothing. 7-8: 1d6 Wildmen. 9: 1d6 Lycans led by a mutant Tragos (with the Tough Skin special ability). 10: A group of 1d6 Troglodytes. See p 44 for statistics.
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Closer Inspection: If the heroes stay in this corridor, the Maze Master should roll 1d6. With 5-6 a procession of Shades appears from section 19 and goes towards section 23.
Melee Attack +4, Missile Attack +8 Danger Evasion +12, Mystic Fortitude +8, Physical Vigor +8, Athletic Prowess +4 Personal Charisma +8
Equipment : Staff, Dagger. Realm of Magic : Thaumaturgy Arcane Insight +8, Mystic Strength 20, Power total 24. Description: When the Sage, a Philosopher of great learning, travelled to Tomb of the Bull King to find its secrets, he fell under a curse that divided him into three entities. The White Sage is the good part of the Sage, his compassionate soul. He is a Thaumaturgist * obsessed with nature. He has a group of Vines of Tantalus to protect him in his enchanted forest. * This new optional magician class is detailed in the Appendix of this adventure module (see p 208).
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Overview
This zone is ruled by a powerful Caliban, the Beastlord. He is the trainer of the Bicephalous Wolves of the Minotaurs Horde. The Bicephalous Wolves are the children of a great female Cerberus controlled by the Beastlord. The Minotaur has given the Beastlord control over this area, and a guard of Lycans and Bicephalous Wolves to protect him. He currently uses his troops to hunt the Wildmen who hide in the western rooms, although so far the fight has been even, with many losses in both groups.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Sections
23 Long Corridor
Description: Green-flamed torches illuminate this long corridor. It has no windows and strange shadows form on the walls. Encounters: Bicephalous Wolves and Lycans frequently patrol the area around the Beastlords Lair. Every time the heroes enter this section, the Maze Master should roll 1d10 and consult the following table:
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Bicephalous Wolf
Taxonomy : Monster Description : Two-headed wolves, thought by most scholars and adventurers to be the hybrid offspring of a Cerberus and a wolf. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 (240 when galloping) Initiative : 12 Melee Attack : +2 Damage : 1d6 (claws & teeth) Defense Class : 13 Hits Total : 8 Detection / Evasion : +7 / +2 Mystic Fortitude : +2 Special Abilities : Gallop, Multiple Heads (two) ; Sharp Senses, Stealthy (14). Awards : Glory 80, Wisdom 10.
25 Main Courtyard
Description: This inner courtyard supported by columns is the rallying point of the two dozens Lycans that serve the Beastlord. In addition, a small clan of Harpies nests in the upper part of the courtyard. The entire place is full of rubbish and logs that form huts for the Lycans. The Maze Master should roll 1d6 when the heroes enter the courtyard: on a 5-6, a Bicephalous Wolf is fighting against one of the captured Wildmen while the Lycans enjoy the spectacle. If the Lycans are attacked at this moment, they are surprised. Encounters: Small groups of Lycans are always patrolling the area, but there are always 2d6 Lycans in this courtyard. The Maze Master should roll 1d6: on a 5 or 6, 1d6 Harpies are also in their nests. The Lycans and the Harpies attack the heroes together, while one of the Lycans runs towards the room of the Beastlord (section 28) to ask for aid.
24 Storage Room
Description: In this place the minions of the Beastlord keep weapons, armor and provisions. Traps: On the southern door there are several traps. The door always stays closed and the Lycans never use it. If somebody tries to open the lock from the corridor (section 23), a poisoned needle attacks him. Type: indoor; Effect: poison; Physical Vigor saving roll at 15 or paralyzed; Concealment Rating 19; Danger Rating 18. Also, an alarm activates in section 25 and 2d6 Lycans came to investigate from the corridor five rounds later. If the heroes open the door and enter the room, a great net falls upon them. Type: indoor; Effect: entrapment; Concealment 17; Danger Rating 16. The trap can catch up to three heroes. Closer Inspection: If the characters examine the room they find 2d6 spears, 1d6 daggers, 1d3 swords, 1d3 helmets and enough provisions for twenty rations of food.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Harpy
Taxonomy : Monster Description : Bat-winged, jet black-skinned vicious humanoids with sharp fangs, sharper talons and a fondness for human flesh Size : Medium Ferocity : Dangerous Cunning : Clever Mystique : Weird Movement : 240 flying Initiative : 15 Melee Attack : +5 Damage : 1d6 (claws & fangs) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +8 Mystic Fortitude : +2 Special Abilities : Dive into Battle (Initiative 17, Melee +7), Grapple (16), Uncanny Agility, Winged. Awards : Glory 120.
26 Breeding room
Description: This dark chamber is not illuminated by torches. The Beastlord reserves this room for the pregnant female Cerberus. At the moment, the Cerberus has a litter of puppies. Encounters: A female Cerberus with 1d6 puppies. It attacks whoever enters the room - except the Beastlord himself. The puppies (which look like Bicephalous Wolf cubs) are still incapable of defending themselves. Closer Inspection: There is nothing of interest in the room, except for the bones of the victims of the Cerberus and the puppies.
Cerberus
Taxonomy : Monster Description : Monstrous three-headed hounds whose race originates in the Underworld. Also known as Hell Hounds, these creatures are believed to be the spawn of the original Cerberus who guards the very Gates of the Underworld. They are often used as watch dogs by powerful necromancers and other evil magicians. Size : Large Ferocity : Deadly Cunning : Alert Mystique : Weird Movement : 90 Initiative : 18 Melee Attack : +8 Damage : 2d6 (claws & bite) Defense Class : 17 Hits Total : 36 Detection / Evasion : +12 / +4 Mystic Fortitude : +6 Special Abilities : Charge into Battle (Initiative 22, Melee Attack +12), Fearsome, Magic Resistance, Multiple Heads (3), Sharp Senses, Sixth Sense, Supernatural Vigor, Tough Skin. Awards : Glory 440, Wisdom 70.
Traps: In the place marked with a T on the map, there is a pit trap. Type: indoor; Effect: falling; 1d6 Hits; Concealment 16; Danger Rating 18. The Beastlord and his servants know about this trap and always avoid it. Closer Inspection: If the characters search the huts of the Lycans, the Maze Master should 1d6 four times and consult this table to see what they find: 1: A helmet. 2: A spear and a shield. 3: A dagger and 1d6x10 silver pieces. 4-6: 3d6x10 silver pieces.
A fierce Cerberus
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27 Prison
Description: This dark and humid room is illuminated by a small oil lamp. It serves as a prison for the Wildmen captured by the Beastlord, who uses them as food for his beasts. Sometimes the Beastlord gives one of the Wildmen to the Lycans in the courtyard (section 25) so that he fights with his hands tied against a Bicephalous Wolf. Encounters: 2d6 Wildmen and Org, the son of the chief of the Redstone tribe of Wildmen. These Wildmen are wounded, undernourished and tied in the center of the room, around the oil lamp. But if the heroes free them, the Wildmen will help them to kill the Beastlord and his troops. Afterwards, theyll guide the heroes to area 8 to meet the rest of the tribe.
Wildman
Taxonomy : Folk Description : Primitive men; fierce enemies of most other cave-dwelling Folks. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Missile Attack : +1 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4), Missile Weapons (javelins, 120), Stealthy (12). Awards : Glory 25.
Org
Taxonomy : Folk Description : Org is the elder son of Chief Rum, leader of the Redstone Tribe. He is expected to lead the tribe after the death of his father but first, he must escape from the prison where the Beastlord has thrown him. Org is strong and savage in battle, more a warrior than a hunter as his father was. He has the same stats as a standard Wildman, except for his higher Ferocity Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +4 Missile Attack : +2 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +6), Missile Weapons (javelins, 120), Stealthy (12). Awards : Glory 35.
28 Beastlords Room
Description: This room has a tall ceiling and large windows in the northern wall, through which the light from the great central courtyard (sec. 100) enters. The windows are too high to reach but they provide natural illumination. A group of Bicephalous Wolves sleeps in the room. In a bed, the Beastlord rests. There is no other furniture, because the Beastlord only lives to take care of his beasts. Encounters: The Beastlord, a Caliban with an affinity with Wolves and a magical object, the Whip of the Submissive Beast, is always here. In addition, 1d6+3 Bicephalous Wolves are always in this room. The Beastlord always charges any enemy to protect his beasts. If the Beastlord dies, the Bicephalous Wolves enter a terrible state of animal frenzy and attack any being near them foe or friend. The stats for the Beastlord and his Wolves can be found next page.
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Damage : 1d6 (weapons) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +10 Mystic Fortitude : +2 Special Abilities : Grapple (Might = 16), Lightning Fast, Missile Weapons (slings, javelins etc), Stealthy (18), Supernatural Vigor, Uncanny Agility. + Whip of the Submissive Beast. Awards : Glory 65, Wisdom 10.
Treasure: If the characters kill the Beastlord, they can keep his weapon, the Whip of the Submissive Beast (see below). The Beastlord also keeps some treasure in a corner: jewels and coins with a value of 1,000 silver pieces and one great gold cup (Enc 1) with a value of 200 silver pieces.
Bicephalous Wolf
Taxonomy : Monster Description : Two-headed wolves, thought by most scholars and adventurers to be the hybrid offspring of a Cerberus and a wolf. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 (240 when galloping) Initiative : 12 Melee Attack : +2 Damage : 1d6 (claws & teeth) Defense Class : 13 Hits Total : 8 Detection / Evasion : +7 / +2 Mystic Fortitude : +2 Special Abilities : Gallop, Multiple Heads (two) ; Sharp Senses, Stealthy (14). Awards : Glory 80, Wisdom 10.
Additional Information : The Beastlord is loyal to the King of Monsters. He found a magical whip years ago, and has mastered its powers. The whip has given him control over wolves and canine creatures, but it has also twisted his mind, and now the Beastlord lives only to take care of his animals, ignoring his dreams of material wealth and glory. The Minotaur has given him a Cerberus and he is using her to breed an army of Bicephalous Wolves.
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Bicephalous Wolf
Taxonomy : Monster Description : Two-headed wolves. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 (240 when galloping) Initiative : 12 Melee Attack : +2 Damage : 1d6 (claws & teeth) Defense Class : 13 Hits Total : 8 Detection / Evasion : +7 / +2 Mystic Fortitude : +2 Special Abilities : Gallop, Multiple Heads (two) ; Sharp Senses, Stealthy (14). Awards : Glory 80, Wisdom 10.
Wildman
Taxonomy : Folk Description : These primitive men are fierce enemies of most other cave-dwelling Folks. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Missile Attack : +1 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4), Missile Weapons (javelins, 120), Stealthy (12). Awards : Glory 25.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Overview
These corridors serve as a battlefield in the struggle between the Wildmen and the Beastlords Bicephalous Wolves and Lycans (Area 5). The Wildmen have put many traps in this area. Processions of Shades regularly walk the corridors, illuminated by the green torches that are seen in many rooms of the Tomb.
5: The Lamperer is replacing torches. The Lamperer is an insubstantial spirit and he doesnt interact with the heroes. 6: A procession of Shades arrives from section 33 and continues on to section 31, ignoring the heroes.
See p 54 for the stats of Lycans, Wildmen and Bicephalous Wolves.
30 Guard Room
Description: This old guard room is in the dark. There is a torch hanging on the wall but its broken. In the south there is a hole in the ground and a bucket with a rotten cord. It seems to be a well, but if the heroes throw a stone into it, they wont hear the sound of water. Encounters: A Giant Slug (see next page for its statistics) lives in the well. If the heroes throw any object into it, the monster comes out of the well and attacks them.
Sections
29 Stairs
Description: This room has large stairs illuminated by green-flamed lamps. Traps: In the middle of the stairs there is a trap: a tripwire that causes a file of stones and broken weapons to fall upon the heroes. Type: indoor; Effect: crushing; 2d6 Hits; Concealment Rating 19; Danger Rating 17. Encounters: Roll 1d6 and consult the following table: 1-2: Nothing. 3: 1d6 Wildmen. 4: 1d6 Lycans + 1 Bicephalous Wolf.
31 Long Corridor
Description: This long corridor is illuminated by green-flamed lamps. On their walls are well-preserved images of dolphins and marine animals.
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Giant Slug
Taxonomy : Monster Description : Slimy mollusks of titanic proportions ; mostly found underground or in very old ruins. Size : Gigantic Ferocity : Peaceful Cunning : Average Mystique : Normal Movement : 60 (crawling) Initiative : 10 Melee Attack : +4 Damage : 3d6 (whole body) Defense Class : 14 Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Mindless, Regeneration (3 Hits per round), Stealthy (8), Tough Skin, Wallcrawling. Awards : Glory 300, Wisdom 20.
Encounters: Bats. They are small beasts that eat the food that is left on the table. They flee as soon as the heroes enter the room. See also Closer Inspection below. Closer Inspection: The heroes can eat the food: fruit and olives. The costly glasses are full of water. If they stay for at least ten minutes in the room, the Maze Master should roll 1d6: 1-3: Nothing happens. 4: The Lamperer enters the room and replaces the consumed torches. 5: 2d6 Skeleton Servants enter the room carrying fruit and pitchers of wine and water. They replace the food on the table without interacting with the heroes. The most audacious bats descend to the table to eat the fruits. 6: A Shade materializes in each chair and tries to devour the food, but is unable to eat it. In a short while, the Shade stops trying and, befuddled, vanishes again.
None of these beings interact with the heroes, so statistics are not needed. If the Skeleton Servants are attacked, they will not fight back. Each Skeleton Servant has an EDC of 15 and 4 Hits.
Encounters: Roll 1d6 and consult the following table: 1-2: Nothing. 3: 1d6 Wildmen. 4: 1d6 Lycans + 1 Bicephalous Wolf. 5: The Lamperer is replacing torches. The Lamperer is an insubstantial spirit and he doesnt interact with the heroes. 6: A procession of Shades arrives from section 29 and continues on to section 100, ignoring the heroes.
See p 54 for the stats of Wildmen, Lycans and Bicephalous Wolves.
33 Small Corridor
Description: This small corridor is illuminated by green-flamed lamps and has frescoes that show a grain goddess in procession, possibly Demeter. Traps: On the northern door the Wildmen have left a trap of swords and spears that attacks the first person that passes through the door. Type: indoor; Effect: direct damage; 1d6 Hits; Concealment 16; Danger Rating 17. Encounters: Roll 1d6: 1-2: Nothing. 3: 1d6 Wildmen.
32 Dining Room
Description: This large room is an old dining room. There is a big table with food in the center and chairs around it. The room is illuminated with greenflamed torches. The high ceiling is inhabited by small bats.
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4: 1d6 Lycans + 1 Bicephalous Wolf. 5: The Lamperer is replacing torches. The Lamperer is an insubstantial spirit and he doesnt interact with the heroes. 6: A procession of Shades arrives from section 35 and continues on to section 29, ignoring the heroes.
See p 54 for the stats of Wildmen, Lycans and Bicephalous Wolves.
Cave Spider
Taxonomy : Monster Description : Huge spiders that can attack two man-sized opponents at the same time. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs) Defense Class : 16 Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
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Swamp Horror
Taxonomy : Monster Description : Also known as Quagmires, these vaguely humanoid creatures appear to be made of living mud and devour the lifeenergy of their victims. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 (60 swimming) Initiative : 11 Melee Attack : n/a * Damage : special * Defense Class : 20 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Amphibious, Grapple (Might 16), Invulnerability, Life Energy Drain (touch attack)*, Mindless, Stealthy (12), Supernatural Vigor. * This is the Swamp Horrors only way to inflict damage to its opponents. Awards : Glory 140, Wisdom 50.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Overview
This area was a great temple dedicated to the great God Poseidon. The temple is abandoned and only the memories of the old cult remain. Special Rules: The presence of the God Poseidon can be sensed in this area. All the rooms are humid and in some of them there are large pools and waterways that seem to arrive from other rooms. Sometimes noises like torrents, waterspouts or the sound of somebody blowing a big horn are heard. There is also an inexplicable sensation of breathlessness in these rooms, making it difficult to breathe. All these phenomena cause the heroes a penalty of -2 to all their Danger Evasion rolls. If there is a Priest of Poseidon in the group he wont suffer these adverse effects; in fact, he has a bonus of +2 to his Mystic Fortitude tests.
6: 1 Swamp Horror.
See p 58 for the stats of these creatures.
Traps: The Wildmen have placed a trap on the door to section 41 : a big block of stone which will fall on the first person to open the door. Type: indoor; Effect: direct damage; 1d6 Hits; Concealment: 17; Danger Rating 16.
37 Swimming Pool
Description: This large room without a ceiling was long ago a large swimming pool. Now, the water has overflowed the limits of the pool and has also partially filled section 38. Periodically, the water rises and runs towards sections 39 and 36. The whole room is covered by vegetation that climbs to the top of the room. Encounters: Within the pool is a subaquatic Monster known as the Lurker Below. Normally it is lethargic and ignores the presence of intruders, but if the heroes disturb the water, it wakes up and tries to drag one of them into the pool to devour him. Roll 1d6 every 10 minutes that the heroes stay in the room. On a result of 5 or 6, the Lurker Below wakes up.
Sections
36 Mosaic Room
Description: This room is empty and dark. Its walls are covered with mosaics of shells that show various scenes of
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Lurker Below
Taxonomy : Monster Description : A big octopus-like monster. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 90 Initiative : 12 Melee Attack : n/a Damage : see below Defense Class : 15 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Aquatic, Entangle (tentacles, 20 range, Might = 20), Extra Arms (tentacles, see below), Supernatural Vigor, Tough Skin. Awards : Glory 320, Wisdom 10.
The Lurkers only weapons are its tentacles, which allow it to make Entangle attacks against up to 4 Medium-sized victims in a single round. These tentacles do not inflict any damage but may be used to pull victims under water and cause them to drown. This attack may also be used on water-breathing opponents to strangle and suffocate them, with the same effects as drowning.
Swamp Horror
Taxonomy : Monster Description : Also known as Quagmires, these vaguely humanoid creatures appear to be made of living mud and devour the lifeenergy of their victims. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 (60 swimming) Initiative : 11 Melee Attack : n/a * Damage : special * Defense Class : 20 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Amphibious, Grapple (Might 16), Invulnerability, Life Energy Drain (touch attack)*, Mindless, Stealthy (12), Supernatural Vigor. * This is the Swamp Horrors only way to inflict damage to its opponents. Awards : Glory 140, Wisdom 50.
Closer Inspection: The vegetation is too fragile to climb up it to the top of the room. If they enter the pool theyll see the Lurker Below. There are flooded tunnels under the pool, but to swim into them would normally mean certain death, since they extend many yards under the Tomb, unless the heroes can breathe underwater, in which case they will be able to explore these underwater tunnels, which are connected to all the water pits in the Tomb, such as the one in the section 103. The two entrances to section 38 are hidden under thick vegetation and its not possible to find them unless the heroes look specifically for secret or hidden doors.
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40 Trophy Room
Description: This room is full of trophies: masks, decorated miniature boats, weapons and coffers with marine treasures. Windows in the northern wall provide the only light available. Encounters: Roll 1d6 and consult the following table: 1-3: Nothing. 4: 1d3 Wildmen. Roll another 1d6; if the result is 5 or 6, the Wildmen are fighting against 1d3 Lycans. 5: 1d3 Lycans. Roll another 1d6; if the result is 5 or 6, the Lycans are fighting against 1d3 Wildmen.
Enter the Swamp Horror
6: 1 Swamp Horror.
39 Storage Room
Description: This empty room has a pair of jars next to the eastern wall. The ground is humid and is occasionally flooded. There are torches on the walls, but they are extinguished. Encounters: Roll 1d6 and consult the following table: 1-3: Nothing. 4: 1d3 Wildmen. Roll another 1d6; if the result is 5 or 6, the Wildmen are fighting against 1d3 Lycans. 5: 1d3 Lycans. Roll another 1d6; if the result is 5 or 6, the Lycans are fighting against 1d3 Wildmen. 6: 1 Swamp Horror.
See p 58 for the stats of these creatures.
Treasure: The trophies of the room are votive offerings from the worshippers of Poseidon, and they continue to be sacred to the God. If any of the objects are touched, the heroes experience a sensation of danger. If they take any object out of the room, the curse of Poseidon affects them for an entire day, reducing their Might score by 1d6 points (which will affect their Melee, Hits and other important scores). If they dont return the objects to the room before a day has passed, the effects of the curse become permanent. The Enc of these objects varies between 0 and 4, depending on their bulkiness. Closer Inspection: It is possible to climb to the windows and pass through them to the central courtyard (section 100). This requires an Athletic Prowess roll (target number = Encumbrance), as per the usual climbing rules.
Traps: The Wildmen have placed a trap in the room. Type: indoor. Effect: entrapmen ; Concealment Rating 17; Danger Rating 17. The net is wide enough to catch up to four heroes. Closer Inspection: The jars are full of salty water.
41 Temple Entrance
Description: This room is not illuminated, although there are some extinguished torches on the south wall. From this room the temple of Poseidon
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(section 42) can be seen, flooded and covered with water. The stairs descend to the temple. Traps: There is a Wildmen trap on the western door. Type: indoor; Effect: crushing; 2d6 Hits; Concealment 18; Danger Rating 15. The noise caused by the falling objects alerts the Wildmen in section 45, who come to investigate. Closer Inspection: Every ten minutes the heroes stay in the room, the Maze Master should roll 1d6 and consult the following encounter table: 1-3: Nothing. 4: 1d3 Wildmen. Roll another 1d6; if the result is 5 or 6, the Wildmen are fighting against 1d3 Lycans. 5: 1d3 Lycans. Roll another 1d6; if the result is 5 or 6, the Lycans are fighting against 1d3 Wildmen. 6: The Bronze Serpent.
See next page the stats of the Bronze Serpent and p 58 for the other creatures.
42 Temple of Poseidon
Description: There are four entrances to the temple of Poseidon. All of them have stairs that descend into the temple. The floor of the large room is flooded with water up to the waist of a normal man. The water is clear, but there is no illumination in the room. Great columns and beautiful mosaics depicting Poseidon, marine creatures and sea gods decorate the temple. Encounters: The Bronze Serpent lives in section 43. The Maze Master can find its statistics next page. It often stays in this section, resting and keeping the temple free of defilers. The Bronze Serpent is in the room if the Maze Master rolls 5 or 6 on 1d6. The Bronze Serpent is a good swimmer and moves easily under the water. Initially, the Serpent watches the heroes but doesnt attack. If the heroes walk back slowly, without causing too much noise, the Bronze Serpent lets them go, but if they flee with haste, the Serpent attacks the nearest hero. If the heroes have the Blessing of Rhea, the Bronze Serpent doesnt attack them. Closer Inspection: Every half-hour the characters stay in the room, the Maze Master should roll 1d6 and consult the following encounter table : 1-3: Nothing. 4: 1d3 Wildmen. Roll another 1d6; if the result is 5 or 6, the Wildmen are fighting against 1d3 Lycans. 5: 1d3 Lycans. Roll another 1d6; if the result is 5 or 6, the Lycans are fighting against 1d3 Wildmen. 6: The Bronze Serpent.
See next page for the stais of the Bronze Serpent and p 58 for the other creatures.
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44 Priests Room Description: In this room there are several large and half rotten chests floating in the water. There are torches on the walls but they are extinguished. Closer Inspection: If the heroes open the chests they find rotten, unusable linen clothes. They are the ceremonial clothes that the priests of Poseidon used in the days of old. If the heroes stay in the room for fifteen minutes, the Maze Master should make a roll on the Random Encounters table for this area.
Bronze Serpent
Taxonomy : Monster Description : Very large bronze-colored snake;. The Bronze Serpent is the best swimmer of the Serpents of the Dark Earth. It lives in the flooded Temple of Poseidon. From time to time, it climbs to the roofs of the Tomb to hunt Harpies. It usually attacks by sneaking on its prey and then constricting it, using its Grapple and Crushing Damage abilities but can also bite with its huge fangs. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 90 Initiative : 13 Melee Attack : +6 Damage : 2d6 (bite) Defense Class : 17 Hits Total : 30 Detection / Evasion : +6/+4 Mystic Fortitude : +2 Special Abilities : Amphibious, Crushing Damage, Grappke (Might 20), Natural Armor, Regeneration (2 Hits / round), Sixth Sense, Stealthy (12), Supernatural Vigor. Awards : Glory 360, Wisdom 30.
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Wildman
Taxonomy : Folk Description : Primitive men; fierce enemies of most other cave-dwelling Folks. Size : Medium Ferocity : Aggressive
Overview
This is the new home of the Redstone Tribe of Wildmen. They are followers of the great goddess Rhea, and when the Minotaur and his horde returned from their assault on Coristea, the Wildmen fought them. Many warriors died facing the monsters and in the end they were forced to flee from his lair (area 1) to these rooms. The Wildmen know where the temple of Rhea is located, but they fear the spirit guardians and dont dare to face them. Right now, the Wildmen are fighting against the Beastlord, a ferocious Caliban that lives nearby (area 5). The Beastlord sends Bicephalous Wolves and Lycans to fight the Wildmen but they have set many traps in the corridors and have managed to keep their new lair hidden. If their lair attacked once again, the Wildmen will flee through the tunnel in section 46 to section 52 and from there to the Temple of Rhea (area 10), trying to find a refuge. If this exit is blocked, they follow the stairs in section 48 and try to flee to the roofs of the Tomb. Their chief, Rum, has received dreams from Rhea and he knows a group of heroes is coming. He recognizes the heroes and will try to negotiate with them even if they have fought against his Wildmen warriors.
Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Missile Attack : +1 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4), Missile Weapons (javelins, 120), Stealthy (12). Awards : Glory 25. These statistics are for male warriors. Wildman women and children do not fight; they have a Defense Class of 12 and a Hits Total of 4 (for women) and 2 (for children). All Wildmen mentioned in this area are male warriors, unless women or children are specifically mentioned.
Sections
45 Main Entrance
Description: This is the entrance to the rooms of the Wildmen. It is illuminated by lamps that the Wildmen have found in the Tomb. There are always six warriors here, ready to hold off invaders out of the rooms and to make time for the tribe to flee. If the heroes activate the trap in section 41, four of them go to investigate, while two remain here. If a
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fight begins in this section, Chief Rum and the rest of soldiers in the nearby rooms arrive in four rounds. When they are not on patrol, the Wildmen warriors sleep in this room, with their weapons by their sides. The Maze Master should roll 1d6 when the heroes enter the room to see how many warriors are resting here (in addition to the six who are always on duty, as noted below): 1-3: None. 4: 1d3 Wildmen. 5: 1d6 Wildmen. 6: 1d6+3 Wildmen. Encounters: Six Wildmen warriors guard this section. If an enemy arrives here they try to kill them quickly while one of the warriors goes to section 49 to warn Chief Rum.
seven feet past the entrance. Type: indoor; Effect: falling + direct damage; Concealment 17; Danger Rating 18. Treasure: The only treasure that can be found belongs to the Wildmen: beds, skins, kitchen utensils and some food. Closer Inspection: In a corner of the room there is a loose floor tile that serves as a secret entrance to an underground tunnel. To see this hidden entrance the characters must pass a Detection roll (target number 17). There is a trap in the tunnel (see Traps in this section). The tunnel goes north until it reaches an intersection where it branches north and west. If the heroes go north, they reach section 52. If they follow the west tunnel, they reach section 7, where there is also a pit trap.
47 Storage Room
Description: Here the Wildmen keep their food and the materials they use to create their traps. The room is full of barrels, amphorae and jars, all filled with food and water. There are lamps illuminating this section. There are always two Wildmen warriors in the warehouse, but theyll go to the other rooms if they hear sounds of fighting. Encounters: Two Wildmen. Closer Inspection: The adventurers can supply themselves with food, water and lamps.
46 Main Room
Description: This is the main room where the women and children of the tribe sleep. The room is illuminated by lamps and there are many blankets where the Wildmen sleep. Here they keep almost all of their possessions. There are always two warriors in this room, standing near the entrance to the secret tunnel (marked with an X on the map). If the soldiers hear the activation of the trap within the tunnel, one of them goes to investigate while the other warns Chief Rum. Encounters: Two Wildmen, ten of their women and seven children. The women follow the orders of their men and try to protect their children. Traps: There is a trap on the door that leads to section 45. The trap is formed by stones that fall from the ceiling. If the trap activates, the door is blocked. Type: indoor; Effect: crushing; 2d6 Hits; Concealment 16; Danger Rating 17. There is also a pit trap (with stakes at the bottom) in the secret passage,
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decided to move with his tribe to these rooms to continue the fight. His son, Org, was captured by the Beastlord days ago and is now his prisoner (see section 27). If the heroes talk with Rum, he request to them that they free his son and do offers up to four Wildmen warriors to help them. If the heroes liberate Org and the other prisoners, the Chief and his tribe are very grateful. They could use this area as a resting place where the Wildman women can heal their wounds. The Wildmen can also guide them to the Temple of Rhea, but they wont enter with them. Encounters: The Chief Rum and two other Wildmen. Five women and three children also stay here. Treasure: The treasure of the tribe is stored here: a rich set of dishes (100 silver pieces, Enc 3), a bag of 200 silver pieces (Enc 1) and a pouch with two small red rubies (150 silver pieces each, Enc 0).
Traps: On the stairs there is a trap : as the first hero climb the stairs, a big stone falls on him. Type: indoor; Effect: direct damage; 1d6 Hits; Concealment 15; Danger Rating 16.
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Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Skeleton Servant
Taxonomy : Animate Description : Human skeleton animated by dark necromancy. Unlike the Skeletons described in the Creature Compendium, they are not warriors and will not fight unless attacked first. They are unarmed and only do 1d3 damage per attack. Size : Medium Ferocity : Peaceful Cunning : Average Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : 0 Damage : 1d3 (bones) Defense Class : 15 Hits Total : 4 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Fearsome, Mindless. Awards : None. These beings are just harmless animated servants.
Cave Spider
Taxonomy : Monster Description : Huge spiders that can attack two man-sized opponents at the same time. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs) Defense Class : 16 Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
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Overview
These rooms are the old warehouses of the palace. Here there are amphorae and chests with wine, grain, fabrics and all types of provisions. Some materials are still usable, because of the magic of the Tomb. Unless stated otherwise, no warehouse is illuminated. Special Rules: Various denizens of the Tomb frequently patrol or wander this area. This is reflected by the possibility of a random encounter in some of the sections (as mentioned in their detailed description). When the heroes enter such sections, the Maze Master should roll 1d10 and consult the Encounter Table given below. Each of these encounters can only occur once per half-day: if a roll indicates an Encounter that has already taken place in the last twelve hours, treat the result as 1-3.
Sections
50 Great Corridor
Description: This corridor is illuminated by green-flamed lamps. On the walls there are frescoes that show the daily life in the palace: craftsmen making objects, priests performing ceremonies, and scribes and other administrators of the palaces bureaucracy. Encounters: None at first but see Closer Inspection below. Traps: The door to section 76 has a trap created by the Bone Priest (see section 76). The door to section 70 has a magical trap that makes it difficult to find the entrance (see section 70). Closer Inspection: If the characters stay in the corridor for fifteen minutes,
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the Maze Master should roll on the Random Encounters table for this area, replacing results of 1-4 with these: 1-2: Nothing. 3: The Lamperer, an insubstantial spirit, igniting the extinguished lamps. 4: A procession of Shades that advances slowly from section 105 towards the Temple of Poseidon (area 7), the Temple of Rhea (area 10) or the Crypt of the Bone Priest (area 11). 5 or more : See regular table.
who is examining fabrics. He ignores the heroes until they touch the fabrics. Then, he attacks the heroes until he is destroyed or the heroes leave the warehouse. Closer Inspection: If the Ghost is destroyed, the next time the characters enter the area, the Maze Master should roll on the Random Encounters table for this area.
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55 Storage (Documents)
Description: This room is full of small tablets with markings in a strange language. One of the three Sages (or a Philosopher) could probably decipher the language but these inscriptions turn out to be useless notes of purchases, sales and stored merchandise. Encounters: Roll 1d10 on the Random Encounters table given p 69.
Note : Exposure to daylight does 1d6 damage per battle round to an Empusa. This damage cannot be regenerated. A dead Empusa falls to dust.
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Shadow
Taxonomy : Spirit Description : Insubstantial, life-drinking spirit of darkness looking like a human shadow. Size : Medium (two-dimensional) Ferocity : Dangerous Cunning : Clever Mystique : Unearthly Movement : 60 Initiative : 16 Melee Attack : n/a Damage : See below Defense Class : 17 Hits Total : 12 Detection / Evasion : +8 Mystic Fortitude : +10 Special Abilities : Camouflage (as shadow, 26), Insubstantial, Life Energy Drain (touch), Magic Resistance, Sixth Sense, Stealthy (22), Uncanny Agility, Wallcrawling. As all Insubstantial beings, Shadows cannot be harmed by mundane weapons ; they may only be harmed by magic. Their only attack is their Life-Energy Drain touch. Awards : Glory 110, Wisdom140.
Encounters: The various Animal Skeletons animate if the heroes stay for more than five rounds here. Individually, these small skeletons are not fast or especially dangerous, but there are many of them : each hero in the room will be attacked by 1d6 Animal Skeletons (but remember that humans and other medium-sized beings can attack two different Small opponents each battle round).
Description: This room is full of small boxes with different spices inside them. Some of the spices are usable. Encounters: 1d6 Shadows appear in the room if a source of light illuminates the section. It immediately attacks the light-bearer. If a Shadow is destroyed, another one appears two rounds later, as long as there is a source of light in the room.
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Rat
Taxonomy : Beast Description : Ordinary rat. Size : Tiny Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 30 Initiative : 14 Melee Attack : +3 Damage : 1pt (teeth & claws) Defense Class : 14 Hits Total : 2 Detection / Evasion : +6 / +4 Mystic Fortitude : 0 Special Abilities : Gallop, Sharp Senses, Stealthy (20), Uncanny Agility. Awards : None (theyre just rats).
67 Storage Room
Description: This room is illuminated by oil lamps and is full of large amphorae and chests of various goods. Encounters: Four Iron Warriors guard this section. They attack every intruder who doesnt know the password. Only the Scribe Ghost in section 69 knows this password. If the Warriors are destroyed, they reform at a rate of one Warrior each day.
Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
Encounters: This room is home to a big swarm of Rats. If the heroes stay for more than five rounds in the warehouse, the rats get nervous and attack the heroes. This frantic attack will last 1d6 battle rounds, during which each hero who remains in the room will be attacked by 1d6 new rats but remember that humans and other medium-sized beings can attack up to four different Tiny targets in the same round. The rats are too numerous to be exterminated but will immediately flee before fire or once the 1-6 rounds are over, dispersing in the corridor
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Skeleton Servant
Taxonomy : Animate Description : Human skeleton animated by necromancy. Unlike the Skeletons found in the Creature Compendium, these Animates are not warriors; they will not fight unless they are attacked first. They are unarmed and only do 1d3 damage per attack. Size : Medium Ferocity : Peaceful Cunning : Average Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : 0 Damage : 1d3 (bones) Defense Class : 15 Hits Total : 4 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Fearsome, Mindless. Awards : None. These beings are just harmless animated servants.
69 Office Room
Description: This room is illuminated by oil lamps. There are large shelves on the walls, holding various trinkets and many small clay tablets with notes. In the furthest corner there is a table where a small quill moves over a desk. Encounters: If the heroes approach the desk, a Ghost appears behind it; he is the scribe in charge of the inventory of the warehouses. From time to time Skeleton Servants arrive here, receive orders from the Scribe Ghost and depart. If the heroes try to speak with him, he says he is very busy. If they touch the tablets, he first admonishes them; if they ignore this warning and do it again, , he attacks with the help of the Iron Warriors from section 67. Closer Inspection: If the heroes examine the room, they find various coffers with valuable jewels, including 4 red rubies (140 silver pieces each), a bag of 500 silver pieces and various jewels (worth 2d10 x100 silver pieces).
Closer Inspection: If the heroes stay in this room for more than fifteen minutes, the Maze Master should roll 1d6 and consult the following table: 1-3: 1d6 Skeleton Servants bring merchandise from section 110 and store it in the chests and amphorae. 4-6: 1d6 Skeleton Servants take goods from this section and go through section 50 towards the warehouses.
Scribe Ghost
Taxonomy : Spirit Description : An ethereal grumpy old man. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Eldritch Movement : 60 Initiative : 14 Melee Attack : n/a Damage : Special Defense Class : 16 Hits Total : 8 Detection / Evasion : +6/+4 Mystic Fortitude : +8 Special Abilities : Fearsome, Insubstantial, Life Energy Drain (touch attack), Magic Resistance, Sixth Sense, Stealthy (18)
Being Insubstantial, Ghosts cannot be harmed by mundane weapons. Their only mode of attack is their Life Energy Drain ability.
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70 Temple Entrance
Description: The entrance of the temple is protected by a magical trap. If the heroes avoid the trap and pass through the door, from the niches in the northern wall appear the guardians of the temple, three powerful spirits, servants of Rhea. There is absolute darkness in this room. Encounters: The entrance of Rheas temple is guarded by three guardian spirits : Hard Earth, Black Crawler and Gaze of Stone. Their statistics can be found next page. The first Spirit appears on the first round. The second Spirit appears on the third round. The last Spirit appears on the fifth round. They attack immediately and continue until they are destroyed or their opponents are dead. If a Priestess of Rhea or Demeter is with the group, the Spirits will not attack them. Traps: The door of the temple has a magical trap that makes the door invisible. Only beings allied with Rhea can see through the illusion. In order to see the door, the heroes must make a Mystic Fortitude saving roll (target number 17). Followers of Rhea (such as the Wildmen or the Troglodytes) are not affected by this trap. Treasure: If the spirits are destroyed, each one leaves a jewel behind him: a ruby, an emerald and a sapphire, worth 1d6 x 100 silver pieces each. Closer Inspection: If the heroes leave the jewels on the ground, the spirits reappear in 1d6 rounds.
Overview
This area is the temple of Rhea, mother of Zeus and one of the most venerated Goddesses in Old Proteus. Rhea has awakaned in reaction to the actions of Parmenion, to face the Minotaur and restore order in the Tomb. Rhea has sent prophetic dreams to the Wildmen at the Tomb and to the Blackblood Tribe of Troglodytes. In addition, she has summoned a group of powerful Serpents that have attacked the Hags and the Minotaurs horde. Rhea is now calling more followers, like the centaurs of Aquio or the heroes. Special Rules: In order to protect her temple, Rhea has summoned spirits, Serpents and the power of the Earth. This latter power manifests itself as follows: if anybody uses a melee weapon in the Temple, this weapon will automatically break if the damage die shows a result of 5 or 6. Even magical weapons are subject to this power but will only break on a damage roll of 6. In all cases, the damage rolled will still be inflicted before the weapon breaks. Only allies of Rhea (such as the spirits in section 70 or the heroes if they obtain Rheas Blessing) are immune to this magical effect.
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71 Outer Temple
Description: This room is illuminated by a light coming from the south (the pit in section 75).
The central piece is a great wheeled cart where the statue of Rhea was put in the sacred days and taken out of the temple in procession. Treasure: In the cart there are two pots full of gold pieces. Each pot contains approximately 100 gold coins (a small fortune, since each gold coin is worth 100 silver pieces). Each pot has an Enc value of 1. On the wall there are golden masks and various adornments: the whole set represents a total of 6 Enc points, with a value of 1d6 x 50 silver pieces for each point of Encumbrance.
72 Earth Shrine
Description: This room is a shrine to the daughters of Rhea, goddesses of the grain. In this room there are three statues of goddesses, one by each wall. This room is not illuminated. Treasure: Next to the feet of each statue there are food offerings, grain and jewels. If the heroes take any object, the room shakes. If they take them anyway, the ceiling trembles and falls upon them, doing 1d6 damage each round until the heroes leave the area. The earthquake continues in all the sections of this area, except section 75, and only stops if the heroes leave the offerings in the shrine. Closer Inspection: Two of the statues are Demeter and Artemis. The third one, which the heroes dont recognize, is a young goddess wearing a helmet and carrying a two-edged axe.
75 Inner Temple
Description: This is the inner temple housing the statue of Rhea, mother of Zeus. The room is illuminated by a red light coming from a great crack opened in the southeastern part of the room. A pillar of black smoke sometimes rises from the crack. The ground is covered by a hundred snakes. The statue of Rhea, a goddess with a snake wrapped around each arm, is at the point marked with an S on the map. Encounters: Hundreds of snakes. The snakes ignore the heroes at first, but soon grow nervous and the heroes must use the torches to keep to most audacious at bay. If the heroes stay for more than fifteen minutes in the room, the Maze Master should roll 1d6 every five minutes for each character. On a result of 6 the hero is bitten, and if he fails a Physical Vigor saving roll (target number 15), falls unconscious and has a prophetic dream (see below). Closer Inspection: If the heroes look into the crack they see a bottomless pit with raging fires at a great distance. Steam and heat emanate from the crack. If the heroes kneel down before the statue of Rhea and request her aid, the snakes fall upon the heroes and bite them, until they are unconscious. Then they have a prophetic dream (see The Prophetic Dream, next page).
73 Storage Room
Description: This is a storage room for objects used in ritual ceremonies: clothes, masks, branches of sacred trees etc. The room is not illuminated. Treasure: The objects are not valuable, except to the cults of the Earth Goddesses. If somebody brings the objects to a temple of Demeter or Artemis, their priestesses may pay up to 500 silver pieces. Most of these sacred objects (masks, robes etc) have an Enc value of 1 each.
74 Treasure Chamber
Description: In this room the most sacred treasures of the cult are kept.
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Then, a woman speaks with the King, takes a double-edged axe and jumps down to the courtyard. She fights the Minotaur and defeats him. The King and the Queen smile and rise, then walk away until they reach a megaron (great hall) where they sit on tall thrones. The people around them age and die, but the monarchs remain unaltered. When all the people have been reduced to dust, a group of Shades appear and kneel down. The King and the Queen listen to them and pronounce judgment. The heroes hear a voice, or rather they feel it like a vibration in their chests: Thus it is as it must be. Now the scene changes. A group of people is again in the great courtyard, and are thrown into the great crack in the center of it, while an old woman and a young man watch. From the crack shouts arise and shortly afterwards, the Minotaur they had seen previously appears. The Minotaur howls and other monsters arise from the crack, obeying its call. The voice speaks again: Thus it is as it does not have to be. The image of a double-edged axe appears in the dream of the heroes. The voice says: Search for the sacred Labrys in the Temple of the Axe Goddess. You must obtain the blessing of the King to obtain the Axe. Only with the Axe can you destroy the Minotaur. Go, with the Blessing of Rhea.
The statue of the Great Goddess Rhea
The heroes then wake up. The snakes are passing their tongues by the eyes and ears of the heroes. From now on, the heroes are able to see and to hear clearly the forms and sounds of Shades, Ghosts and Spirits, such as the Shades that walk in the corridors; instead of floating skulls and green lights theyll see men and women with candles in their hands. In addition, the heroes have the Blessing of Rhea: the Troglodytes and Wildmen react favorably towards these sacred heroes. The Serpents invoked by Rhea act also more favourably towards the heroes although they dont obey their orders.
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floats to a group of bones and three rounds later, a new Skeleton animates. There is a limitless number of Skeletons in the room. The statistics for Skeletons can be found next page. Traps: On the door to section 50 there is a stone face. If the heroes open the door, a gas comes out of the mouth. Type: indoor; Effect: poison; Physical Vigor saving roll (target number 15) or death in 1d6 rounds; Concealment 15; Danger Rating 16. Everybody in a 1d6 radius may be affected by the cloud. This very elaborate trap automatically reloads after each use. This fiendish necromantic mechanism was created by the Bone Priest to neutralize thieves, adventurers and other intruders. Closer Inspection: There are only bones in this room.
Overview
This is a dangerous area of the Tomb, inhabited by the animated rests of the lost and the damned. Most of the complex is a temple to Hades and the Underworld. Here is the lair of the Bone Priest, an entity who was a priest of Hades when he was alive, and now reigns over the damned spirits. Special Rules: The aura of death that impregnates this area is an almost physical sensation that frightens living beings: this causes a -2 penalty to all Mystic Fortitude and Danger Evasion saving rolls. In addition, characters will not be able to recover lost Hits, even by magical means, while in this area.
Sections
76 Guard Room
Description: On the walls of this room there are sooty spots that seem to represent people in strange positions, as if they were suffering. The room is illuminated by green-flamed torches. The ground is covered in human bones. A group of skeletons armed with spears and shields guards the room. Encounters: Ten Skeletons are always active here. They are armed with swords and attack any intruders who enter the room. If a Skeleton is destroyed, a shadow on the wall will
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Skeleton
Taxonomy : Animate Description : Unlike the Skeleton Servants that can be encountered in various parts of the Tomb, these Skeletons are fighters. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +2 Damage : 1d6 (sword) Defense Class : 15 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +4), Fearsome, Mindless. Awards : Glory 40, Wisdom 20.
1-2: 1d6 Skeletons. 3-4: 1d6 Stygian Hounds. 5: 1d6 Shadows. 6: 1 Empusa (no Psychic Powers).
Shadow
Taxonomy : Spirit Description : Intangible, life-drinking spirit of darkness looking like a human shadow. Size : Medium (two-dimensional) Ferocity : Dangerous Cunning : Clever Mystique : Unearthly Movement : 60 Initiative : 16 Melee Attack : n/a Damage : See below Defense Class : 17 Hits Total : 12 Detection / Evasion : +8 Mystic Fortitude : +10 Special Abilities : Camouflage (as shadow, 26), Insubstantial, Life Energy Drain (touch), Magic Resistance, Sixth Sense, Stealthy (22), Uncanny Agility, Wallcrawling. As all Insubstantial beings, shadows cannot be harmed by mundane weapons ; they may only be harmed by magic. Their only attack is their Life-Energy Drain touch. Awards : Glory 110, Wisdom140.
Stygian Hound
Taxonomy : Animate Description : Huge skeletal undead dogs bred by the necromancers of Stygia. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 80 (320 galloping) Initiative : 18 Melee Attack : +4 Damage : 1d6 (claws & bite) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 20, Melee +6), Fearsome, Gallop, Lightning Fast, Mindless, Sharp Senses. Awards : Glory 65, Wisdom 20.
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Hits of damage. In addition, as soon as any character touches the statue, 1d6 Shadows emerge from inside it and attack the characters, pursuing them until they are all dead or leave the Area. Each round, 1d6 more Shadows come out of the statue. If the heroes return to this area later, the Shadows will attack again. Only if the heroes have the Cane of the Bone Priest (see section 86) can they touch the statue safely. If the Cane is held by a Noble or Priest, the statue wakes, and Hades speaks to them. He will not blame them for the death of the Bone Priest but will not help them either. If they tell him the Minotaur has escaped from Tartarus, he says they must find the Judge of the Underworld (section 190) and ask him to give them the Labrys. If the characters need the gods blessing to convince the Judge (see section 190), Hades grants it.
Shadow
Taxonomy : Spirit Description : Insubstantial, life-drinking spirit looking like a human shadow. Size : Medium (two-dimensional) Ferocity : Dangerous Cunning : Clever Mystique : Unearthly Movement : 60 Initiative : 16 Melee Attack : n/a Damage : See below Defense Class : 17 Hits Total : 12 Detection / Evasion : +8 Mystic Fortitude : +10 Special Abilities : Camouflage (as shadow, 26), Insubstantial, Life Energy Drain (touch), Magic Resistance, Sixth Sense, Stealthy (22), Uncanny Agility, Wallcrawling. As all Insubstantial beings, shadows cannot be harmed by mundane weapons ; they may only be harmed by magic. Their only attack is their Life-Energy Drain touch. Awards : Glory 110, Wisdom 140.
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Ker
Taxonomy : Spirit Description : Keres (sing. Ker) are vicious she-demons with bat-like wings, razor-sharp claws and piercing fangs. who prey on the life-energy of their victims, devouring their very souls. Size : Medium Ferocity : Deadly Cunning : Clever Mystique : Unearthly Movement : 60 (240 flying) Initiative : 19 Melee Attack : +7 Damage : 1d6 (claws and fangs) Defense Class : 21 Hits Total : 20 Detection / Evasion : +8 / +10 Mystic Fortitude : +8 Special Abilities : Fearsome, Life Energy Drain (bite*), Magic Resistance, Regeneration (1 / round), Sixth Sense, Stealthy (18), Supernatural Vigor, Tough Skin, Uncanny Agility, Winged. Awards : Glory 135, Wisdom 160. * Victims killed by a Kers Life Energy Drain can never be resurrected by any power (including Divine Intervention), since their soul has been reaped by the Ker and directly sent to Hades at the very instant of their death.
going to the courtyard (section 100). If they wait for half an hour, the Lamperer comes to ignite the extinguished lamps.
81 Balcony
Description: If the heroes go up the stairs they arrive at a balcony from which there is a good view of the main courtyard. Closer Inspection: From this position the heroes can see the courtyard. The Maze Master should roll on the Random Encounters table given for the central courtyard (section 100) to see if anybody is there right now. The heroes cannot be seen from the courtyard.
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Cacodemon
Taxonomy : Spirit Description : Malevolent spirit of Chaos and mayhem ; likes to wreak havoc on poor mortals. Cacodemons have a vaguely humanoid appearance but are made of pure Chaotic energy. Size : Medium Ferocity : Deadly Cunning : Crafty Mystique : Unearthly Movement : 80 Initiative : 22 Melee Attack : n/a Damage : special Defense Class : 17 Hits Total : 16 Detection / Evasion : +10 / +14 Mystic Fortitude : +10 Special Abilities : Insubstantial, Life Energy Drain (touch), Lightining Fast, Magic Resistance, Psychic Powers (Psychic Gift 6, Mystic Strength 18, 24 Power points), Sixth Sense, Uncanny Agility. Awards : Glory 145, Wisdom 740.
84 The Pit
Description: In this room there is a great pit from which a green light emanates. A great number of Shades floats in the room, trying to hide from a Cacodemon that is catching them and throwing them into the pit. Encounters: A Cacodemon is busy throwing Shades into Tartarus. Roll 1d6 each round. On a 5-6, the demon spots the heroes and attacks themt. Closer Inspection: If the heroes kill the Cacodemon they can look into the pit. Theyll see a descending tunnel full of Shades who are trying not to fall into Tartarus. The heroes must then make a Mystic Fortitude roll (target number 15). If they fail, they try to throw themselves into the pit and must be held by their companions. If they make the roll, they can move away from the pit. In either case, after looking into Tartarus, the heroes will never fear Ghosts and other Spirits again, gaining a permanent +2 bonus to all their Mystic Fortitude and Melee rolls made against Spirits.
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for 1d3 damage (or 1d6 subdual). If the d6 roll made for the Life-Energy Drain is a 5 or 6, the cane loses its Life-Energy Drain powers (but the Hits are still lost). Closer Inspection: The room is full of braziers in which strange spices burn. The smoke of the braziers causes anyone who stays in the room for more than fifteen minutes to experience strange visions of death. If the heroes stay for twenty minutes, they must make a Mystic Fortitude saving roll (target number 15) or they become sleepy. After half an hour, all the heroes fall asleep and wont wake up on their own. After their death, they become Lesser Bone Priests themselves.
86 Inner Crypt
Description: This is the meditation room of the Bone Priest, where he remains most of the time. He only goes to section 85 when he must carry out a ceremony with the Lesser Bone Priests or when they are attacked. The room is illuminated by green-flamed lamps and contains a statue of Hades, several jars and a coffer. Encounters: The Bone Priest is the old priest of Hades, who still continues carrying out the worship ceremonies after his death. He hates all living beings and his deathly presence floods the whole area. See next page for his detailed statistics.
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Bone Priest
Taxonomy : Spirit Description : The Bone Priest was the leader of the Priests of Hades in the ancient palace of the Bull King. He survived the spell of Chaos and when the Bull King was made Judge of the Underworld, he was given control over the damned souls of the Tomb. While not inherently evil, he dislikes living beings and treats every living intruder as an enemy. He looks like a tall, pale man, dressed in the robes of a high priest, but his eyes are green fires and he is desiccated as if the life had been sucked from his body. Size : Medium Ferocity : Aggressive Cunning : Clever Mystique : Unearthly Movement : 60 Initiative : 15 Melee Attack : +2 Damage : see below Defense Class : 17 Hits Total : 12 Detection / Evasion : +8 Mystic Fortitude : +10 Special Abilities : Fearsome, Life Energy Drain (cane), Magic Resistance, Psychic Powers (Psychic Gift 5, Mystic Strength 17, Power 20), Sixth Sense, Supernatural Vigor.
The Fearsome ability of the Bone Priest reflects the aura of death and decay that surrounds him at all times. His Life-Energy Drain special ability is tied to his twisted cane, a necromantic artifact (treat as a Touch attack). If the Cane is taken away from the Bone Priest, he will fight using his Psychic Powers (especially Psychic Attack).
there are clay tablets with strange inscriptions, but the characters will not recognize the writing. Closer Inspection: If the heroes slay the Bone Priest he will reform in 1d6 days. It can only be destroyed if the huge statue of Hades in section 78 is destroyed and the temple is collapsed.
Trap: The aura of death that permeates this area has its origin in this room and is strongest here. Characters suffer a -4 penalty to their Mystic Fortitude and Danger Evasion saving rolls as long as they stay in this room. Treasure: The statue has a value of 500 silver pieces but is far too bulky to be carried by a single person. The five jars contain rich spices, each jar (Enc 2) worth 200 silver pieces. In the coffer
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Clanking Serpent
Taxonomy : Monster Description : The Clanking Serpent is the toughest of the Serpents of the Dark Earth. When it crawls, its scales (which seem made of metal) produce a faint, inimitable clanking noise. The Great Goddess Rhea has ordered it to protect Melaclea the Seer. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 90 Initiative : 13 Melee Attack : +6 Damage : 2d6 (bite) Defense Class : 21 Hits Total : 30 Detection / Evasion : +6/+4 Mystic Fortitude : +2 Special Abilities : Crushing Damage, Grapple (constriction, 20), Invulnerability, Regeneration (2 Hits / round), Sixth Sense, Supernatural Vigor. Awards : Glory 380, Wisdom 30.
Overview
This area is the home of Melaclea, the prophetess. Melaclea was the most powerful seer in the palace of the Bull King, and when the palace became an entrance to the Underworld, the Gods allowed Melaclea to stay and continue prophesying. Fed on Ambrosia, she has remained in the Tomb for decades, prophesying for the immortals, the magicians and the heroes who have managed to arrive at the Tomb.
Sections
87 Room of the Oracle
Description: In this large room, illuminated by braziers is Melaclea, the prophetess. In the braziers there are sacred herbs burning, and the smoke helps Melaclea in her visions. The Clanking Serpent waits on the stairs, sent by Rhea to protect Melaclea. Encounters: The Clanking Serpent was sent here by Rhea to protect Melaclea. The Serpent doesnt attack the heroes if they act with respect and talk with Melaclea. If the Serpent feels Melaclea is in danger, it attacks ferociously. Melaclea is an old and blind woman, who sits in an ivory chair, constantly inhaling the smoke in the room. She has a golden key on a chain around her neck.
Treasure: The two braziers are heavy (Enc 4) and have a value of 25 silver pieces each. The ivory chair is worth 300 silver pieces; it is far too bulky to be carried on ones back. Closer Inspection: If the heroes speak to the woman, she presents herself as Melaclea the Prophetess and asks them to leave or to give an offering for Rhea, the great goddess, and ask a question. Melaclea doesnt care about the nature of the offering, although she wont accept any looted treasure from a temple nor cursed objects. She accepts food, clothes and money.
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Questioning Melaclea
Each hero can ask only one question and Melaclea will answer truthfully. After each hero has asked a question they must leave the room. If they continue asking questions, Melaclea orders the Clanking Serpent to attack. If the Serpent is slain, Melaclea stays in her chair and refuses to speak or move, even if attacked. Here are some possible questions and answers:
What is this place? The Tomb of the Bull King, an entrance to the Underworld where the Bull King judges the souls of the followers of the Gods before sending them to the place they deserve to be. Who is the Bull King? He was the King of Old Proteus, who reigned from this palace. The Minotaur, King of Monsters, destroyed his palace and his kingdom. After the Bull King was slain, he became the Judge of the Dead. Who is the Minotaur? The Minotaur is the King of the Monsters of Proteus. He was defeated in the time of the Bull King by the Axe Goddess and was trapped in Tartarus. How was the Minotaur freed from Tartarus? Hekateria the Witch deceived Prince Parmenion so he performed an unholy ritual to release the Minotaur. Twelve men and women were thrown into the crack you can see in the great courtyard and the Minotaur fed on their blood. Why did the Minotaur attack Coristea? Because Prince Parmenion ordered him to and the spell that freed him also compelled the monster to obey the Prince. When the Minotaur has recovered from his wounds, he will again attack Coristea and all of Proteus. How can the Minotaur be defeated? Only with the magical axe, the Labrys, can the King of Monsters be killed. Where is the Labrys? The Labrys is guarded by the Axe Goddess in the Temple of the Axe, in the eastern part of the Tomb. But the Veil of Death that protects the Temple can only be lifted by the will of the Bull King himself. How can we obtain permission to take the Labrys from the Bull King? Find the Temple of Rhea and obtain her Blessing. Where is [any Temple, the Minotaur or the Bull King] ? The Maze Master should give the players directions to reach the desired location from the central courtyard, although they dont need to be extremely detailed, and Melaclea cant draw a map.
88 Melacleas Bedroom
Description: In this bedroom there is a luxurious bed, a table and a chair. The room is illuminated by oil lamps of rich design. On the table there is a small gold coffer, and in the corner are two large chests. A golden Automaton stands in the center of the room. Encounters: The Automaton stays in the bedroom, ready to serve Melaclea. It attacks the heroes if they try to take something from the room. Treasure: In the large chests there are beautiful linen clothes, worth 400 silver pieces (total Enc 2). Each of the four oil lamps has an Enc of 1 and is worth 50 silver pieces. The golden coffer (Enc 2) has a lock that is opened with the gold key of Melaclea. Thieves may try to open the coffer, using the Lockpicking rules found on p 28. Within the coffer there are two portions of Ambrosia, the food of the Gods. If a hero eats the Ambrosia, he doesnt need any food for a week and also gains an extra point of Grace and a +2 to all his saving rolls for this duration. If the heroes take the coffer out of this area, five Griffins descend from the sky in the central courtyard (section 100) and demand that the heroes give them the coffer to take it to Olympus. If the heroes defeat the Griffins, they can keep the coffer, which has a value of 2,000 silver pieces, but they have earned the curse of the Gods and suffer a permanent loss of 1d3 Luck points.
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89 Melacleas Bathroom
Description: This is the bathroom of Melaclea. There is a latrine and a large bathtub fed by pipes, and in a large chest there are linen bath clothes. It is illuminated by oil lamps that Melacleas Automaton servant always keeps lit. Encounters: A golden Automaton is always in this room to aid Melaclea in bathing. It fights the heroes if they touch it or the bathtub. Treasure: The bathtub is made of bronze and gold and is worth 1,000 silver pieces, but its too heavy to be transported by a single person. Each of the four oil lamps has an Enc of 1 and is worth 50 silver pieces.
Automaton
Taxonomy : Animate Description : Artifically animated mechanical man. The first Automatons were created by Daedalos, the greatest inventor of the Age of Magic. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Weird Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (metal fists) Defense Class : 17 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Grapple (16), Mindless, Natural Armor, Supernatural Vigor. Awards : Glory 50, Wisdom 20.
Griffin
Taxonomy : Monster Description : The classic lion-eagle hybrid, roughly the same size as a lion. Size : Medium Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 80 (320 flying) Initiative : 19 Melee Attack : +5 Damage : 1d6 (claws & bite) Defense Class : 17 Hits Total : 16 Detection / Evasion : +6 / +10 Mystic Fortitude : +6 Special Abilities : Charge or Dive into Battle (Initiative 21, Melee Attack +7), Grapple (Might 16), Lightning Fast, Magic Resistance, Sharp Senses, Stealthy (16), Supernatural Vigor, Tough Skin, Uncanny Agility, Winged. Awards : Glory 190, Wisdom 30.
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Bronze Colossus
Taxonomy : Animate Description : Huge animated metal man. This Bronze Colossus is armed with a huge two-handed hammer, giving it a +2 bonus to its Melee attack modifier. Size : Large Ferocity : Aggressive
Overview
In this area are the old throne room and treasure room of the Tomb, protected by ancient but untiring guardians.
Cunning : Average Mystique : Weird Movement : 90 Initiative : 11 Melee Attack : +6 Damage : 2d6 (weapon) Defense Class : 17 Hits Total : 24 Detection / Evasion : 0
Sections
90 Great Entrance
Description: This is the main entrance to the area. It is guarded by an immortal sentinel, a Bronze Colossus. Encounters: A Bronze Colossus stands on the platform over the stairs. It remains immovable as a statue, ignoring anything happening in the central courtyard (section 100), but as soon as somebody steps on the stairs, it raises its arm with the palm outward. If somebody goes up the stairs, it attacks, trying to throw its enemies down to the central courtyard. Five rounds after the fighting has begun, the Iron Warriors in section 94 join the combat, coming out of their room at a rate of one each round. As soon as the Bronze Colossus is destroyed, the Iron Warriors stop fighting, take the remains of the Colossus, and drag them towards the forge (section 93), crossing sections 91 and 92 slowly. If the Iron Warriors are attacked, they defend themselves and then continue their task.
Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +10), Grapple (Might = 20), Crushing Damage (after successful grapple), Mindless, Natural Armor, Supernatural Vigor. Awards : Glory 150, Wisdom 20.
91 Throne Room
Description: This section is not illuminated. By the western wall there is a stone throne. By the southern wall there are stone chairs. The walls are covered in frescoes that represent masons building the palace, kings distributing justice and sailors fighting in a marine battle. On the floor is a mosaic that depicts various sea creatures. Traps: The secret door behind the throne is trapped. Type: indoor; Effect: poison; Physical Vigor saving roll at 15 or paralyzed; Concealment 20; Danger Rating 18. Also, an alarm is activated, alerting the Iron Warriors in section 92, which come after three rounds.
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Closer Inspection: If a hero sits on the throne and waits for five rounds (30 seconds), he begins to have a vision. First, he hears whispering voices. If he concentrates, he can make a Mystic Fortitude saving roll (target number 15). Each saving roll reveals one of the following pieces of information, but he also loses 1 Hit (or 1 Power point if he is a magician). When he fails a Mystic Fortitude saving roll, he falls from the throne and the visions stop: Round 1: The voices become clearer and the hero hears people discussing in an archaic, incomprehensible language. Round 2: The room is illuminated by the lights of a dozen lamps and the hero sees people sitting in the stone chairs or standing in front of the throne. Round 3: The normal world vanishes and the character sees only the people of the old world, who seem to be sitting in court. Round 4: The court continues, but the hero leaves the throne and floats towards the central courtyard. Round 5: The hero flies to section 90. He sees armed guards in the entrance, and many people waiting to enter. Round 6: The hero flies through the central courtyard (section 100). A full moon illuminates the night sky. The courtyard is full of people: servants, priests and guards. Round 7: The hero flies at great speed towards the opposite wall and enters the stairs in section 188. Round 8: The hero flies up the stairs to section 189 and continues on to the corridor in section 185. Round 9: The hero enters section 190. The large room is illuminated with green-flamed lamps and the Shades of the dead fill the room.
Round 10: The hero goes to the eastern wall of section 190. There, on the throne, sits the Judge of the Dead, watching him with flaming green eyes. The hero shouts and is thrown out of the throne. He is again in section 91. Behind the throne theres a secret door that leads to the treasure rooms. The heroes can make a Detection roll with a target number of 17. If the heroes open the door they must pass a Danger Evasion roll (target number 15) or they activate the trap and the Iron Warriors in section 92 come in three rounds.
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Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
Treasure: The big blocks of iron and bronze are just too heavy to transport. Melandros the Lesser Cyclops can repair the weapons and armor of the heroes and even forge them new ones. If he is freed he makes a special effort and makes weapons with a +1 damage bonus and armor with a +1 EDC bonus.
Lesser Cyclops
93 The Forge
Description: This room is illuminated by the great fire of a forge located in the center of the room. Next to the walls there are big blocks of iron and bronze. Four Iron Warriors constantly drive the bellows that keep the forge lit. There is also a Lesser Cyclops in the room. The Maze Master should roll 1d6 when the heroes enter the room. On a 1-3 result, the Cyclops is sleeping on the floor, while on a 4-6 hes working at his forge, constructing an Iron Warrior. Encounters: The Lesser Cyclops, Melandros the Smith, is a prisoner in this room, with the order to repair the Bronze Colossus in section 90 and the Iron Warriors of the Tomb. He has been a slave for decades, living on Ambrosia that the Gods bring to him. His right foot is chained to the forge. If the heroes attack him, he defends himself with his big hammer, but he is tired of his confinement and, if they do not attack him, he will ask for their help.
Taxonomy : Folk Description : One-eyed huge humanoids who live underground. Lesser Cyclops are the underground smiths and sentinels of the god Hephaestus. They live in deep, subterranean caverns located near volcanoes and use lava to fuel the roaring furnaces of their enormous forges. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 90 Initiative : 12 Melee Attack : +6 Damage : 2d6 (hammer) Defense Class : 15 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +6 Special Abilities : Grapple (Might 20), Magic Resistance, Supernatural Vigor, Tough Skin. Awards : Glory 100, Wisdom 30.
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Closer Inspection: To free Melandros, the characters must make a Feat of Strength (see page 44 of the Players Manual). If Melandros is freed he offers to repair the weapons and armor of the heroes. It takes one hour to repair each object, but the armor gains a +1 bonus to EDC and the weapons do +1 damage. In addition, Melandros could act as a follower of the heroes while they are in the Tomb if the Maze Master so desires. Melandros knows there is a secret door in the throne room, but he doesnt know what lies behind it.
Treasure: In the room there are four coffers. Coffer 1: Five bars of gold (each bar has an Enc of 1 and is worth 400 silver pieces). Coffer 2: 500 silver pieces. Coffer 3: Two bronze tripods (each has an Enc of 3 and is worth 400 silver pieces). Coffer 4: Ten jewels, worth 300 silver pieces each (three of the jewels are red; this will become very important when the characters meet the Red Sage see p 43). Closer Inspection: The floor is covered in human bones and rotten remains of clothes, as a result of the aquatic trap.
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Coffer 5: Jewels, worth 2,000 silver pieces (five of the jewels are red) Closer Inspection: The walls of the room are burned.
Living Caryatid
Taxonomy : Animate Description : Living caryatids appear to be a decorative stone pillar fashioned in the shape of a beautiful young woman. Their most common use is as guardians of some place or treasure; appearing to be nothing more than a lifeless carving, they come alive when their charge is threatened or disturbed. They are often found in the ruins of ancient palaces and temples. Size : Gigantic Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 120 Initiative : 14 Melee Attack : +8 Damage : 3d6 (fist or foot) Defense Class : 23 Hits Total : 50 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Crushing Damage (crushing grip), Grapple (Might 24), Invulnerability, Fearsome, Mindless, Supernatural Vigor. Awards : Glory 450, Wisdom 40.
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Treasure: There are four big coffers and six tables in the room. Coffer 1: 2200 Gold coins (!). Coffer 2: 1800 Gold coins, Coffer 3: Jewels, worth 2,000 silver pieces (one of the jewels is red). Coffer 4: Jewels, worth 2,500 silver pieces (including two red jewels). Table 1: A bow and 1d10 Acheronian Arrows. Table 2: A Breastplate of Ares and a Dagger of Aphrodite. Table 3: A Sword of the Underworld. Table 4: 3 phials of Potion of Healing (3 doses each) and a Caduceus. Table 5: An Amulet of Dreams. Table 6: A Staff of Autolycus.
Moon Spawn
Taxonomy : Monster Description : Amorphous blob of a sickly white, summoned from the moon by the priests of a forgotten cult centuries ago. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 90 Initiative : 12 Melee Attack : +6 Damage : 2d6 (pseudopods) Defense Class : 12 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Grapple (Might = 20), Mindless, Regeneration (2 Hits per round), Stealthy (10), Supernatural Vigor. Awards : Glory 160, Wisdom 30.
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Mystic Fortitude : +6 Special Abilities : Charge or Dive into (Initiative 21, Melee Attack +7), Grapple 16), Lightning Fast, Magic Resistance, Senses, Stealthy (16), Supernatural Tough Skin, Uncanny Agility, Winged. Awards : Glory 190, Wisdom 30. Battle (Might Sharp Vigor,
Two-Headed Serpent
Taxonomy : Monster Description : The Two-Headed Serpent roams the central courtyard and nearby sections to kill the minions of the Minotaur. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 90 Initiative : 14 Melee Attack : +6 Damage : 2d6 (bite) Defense Class : 15 Hits Total : 30 Detection / Evasion : +7 / +4 Mystic Fortitude : +2 Special Abilities : Crushing Damage, Grapple (Might = 20), Multiple Heads (two; can attack up to 3 man-sized opponents in the same round), Regeneration (2 Hits per round), Sixth Sense, Stealthy (12), Supernatural Vigor, Tough Skin. Awards : Glory 380, Wisdom 40.
Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
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Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Tragos
Taxonomy : Folk Description : Goat-headed humanoids bent on raiding, plunder and mayhem. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 13 (17 with shield &
breastplate)
Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee +4) Missile Weapons (javelins, 120). Awards : Glory 40.
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Boarman
Taxonomy : Folk Description : Brutish boar-headed humanoids. They are armed with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
Bicephalous Wolf
Taxonomy : Monster Description : Two-headed wolves, thought by most scholars and adventurers to be the hybrid offspring of a Cerberus and a wolf. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 (240 when galloping) Initiative : 12 Melee Attack : +2 Damage : 1d6 (claws & teeth) Defense Class : 13 Hits Total : 8 Detection / Evasion : +7 / +2 Mystic Fortitude : +2 Special Abilities : Gallop, Multiple (two) ; Sharp Senses, Stealthy (14). Awards : Glory 80, Wisdom 10. Heads
Ogre
Taxonomy : Folk Description : Anthropophagous cave-dwelling savages ; they look like primitive humans except for their oversized, tusk-like canine teeth They are the mortal enemies of Wildmen. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +4 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +6), Stealthy (12). Awards : Glory 30.
Harpy
Taxonomy : Monster Description : Bat-winged, jet black-skinned vicious humanoid creatures with sharp fangs, sharper talons and a fondness for human flesh Size : Medium Ferocity : Dangerous Cunning : Clever Mystique : Weird Movement : 240 flying Initiative : 15 Melee Attack : +5 Damage : 1d6 (claws & fangs) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +8 Mystic Fortitude : +2 Special Abilities : Dive into Battle (Initiative 17, Melee +7), Grapple (16), Uncanny Agility, Winged. Awards : Glory 120.
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Minotaur Lord
Taxonomy : Unique Monster Description : Huge jet-black Minotaur. Size : Large Ferocity : Deadly Cunning : Alert
Mystique : Eldritch Movement : 90 Initiative : 18 Melee Attack : +9 Damage : 2d6 (huge axe) Defense Class : 20 Hits Total : 36 Detection / Evasion : +2 / +4 Mystic Fortitude : +8 Special Abilities : Charge into Battle (Initiative 22, Melee Attack +13), Crushing Damage, Fearsome, Grapple (Might = 20), Magic Resistance, Regeneration (2 Hits / round), Return from Death, Supernatural Vigor, Tough Skin, Uncanny Agility. The Minotaur Lord has a special ability called Return from Death. Even if he is brought to 0 Hits, the Minotaur regains 1 Hit in 5 rounds and can fight again. In this case, his Regeneration powers are diminished and he only regains 2 Hits/day until he recovers his 36 Hits. If the King of Monsters is killed with the Labrys, he cant use this special ability. This unique ability adds +10 to the Minotaur Lords basic Glory award and +20 to the Wisdom award. Awards : Glory 500, Wisdom 70.
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4: Shades coming from section 31 and going to section 101. 5: Shades coming from section 23 and going to section 101. 6: Shades coming from section 128 and going to section 101. 7-8: Nobody, but the Maze Master should roll again on table 2. 9-10: Nobody. Table 2 1: A group of 1d6 Lycans and one Mutant Tragos with the Uncanny Agility special ability. 2: 1d6 Boarmen and one Tragos.
Overview
This is a great open zone where sacred ceremonies and sporting competitions were held, when the palace was full of life. Now, there is a great crack opened in the center of the courtyard. From here, the souls of the dead walk down to the Underworld. Special Rules: This area is patrolled constantly by various denizens of the Tomb. Whenever the heroes arrive at the courtyard (section 100) the Maze Master should roll 1d10 on Table 1: Table 1 1: The Two-Headed Serpent. Roll again on table 2. 2: A group of 1d3 Griffins, servants of Rhea. Roll again on table 2. 3: A group of 1d6 Troglodytes. Roll again on table 2.
3: A group of 1d6 Ogres, one Mutant Tragos with the Tough Skin special ability and one Bicephalous Wolf. 4: A group of 1d6 Lycans, one Tragos and one Bicephalous Wolf. 5-6: A group of 1d6 Harpies. 7-9: Nobody. 10: The Minotaur himself ! The statistics for these creatures can be found on the previous pages. If a group from Table 1 and a group from Table 2 encounter each other in the central courtyard (section 100), they fight. The heroes can help any group, but the allies of the Minotaur are hostile even if helped. The Two-Headed Serpent and the Griffins are hostile unless the heroes have the Blessing of Rhea (see section 75). Troglodytes are friendly if the heroes are allies of Ancpah (see section 9).
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If the Minotaur appears, the heroes should flee if they dont have the sacred Labrys. If they stand their ground, go to the section The Final Fight (p 196).
Sections
100 Central Courtyard
Description: A great open courtyard with a marble floor and no furniture or objects beyond some rubble. In its center there is a great crack from which steam emanates. Encounters: Roll 1d10 on the Random Encounters table for this area.
Glauron, the Dragon at the Crack
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Harpy
Taxonomy : Monster Description : Bat-winged, jet black-skinned vicious humanoid creatures with sharp fangs, sharper talons and a fondness for human flesh Size : Medium Ferocity : Dangerous Cunning : Clever Mystique : Weird
Overview
This area was a part of the palaces warehouses and also served as bedrooms to the servants. Now the area is bewitched by Darkness Spirits and is the home of the Night Serpent. Special Rules: An aura of death and decay permeates this area. Everybody gets a 1 penalty to Mystic Fortitude and Danger Evasion saving rolls.
Movement : 240 flying Initiative : 15 Melee Attack : +5 Damage : 1d6 (claws & fangs) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +8 Mystic Fortitude : +2 Special Abilities : Dive into Battle (Initiative 17, Melee +7), Grapple (16), Uncanny Agility, Winged. Awards : Glory 120.
Sections
102 Tower of the Harpies
Description: These stairs go up to a high tower that rises two stories over the roof of the rest of the Tomb. The stairs lead to the second floor of the tower. There are various types of excrement on the stairs. Encounters: Twelve Harpies live in this tower, from which they send scouts around the Tomb of the Bull King. There are always 2d6 Harpies resting in the tower. They attack any hero who enters their home. One of the Harpies is Ahrak, the Queen of these monsters. Phoeles the Gryphon (see sect. 134) wishes the Queen dead and will reward the heroes if they kill Ahrak. Treasure: If the Harpies are defeated, the heroes can keep their treasure: 450 silver pieces, 4 jewels worth 400 silver pieces and one dagger. Closer Inspection: If the heroes remain for a long time in this section, the rest of the Harpies arrive in half an hour and attack the heroes.
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1-5: Nothing. 6: A group of 1d6 Wildmen 7: A group of 1d6 Troglodytes 8: A group of 1d6 Boarmen 9: A group of 1d6 Ratlings 10: The Night Serpent comes to drink in the water.
See next page for the statistics of Wildmen, Troglodytes, Boarmen and Ratlings.
104 Corridor
Description: This corridor is illuminated by green-flamed lamps. The part of the corridor that comes from the central courtyard has no ceiling. When the corridor turns north, past the columns, there is a ceiling. Encounters: Roll 1d10: 1-5: Nothing. 6: A group of 1d6 Troglodytes. 7: 1d6 Boarmen and one Mutant Tragos with the Tough Skin ability. 8: A group of 1d3+3 Ratlings. 9: One of the Empusas from section 105. She attacks the heroes. 10: The Night Serpent.
See next page for the statistics of Boarmen, Ratlings and Troglodytes and p 104 for the characteristics of the Empusa.
Night Serpent
Taxonomy : Monster Description : This huge, monstrous snake can generate an aura of darkness around its body (see below). The Night Serpent is the most aggressive of the Serpents of the Dark Earth. It lives in the northwestern part of the Tomb. It doesnt like daylight but is not harmed by it. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 90 Initiative : 13 Melee Attack : +6 Damage : 2d6 (bite) Defense Class : 19 / 15 (daylight) Hits Total : 30 Detection / Evasion : +6 / +8 (+4 daylight) Mystic Fortitude : +2 Special Abilities : Cloak of Darkness (see below), Grapple (Might = 20), Poison (bite, death in 1d6 rounds), Regeneration (2 Hits per round), Sixth Sense, Stealthy (12), Supernatural Vigor, Tough Skin. Awards : Glory 420, Wisdom 50. The special ability Cloak of Darkness of the Night Serpent generates an aura of darkness around the creature that gives it +4 to EDC and Evasion (already added to the stats), except in daylight. This special ability adds a basic Glory award of +20 (x4 because the Night Serpent is a Large Monster) and a Wisdom award of +20.
Mutant Tragos
Taxonomy : Folk Description : Goat-headed humanoids bent on plunder and mayhem ; this particular Tragos has the Tough Skin special ability. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (sword) Defense Class : 19 (shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelin, 120), Tough Skin. Awards : Glory 45.
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Wildman
Taxonomy : Folk Description : Primitive men; fierce enemies of most other cave-dwelling Folks. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Missile Attack : +1 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4), Missile Weapons (javelins, 120), Stealthy (12). Awards : Glory 25.
Boarman
Taxonomy : Folk Description : Brutish boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
Ratling Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20. Taxonomy : Folk Description : Sneaky, malevolent rat-headed humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts), Poison (poisoned darts, 60, cause paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
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104 (continued)
Traps: There is a trap between the two columns rocks falling from a net on the character opening the march. Type: indoor; Effect: crushing; 2d6 Hits; Concealment 16; Danger Rating 18. Closer Inspection: If the heroes stay for too long in this corridor, the Maze Master should roll again on the table given above (Encounters).
Empusa
Taxonomy : Spirit Description : Beautiful (but blood-drinking) undead temptress. Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife. Size : Medium Ferocity : Dangerous Cunning : Crafty Mystique : Eldritch Movement : 90 Initiative : 23 Melee Attack : +5 Damage : energy drain Defense Class : 18 Hits Total : 16 Detection / Evasion : +12 Mystic Fortitude : +8 Special Abilities : Fearsome, Grapple (Might = 16), Life Energy Drain (kiss ; only usable vs immobilized victims), Lightining Fast, Magic Resistance, Sixth Sense, Stealthy (20), Supernatural Vigor, Uncanny Agility, Wallcrawling. Awards : Glory 120, Wisdom 140. Note : Exposure to daylight does 1d6 damage per battle round to an Empusa. This damage cannot be regenerated. A dead Empusa falls to dust.
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Cave Spider
Taxonomy : Monster Description : Huge spiders that can attack two men (or other medium-sized opponent) at the same time. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs) Defense Class : 16 Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
Treasure: Brimas treasure includes 450 silver pieces, five ancient statuettes of kings, queens and other powerful personages worth 75 silver pieces and a beautifully-crafted bronze statuette of a dolphin worth 150 silver pieces. Each pair of statuettes has an Enc value of 1 (ie a total of 3 for the five character statuettes and the dolphin statuette).
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Insect Swarms
If the heroes try to attack Brimas, all the insects and arachnids in this room will attack them within 1d6 rounds. This causes no real damage but having swarms of small creatures creep and crawl all over ones body, on ones face or beneath ones breastplate can be very hindering and unnerving : the effects are the same as for an Entanglement attack (-4 penalty to Initiative, Danger Evasion, Melee and Missile scores) - with no saving roll, since the damn bugs are everywhere ! In addition, magicians will have to make a big concentration effort before using their magic (Mystic Fortitude saving roll against a target number of 15).
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Night Serpent
Taxonomy : Monster Description : This huge, monstrous snake can generate an aura of darkness around its body (see below). The Night Serpent is the most aggressive of the Serpents of the Dark Earth. It lives in the northwestern part of the Tomb. It doesnt like daylight but is not harmed by it. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 90 Initiative : 13 Melee Attack : +6 Damage : 2d6 (bite) Defense Class : 19 / 15 (daylight) Hits Total : 30 Detection / Evasion : +6 / +8 (+4 daylight) Mystic Fortitude : +2 Special Abilities : Cloak of Darkness (see below), Grapple (Might = 20), Poison (bite, death in 1d6 rounds), Regeneration (2 Hits per round), Sixth Sense, Stealthy (12), Supernatural Vigor, Tough Skin. Awards : Glory 420, Wisdom 50. The special ability Cloak of Darkness of the Night Serpent generates an aura of darkness around the creature that gives it +4 to EDC and Evasion (already added to the stats), except in daylight. This special ability adds a basic Glory award of +20 (x4 because the Night Serpent is a Large Monster) and a Wisdom award of +20.
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Overview
In ancient times, this area was a group of storage rooms and warehouses. Now they serve as a battlefield between the minions of the Minotaur and their enemies. The place is full of traps.
Sections
112 Courtyard
Description: This courtyard has no ceiling; its walls are covered in vines. Closer Inspection: If the heroes stay in this room for fifteen minutes or more, the Maze Master should roll 1d10: 1-5: Nothing 6: 1d6 Harpies attack the heroes. 7: 1d3+3 Ratlings come from section 104. They only attack if they outnumber the heroes. Otherwise, they flee. 8: 1d6 Ogres and one Tragos come from section 104 and attack. 9: 1d6 Boarmen and one Mutant Tragos with the Lightning Fast ability come from section 104 and attack. 10: 1d6+3 Troglodytes come from section 118 and attack the characters, unless they have allied with Ankpah the Lizardian (see section 9). See next pages for statistics.
A scruffy Lycan
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Ogre
Taxonomy : Folk Description : Anthropophagous cave-dwelling savages ; they look like primitive humans except for their oversized, tusk-like canine teeth They are the mortal enemies of Wildmen. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +4 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +6), Stealthy (12). Awards : Glory 30.
Ratling
Taxonomy : Folk Description : Sneaky, malevolent rat-headed humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
Boarman
Taxonomy : Folk Description : Brutish boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10. Those with twohanded weapons or shields are worth 60 Glory.
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Tragos
Description : Goat-headed humanoids bent on raiding, plunder and mayhem. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 17 (with shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelins, 120). Awards : Glory 40.
Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. The Troglodytes of the Blackblood tribe fight with crude two-handed maces or stone axes which give them a +2 bonus to their Melee score. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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doesnt make a Danger Evasion saving roll (target number 15), the scorpion stings him; if the hero fails a Physical Vigor saving roll (target number 15), he dies within 1d6 rounds. Closer Inspection: All the amphorae are empty. If the heroes stay in the room for fifteen minutes, the Maze Master should roll 1d6: 1-3: Nothing happens. 4-5: A group of 1d6 Lycans and one Tragos arrives and attacks the heroes. 6: 1d6+3 Troglodytes arrive. The statistics for these creatures can be found on the previous two pages.
5: A group of 1d6 Ogres and a Tragos arrives and attacks the heroes. 6: 1d6+3 Troglodytes arrive. The statistics for these creatures can be found on the previous two pages.
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Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. The Troglodytes of the Blackblood tribe fight with crude two-handed maces or stone axes which give them a +2 bonus to their Melee score. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal
Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon)
Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
Lycan Tragos
Description : Goat-headed humanoids bent on raiding, plunder and mayhem. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 17 (w. shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelins, 120). Awards : Glory 40. Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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118 Corridor
Troglodyte
Description: Corpses of Lycans, Ogres and Troglodytes are scattered across the floor of this dark corridor. Closer Inspection: The bodies had been already plundered. If the heroes stay in the room for fifteen minutes, the Maze Master should roll 1d6: 1-4: Nothing happens. 5: 1d6 Lycans and one Tragos arrive and attack the heroes. 6: 1d6+3 Troglodytes arrive.
Taxonomy : Folk Description : Carnivorous reptilian humanoids. The Troglodytes of the Blackblood tribe fight with crude two-handed maces or stone axes which give them a +2 bonus to their Melee score. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon)
Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
Lycan Tragos
Description : Goat-headed humanoids bent on raiding, plunder and mayhem. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 17 (w. shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelins, 120). Awards : Glory 40. Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Overview
In this area is the temple of Young Zeus, the Thunder God of the Proteans. At the moment the Troglodytes control the area after having fought against the minions of the Minotaur. From here they send groups of scouts into the rest of the Tomb complex, searching for the Temple of Rhea. Special Rules: An aura of power and divine strength surrounds this area. All Priests recover double power points per hour of ceremony (2d6 total) and have a +2 bonus to their Mystic Strength.
Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with twohanded weapons), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
Sections
120 Entrance to the Temple
Description: This large door was originally flanked by two huge stone statues that now lie in ruins. The north wall shows a large fresco of a mighty God holding a lightning bolt in his hand. Encounters: Roll 1d6: 1-3: Nothing. 4-6: 1d6 Troglodytes guard the entrance. If the heroes are spotted, the Troglodytes call their brothers in section 121. If the characters surprise the Troglodytes, their friends in section 121 hear the sounds of fighting and come to their help in three rounds.
Closer Inspection: If the heroes examine the image of the God on the northern wall, they see that the God seems to be Zeus, but with some strange characteristics; it is a young God, without the beard of the father of the Gods. In addition, at his feet there is a big wooden club.
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scouts that enter the Tomb searching for the Temple of Rhea. See the previous page for their statistics. Treasure: There is food (10 rations) in the room and water in the amphorae. There are 4 spears, 2 shields and 3 helmets in a corner. In a huge pile there are adornments, masks, decorated jars and various other objects found by the Troglodytes inside the Tomb. Together they are worth 250 silver pieces.
Curete
Taxonomy : Spirit Description : These lightning spirits appear as quick-moving, bronze-armored men armed with shields and spears or swords. The divine mission of Curetes is to punish those who flout Zeus laws. They are often found in places that are sacred to Zeus. Size : Medium Ferocity : Deadly Cunning : Alert Mystique : Unearthly Movement : 80 Initiative : 22 Melee Attack : +7 Damage : 1d6 (sword or spear) Defense Class : 27 (with shield) Hits Total : 20 Detection / Evasion : +2 / +8 Mystic Fortitude : +10 Special Abilities : Charge Into Battle (Initiative 24, Melee Attack +9), Fearsome, Lightning Fast, Magic Resistance, Mindless, Invulnerability, Supernatural Vigor, Uncanny Agility. Curetes are also able to hurl bolts of lightning (treat as Breath Weapon, 20). Awards : Glory 150, Wisdom 160.
Treasure: The statue is very richly decorated, but it is far too heavy to move. By its feet there are various offerings: coffers and jars full of silver and gold. This loot has a total Enc of 8 and a total worth of 8,000 silver pieces. Closer Inspection: If a Priest of Zeus or a Noble enters the temple, the statue animates. In a thunderous voice he orders the heroes to accomplish a
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mission: inside the Tomb, Hekateria the Hag hides herself. She has stolen a Rod of Lightning from this temple. If the heroes recover the Rod they are rewarded. If the heroes ask where Hekateria is, the God says Melaclea the Prophetess lives in some rooms near the central courtyard (area 12). She can guide them to the lair of the Hag (area 23). If the heroes defeat Hekateria and recover the Rod of Lightning, the God rewards them with the following objects: - A Lightning Bolt - Spear of Conquest - Sword of Ruse - Caduceus - Staff of Power - Cloak of Concealment There is only one Mythic Item for every character in the group. So, if there are only two heroes in the group, they obtain only a Lightning Bolt and a Spear of Conquest. The Maze Master can choose which Mythic Items the heroes obtain from the given list. Each hour the heroes spend here, the Maze Master should roll 1d10:
1-4: Nothing. 5: A group of 1d6 Ratlings comes from section 125 and sneaks into the Temple. As soon as they are detected, they flee towards section 125 and through the secret door in section 128 to section 136. 6-7: A group of 1d6+3 Troglodytes comes from section 120 and goes to section 125, to explore the Tomb. 8-9: 1d6 Troglodytes come from section 125 and go to section 120, after having explored the Tomb. 10: 1d6+3 Lycans, 1d6+3 Boarmen, two Tragos and one Mutant Tragos with the Multiple Heads (2) and Tough Skin special abilities come from section 125, trying to throw the Troglodytes out of this area. The Troglodytes in sections 120 and 121 attack them, and fifteen rounds later, ten other Troglodytes join the fight.
Ratling
Taxonomy : Folk Description : Sneaky, malevolent ratheaded humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
Troglodyte
Taxonomy : Folk Description : Carnivorous, slow-witted and cold-blooded reptilian humanoids. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with twohanded weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
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Boarman
Taxonomy : Folk Description : Brutish boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
Tragos
Taxonomy : Folk Description : Goat-headed humanoids bent on raiding, plunder and mayhem. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 17 (with shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee +4) Missile Weapons (javelins, 120). Awards : Glory 40.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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118
Overview
This area is one of the main entrances to the palace. The Shades of dead warriors still cross it to arrive at the Underworld.
Sections
125 Room of the War Fresco
Description: This room has a ceiling and green-flamed lamps illuminate it. The western part gives onto the courtyard in section 133. A large fresco showing battle scenes covers the walls. Encounters: The Maze Master should roll 1d10: 1-5: Nothing. 6: A group of 1d6 Troglodytes comes from section 122. 7: A group of 1d6 Boarmen and a Mutant Tragos with Uncanny Agility come from section 128. 8: A group of 1d3+3 Ratlings comes from section 128. They attack the heroes only if they outnumber them. Otherwise, they flee. 9: A procession of Shades comes from section 133 and goes to section 128. Traps: There is a trap on the door, mounted by the Troglodytes. Type: indoor; Effect: direct damage + poison; 1d6 Hits and a Physical Vigor saving roll of 15 or paralyzed; Concealment Rating 17; Danger Rating 17.
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Ratling
Taxonomy : Folk Description : Sneaky, malevolent rat-headed humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
Boarman
Taxonomy : Folk Description : Brutish boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 40, Wisdom 20.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Mutant Tragos
Description : Goat-headed humanoids bent on plunder and mayhem. This particular Tragos is especially nimble and agile. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 14 Melee Attack : +3 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 19 (shield & breastplate) Hits Total : 8 Detection / Evasion : +2 / +4 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelin, 120), Uncanny Agility. Awards : Glory 50.
9: A procession of Shades comes from section 125 and goes to section 100 and then towards section 101 to the Underworld. These male Shades are carrying weapons and armor. They ignore the heroes. 10: The Lamperer comes to the section to light the green-flamed lamps. Closer Inspection: If the characters examine the southern part of the corridor, they can find a secret door that takes them to section 137. To find the secret door the heroes must pass a Detection roll with a target number of 17. If the heroes find somebody in section 137 they can attack them with the advantage of surprise.
A wolvish Lycan
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Ratling
Taxonomy : Folk Description : Sneaky, malevolent ratmen who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
detection roll against a target number of 15; characters can make one such roll every five minutes, but for each failed roll, the Maze Master should make a roll on the table on the Encounters table of this section. If the heroes find and open the door they see a tunnel that goes east and west. To the east it takes the heroes to section 156. To the west it leads to section 139.
122
Overview
In this area is one of the doors by which the Shades of the dead enter the Tomb in their travel to the Underworld. In the tower in section 134 a family of immortal Griffins lives. They were the ones in charge of protecting the door in section 132, but they were attacked and defeated by the followers of the Minotaur. They still occasionally watch and protect the door in section 132.
Griffin
Taxonomy : Monster Description : The classic lion-eagle hybrid, roughly the same size as a lion. Size : Medium Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 80 (320 flying) Initiative : 19 Melee Attack : +5 Damage : 1d6 (claws & bite) Defense Class : 17 Hits Total : 16 Detection / Evasion : +6 / +10 Mystic Fortitude : +6 Special Abilities : Charge or Dive into Battle (Initiative 21, Melee Attack +7), Grapple (Might 16), Lightning Fast, Magic Resistance, Sharp Senses, Stealthy (16), Supernatural Vigor, Tough Skin, Uncanny Agility, Winged. Awards : Glory 190, Wisdom 30.
Sections
132 Northern Entrance
Description: From this great door the spirits of dead soldiers enter the Tomb, walking towards the Underworld. The north door is made of bronze and has engravings of two powerful soldiers dressed in complete armor. The room is illuminated by green-flamed lamps that hang from the ceiling. Encounters: When the heroes arrive at this section, roll 1d10: 1-5: Nothing 6-7: A group of outside the Tomb. warriors, covered towards section heroes. Shades come from They are dressed as in blood. They walk 133, ignoring the
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Closer Inspection: If the heroes examine the corpses in the courtyard, they discover that they have been partially devoured and thrown from a height. If the heroes enter the tower, they see wide stairs. If they walk up the stairs, they come to the top of the tower, where Phoeles and the Griffins are waiting for them. Phoeles speaks and tells the heroes his story: how the gods gave him the task of protecting the northern entrance to the Tomb, to allow the spirits of dead warriors to find the way to the Underworld without problems. He also tells about the Minotaur, how they fought him and his minions and how they are now recovering from their wounds and preparing to fight again. See Dealing with Phoeles next page.
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A majestic Griffin
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Overview
These rooms were the old kitchens of the palace. Now the area is the lair of the Redteeth Tribe of Ratlings. Its leader, Yyrk, is allied with the Hags and serves them faithfully. Nevertheless, he doesnt trust them completely so he keeps a couple of secrets to himself, like the knowledge about the secret rooms in this area.
Sections
135 Trap Room
Description: This room is dark and empty. Encounters: Ten rounds after the net trap activates, a group of 1d6+3 Ratlings come to investigate. They take the prisoners to section 138 and lock them, up until their leader Yyrk decides on the prisoners fate. Traps: The Ratlings have mounted two traps in this room. When the southern door is opened, a spear trap activates. Type: indoor; Effects: direct damage; 1d6 Hits; Concealment Rating 17; Danger Rating 16. Two rounds later, a pit trap opens in the ground. Type: indoor; Effect; falling + entrapment; 1d6 Hits + entrapment; Concealment Rating 18; Danger Rating 18. The pit is wide enough to catch all heroes.
Ratling
Taxonomy : Folk Description : Sneaky, malevolent ratheaded humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (poisoned darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
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Ratling
Taxonomy : Folk Description : Sneaky, malevolent ratheaded humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (poisoned darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
Encounters: When the heroes enter this section, roll 1d10: 1-5: Nothing 6-8: There are 1d6+6 Ratling warriors in the room. The warriors attack the heroes, but they flee towards section 100 if outnumbered. 9-10: 1d6+6 Ratling warriors and 1d10 Ratling females. The warriors fight to the death to protect the females. The females try to flee towards section 100 as soon as possible. Traps: The Ratlings have mounted a crushing trap in the southwestern door. Type: indoor; Effect: crushing; 2d6 Hits; Concealment 15; Danger Rating 18. Closer Inspection: If the characters examine the eastern wall they may find a secret door that takes them to section 128. To find the secret door the heroes must pass a Detection roll versus a target number of 17. If the heroes find somebody in section 128 they can attack them with the advantage of surprise. There is a similar secret door in the northern wall that can take the heroes to section 139, this one with a target number of 18. If the heroes find somebody in section 139 they can attack with the advantage of surprise.
138 Prison
Description: Most of the time, several prisoners of various origins are chained to the wall of this dark room. Encounters: Roll 1d6 three times to see who is trapped in the prison when the heroes come: 1: Dem, a Wildman. He can guide the heroes to area 8 (Lair of the Wildmen). 2: Ahask, a Troglodyte. He can guide the heroes to area 2 (Theatrical Area), to talk with Ancpah the Lizardian. 3: Gorud, a Tragos. He can guide the heroes to area 22 (Lair of the Minotaurs Horde), but he will betray the heroes and
137 Kitchens
Description: This large room has a half-ruined ceiling that lets the light in from outside. In the center of the room are the remains of a great bonfire, as if somebody had used the room to cook. The door in the western wall is closed.
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will try to warn the Minotaurs minions about the intruders as soon as possible.
4: An Iron Warrior. If the heroes release him, he attacks anybody who stands between him and section 94. 5-6: Nobody.
Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly
Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
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Description: This room is illuminated by very dim oil lamps. There is a great number of small hairy beings, apparently mothers with their children. Encounters: This is the main room of the Ratlings. At any moment there are 2d6+3 Ratling women with a corresponding number of children in the room. Protecting them there are six Ratlings who fight fanatically to defend their women and children. The Ratling women try to flee by the secret tunnel towards section 131. Four rounds after the fight begins, Yyrk and the other Ratling warriors in section 140 arrive and join the combat. Closer Inspection: In the southern wall there is a secret door that leads to section 137. To see the entrance requires a Detection roll (target number 15). In the western wall there is another secret door (target number 17 to detect) that leads to section 140. Near the eastern wall there is a hidden hatch (target number 17 to detect). It opens onto a tunnel that goes to section 131.
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Ratling
Taxonomy : Folk Description : Sneaky, malevolent ratheaded humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (poisoned darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
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Overview
This area is protected by an enormous Stone Titan. He attacks anybody who tries to cross the zone: Lycans, Ogres, Troglodytes or human heroes.
Sections
142 Inner Courtyard
Description: This walled courtyard has no ceiling. It is patrolled constantly by an untiring Stone Titan, whose tracks are perfectly visible in the dust on the ground. Encounters: The Mindless Stone Titan will neither negotiate nor surrender and it fights until destroyed, even if the characters have Rheas Blessing (see section 75). Treasure: If the heroes kill the Stone Titan, they can keep its eyes, two big red rubies worth 500 silver pieces each. Closer Inspection: If the heroes defeat the Stone Titan, the noise of the fall of the massive Animate attracts five Lycans and one Tragos from section 146 five rounds later.
Stone Titan
Taxonomy : Animate Description : Not true Titans, but huge golems of stone animated by magic. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 90 Initiative : 14 Melee Attack : +6 Damage : 2d6 (stone arms) Defense Class : 21 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 18, Melee +10), Invulnerability, Fearsome, Mindless, Supernatural Vigor, Trample. Awards : Glory 170, Wisdom 30.
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Encounters: This section is haunted by the ghost of the dead Tragos lying in the room. His painful death caused him to become an evil spirit that attacks anybody who enters the room. He cant leave this room. Treasure: The dead Tragos has a broken spear and a dagger that the heroes can keep for themselves. Closer Inspection: The Tragos seems to have been struck down by the Stone Titan and thrown into section 143, but he crawled to this room before dying because of his wounds.
Traghost
Taxonomy : Spirit Description : This ghost appears as the vague, translucent form of a Tragos. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Eldritch Movement : 60 Initiative : 14 Melee Attack : n/a Damage : Special Defense Class : 14 Hits Total : 8 Detection / Evasion : +6 / +4 Mystic Fortitude : +8 Special Abilities : Fearsome, Insubstantial, Life Energy Drain (touch attack), Magic Resistance, Sixth Sense, Stealthy (18). Like all Insubstantial beings, Ghosts cannot be harmed by mundane weapons or means and cannot inflict physical damage to material beings (except with their Life Energy Drain ability). Awards : Glory 85, Wisdom 160.
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Overview
This area of the Tomb of the Bull King the headquarters of the Minotaurs army. The Tragos leaders of the army have a large room in the southeast, while the rest of the Minotaurs minions live in the central ruins. They send frequent expeditions to the Tomb, searching for Rheas Temple, as the Minotaur wants it to be defiled and destroyed.
Treasure: The Lycans and Tragos have weapons and shields; the Tragos also have a bag with 50 silver pieces.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Sections
146 Western Courtyard
Description: This long courtyard has no ceiling. The north end is full of dirt and broken furniture. The walls are covered with obscene drawings painted in blood, which show weapons, infuriated faces and the image of a circle with two horns.
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Tragos
Description : Goat-headed humanoids bent on raiding, plunder and mayhem. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 17 (shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelins, 120). Awards : Glory 40.
Mutant Tragos
Taxonomy : Folk Description : Goat-headed humanoids bent on plunder and mayhem ; this particular Tragos has the Tough Skin special ability. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (sword) Defense Class : 19 (shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelin, 120), Tough Skin. Awards : Glory 45.
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Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Boarman
Taxonomy : Folk Description : Brutish boar-headed They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10. folk.
Treasure: The Tragos have spears, short bows and helmets. They also have a little treasure of 250 silver pieces, 12 food rations and water.
Ogre
Taxonomy : Folk Description : Anthropophagous cavedwelling savages ; they look like primitive humans except for their oversized, tusk-like canine teeth They are the mortal enemies of Wildmen. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +4 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +6), Stealthy (12). Awards : Glory 30.
148 Ruins
Description: These are the remains of a great fortress whose ceiling and walls collapsed long ago. Now they serve as the bedroom of the Minotaurs Horde. Encounters: There is a total of fifty-five Lycans, thirty-five Boarmen and twenty Ogres here. Divided into groups, they have constructed small huts to protect themselves from the elements. They attack any enemy who penetrates section 146 as soon as they are warned. All sleep near their weapons. See next page for their stats. Treasure: Each of the ten huts in this section is the resting place of a group of 4-7 creatures (see Encounters above). If the heroes search them, they find 3d10x10 silver pieces in each one.
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150 Prison
Description: The door of this room is blocked by a heavy plank. The Beastfolk keep the beings they capture in the Tomb inside, until the Minotaur decides what to do with them. The room is not illuminated. If the heroes are captured by the minions of the Minotaur they will be locked up in this room. If they do not find a way to flee, after a day of confinement they are dragged to section 149 where they serve as targets for the Beastmen to practice their marksmanship on. If the Maze Master feels generous he can rule that a group of three Griffins attacks the Beastfolk, distracting them long enough to let the heroes flee. Encounters: There are no prisoners in this section, but if the Maze Master feels the players need help, he can rule that a group of Coristean warriors (three Spearmen, one Noble) have been imprisoned here. The warriors can help the heroes in their escape attempts. If a player has lost his character he can use one of the prisoners as a replacement (roll up a new Noble or Spearman character, starting at the same level as the dead hero, but with no wealth or equipment). Closer Inspection: To open the door the heroes must succeed in a Feat of Strength or a Thief must successfully pick its lock (see p 28).
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Damage : 1d6 (sword) Defense Class : breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4) Missile Weapons (javelin, 120), Tough Skin. Awards : Glory 45. 19 (with shield &
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White Serpent
Overview
Hekateria lives in this area with two other Hags, Dulmodia and Odireta, and some Degenerate Men they use as guards and occasional sacrifices. The three Hags hate each other and only cooperate to perform their rituals to Chaos. The Hags were attacked by the White Serpent, who wounded and blinded Hekateria before being killed. Now Hekateria stays in the inner temple, while the other Hags plot against her to become the new leader.
Taxonomy : Spirit Description : The White Serpent was the most mystical of the Serpents of the Dark Earth. It managed to blind Hekateria the Hag, but died fighting her. Now, its powerful spirit attacks every minion of the Hags that tries to leave their lair. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Eldritch Movement : 90 Initiative : 13
Sections
152 Long Corridor
Description: A long corridor with the corpse of a giant white snake. The corridor is not illuminated. Encounters: The spirit of the White Serpent haunts this section. The White Serpent, a servant of Rhea, fought against the Hags here. Although this being was killed, its powerful spirit still haunts the section. When the heroes arrive, the spirit rises from the corpse and crawls towards them. Only if the heroes have Rheas Blessing (see section 75) can they avoid combat. The spirit of the White Serpent cant leave this section.
Melee Attack : n/a Damage : see below Defense Class : 13 Hits Total : 24 Detection / Evasion : +6 / +4 Mystic Fortitude : +6 Special Abilities : Insubstantial, LifeEnergy Drain (touch), Magic Resistance, Psychic Powers (Psychic Gift 2, Mystic Strength 14, Power total 8), Sixth Sense, Stealthy (16). Awards : Glory 210, Wisdom 540. Aside from his Psychic Powers, the White Serpents only attack is its Life-Energy Drain touch attack. Like all Insubstantial beings, it cannot be harmed by mundane weapons.
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Ghost
Taxonomy : Spirit Description : Ghosts usually look like translucent, intangible humans. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Eldritch Movement : 60 Initiative : 14 Melee Attack : n/a Damage : Special Defense Class : 16 Hits Total : 8 Detection / Evasion : +6/+4 Mystic Fortitude : +8 Special Abilities : Fearsome, Insubstantial, Life Energy Drain (touch attack), Magic Resistance, Sixth Sense, Stealthy (18) Like all Insubstantial beings, Ghosts cannot be harmed by mundane weapons or means and cannot inflict physical damage to material beings (except with their Life Energy Drain ability). Awards : Glory 85, Wisdom 160.
Traps: There is a magical trap in this corridor, created by the witchcraft of the Hags. All the heroes must succeed in a Mystic Fortitude roll vs a target number of 15 or they will be filled with fear and are unable to follow the corridor. Each hero who succeeds can guide one of his companions through the corridor. Closer Inspection: Lamps, torches and other light sources cant be ignited in this corridor.
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Vine of Tantalus
Taxonomy : Animate Description : Magical life-drinking vines. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 60 Initiative : 14 Melee Attack : See below Damage : See below Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 Mystic Fortitude : +2 Special Abilities : Entangle (vines, Might 16, 10 range), Life-Energy Drain (touch), Mindless, Regeneration (1 Hit / round), Sixth Sense, Stealthy (14), Uncanny Agility. The Vine does no natural damage and always attack with its Entangle ability and may only use its Life-Energy Drain attack on Entangled victims. Awards : Glory 90, Wisdom 50.
Lesser Cyclops
Taxonomy : Folk Description : One-eyed huge humanoids who live underground. They usually live in deep, subterranean caverns located near volcanoes and use lava to fuel the roaring furnaces of their enormous forges. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird
Movement : 90 Initiative : 12 Melee Attack : +6 Damage : 2d6 (hammer) Defense Class : 15 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +6 Special Abilities : Grapple (Might 20), Magic Resistance, Supernatural Vigor, Tough Skin. Awards : Glory 100, Wisdom 30.
Closer Inspection: The heroes must succeed at a Feat of Strength to break the chains. If the two Cyclops are freed, they go to section 158 searching for the Hags, to kill them. They wont talk to the heroes (or anyone else) until they have killed the Hags.
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Degenerate Man
Taxonomy : Folk Description : These beastly cannibals resemble stooped, hairy Wildmen. They are all too-often confused with Wildmen, who do not share their anthropophagous habits (and who tend to kill them on sight). Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (stone axe or club) Defense Class : 12 Hits Total : 8 Detection / Evasion : +4 / 0 Mystic Fortitude : 0 Special Abilities : Grapple (Might = 16), Sharp Senses, Stealthy (12). Awards : Glory 25.
159 Kitchen
Description: This kitchen is illuminated by braziers and a great fire in the middle of the room. There is a hole in the roof to let the smoke out. There are pots, jars and cooking utensils in the room, as well as some food. Encounters: The Maze Master should roll 1d6 when the heroes enter: 1-3: The kitchen is empty. 4-6: There are two Degenerate Women working in the kitchen, cooking and cleaning. When the heroes enter the room, they flee to section 160. Closer Inspection: There are five rations of food in the kitchen.
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164 Balcony
Description: This balcony allows the Degenerate Men to watch the garden (section 156). The balcony has columns where the Degenerate Men can hide. Encounters: Roll 1d6: 1-4: There is nobody in the balcony.
5-6: Two Degenerate Men sentinels are watching the garden. If they spot the heroes in the garden, they warn the rest of the Degenerate Men so they can prepare an ambush in section 158. Closer Inspection: The heroes can climb from the garden to section 164 with the aid of a rope.
166 Antechamber
Description: This large room is illuminated by four large lamps in each
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corner. The floor of the room has a large mosaic in the shape of a spiral. In the center of the spiral is a tripod holding a large smoking vessel, decorated with strange symbols. Encounters: As soon as the heroes enter the room, a single creature is invoked from the vessel. The type of creature depends on the time the heroes spent before knocking down the vessel: One round: Nothing. If they knock down the vessel as soon as they enter the room, no creature appears. Two rounds: Ghost. Three rounds: Cacodemon. Four rounds: Carnivorous Cloud. Five rounds or more: Moon Spawn. If the vessel is not knocked down, a Moon Spawn comes out of the vessel after five rounds and attacks. See below and next page for the statistics of these various creatures.
Ghost
Taxonomy : Spirit Description : Ghosts usually translucent, intangible humans. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Eldritch Movement : 60 Initiative : 14 Melee Attack : n/a Damage : Special Defense Class : 16 Hits Total : 8 Detection / Evasion : +6/+4 Mystic Fortitude : +8 Special Abilities : Fearsome, Insubstantial, Life Energy Drain (touch attack), Magic Resistance, Sixth Sense, Stealthy (18) Like all Insubstantial beings, Ghosts cannot be harmed by mundane weapons or means and cannot inflict physical damage to material beings (except with their Life Energy Drain ability). Awards : Glory 85, Wisdom 160. look like
Cacodemon
Taxonomy : Spirit Description : Malevolent spirit of Chaos and mayhem ; likes to wreak havoc on poor mortals. They have a vaguely humanoid appearance but are made of pure Chaotic energy. Size : Medium Ferocity : Deadly Cunning : Crafty Mystique : Unearthly Movement : 80 Initiative : 22 Melee Attack : n/a Damage : special Defense Class : 17 Hits Total : 16 Detection / Evasion : +10 / +14 Mystic Fortitude : +10 Special Abilities : Insubstantial, Life Energy Drain (touch), Lightining Fast, Magic Resistance, Psychic Powers (Psychic Gift 6, Mystic Strength 18, Power 24), Sixth Sense, Uncanny Agility. Awards : Glory 145, Wisdom 740.
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Carnivorous Cloud
Taxonomy : Monster Description : A strange floating fungus that resembles a fluffy white cloud until it deploys its rending claws and opens its enormous toothy maw. They normally live in the sky. Size : Large Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 90 (flying) Initiative : 11 Melee Attack : +4 Damage : 2d6 (claws & maw) Defense Class : 12 Hits Total : 18 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Camouflage (as cloud, 14), Mindless, Stealthy (10). Awards : Glory 120, Wisdom 10.
Moon Spawn
Taxonomy : Monster Description : Amorphous blob of a sickly white, summoned from the moon by the priests of a forgotten cult centuries ago. They live at the bottom of deep wells named Moon Pits. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 90 Initiative : 12 Melee Attack : +6 Damage : 2d6 (pseudopods) Defense Class : 12 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Grapple (Might = 20), Mindless, Regeneration (2 Hits per round), Stealthy (10), Supernatural Vigor. Awards : Glory 160, Wisdom 30.
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1-2: There is nobody in the room. 3-6: Odireta the Hag is torturing a Degenerate Man because of a real or imagined offence. When the heroes enter, she attacks them savagely with her torturing knife (1d3 damage). Three rounds later, she regains her wits and tries to use her Psychic Powers to flee. If the heroes free the Degenerate Man, he tries to flee. Odiretas stats can be found next page.
Taxonomy : Spirit Description : Hags are vile creatures that look like extremely ugly old crones but are not human. This particular Hag, Dulmodia, is an expert in potions and poisons. She conspires to kill her ally Hekateria and seize control of the Lair of the Hags. Size : Medium Ferocity : Deadly Cunning : Crafty Mystique : Eldritch Movement : 60 Initiative : 15 Melee Attack : +6 Damage : 1d6 (claws) Defense Class : 17 Hits Total : 20 Detection / Evasion : +10 / +8 Mystic Fortitude : +8 Special Abilities : Magic Resistance, Psychic Powers (Psychic Gift 5, Mystic Strength 17, Power 24), Regeneration (1 Hit per round), Sixth Sense, Supernatural Vigor, Tough Skin. Awards : Glory 115, Wisdom 500.
Closer Inspection: No true hero will want to closely examine this room.
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Taxonomy : Spirit Description : Hags are vile creatures that look like extremely ugly old crones but are not human. Odireta is completely crazy (even by Hags standards) and delights in torturing prisoners and even her own servants, the Degenerate Men. She doesnt care about power and wont help Hekateria if Dulmodia tries to kill her. Size : Medium Ferocity : Deadly Cunning : Crafty Mystique : Eldritch Movement : 60 Initiative : 15 Melee Attack : +6 Damage : 1d6 (claws) Defense Class : 17 Hits Total : 20 Detection / Evasion : +10 / +8 Mystic Fortitude : +8 Special Abilities : Magic Resistance, Psychic Powers (Psychic Gift 5, Mystic Strength 17, Power 24), Regeneration (1 Hit per round), Sixth Sense, Supernatural Vigor, Tough Skin. Awards : Glory 115, Wisdom 500.
Encounters: Hekateria the Hag spends most of her time in this temple to Chaos. She was blinded in her fight against the White Serpent. When the heroes enter the temple, the Hag asks in a weak, chilling voice: Parmenion? Have you returned?. The pain she suffers because of her wounds disorients the Hag; the heroes can deceive the Hag and make her believe she is talking with Parmenion of Tomis, brother of Queen Parsifae. With clever questions they could learn that Parmenion is in fact Hekaterias disciple and the story of how they freed the Minotaur, but sooner or later the Hag will discover that she isnt speaking with Parmenion and will attack the heroes with her Rod of Lightning, which still has 1d10 charges left. As she is blind, her Missile attack mod is 0. When she has used all the charges in the Rod of Lightning, the Hag will use her Psychic Powers to fight the heroes. Treasure: Hekateria has a Rod of Lightning that she stole from the Temple of the Young Zeus (section 122). The Thunderous God desires the recovery of the magical artefact. Closer Inspection: If the heroes touch the small statues of the dark Gods they receive a curse: for each statue touched, they suffer a -1 penalty to all Mystic Fortitude saving rolls, until they are purified with a Divine Blessing.
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Taxonomy : Spirit Description : Hekateria is a Hag and a minion of Chaos. In ancient times she lured the Bull King of Proteus into releasing the forces of Chaos. For centuries she has hidden in dark places, fleeing the wrath of the Olympian Gods. Finally, she established herself in the Tomb of the Bull King, with two other Hags. There, she fooled Parmenion into releasing the Minotaur once again. But when she did so, the Goddess Rhea found the location of the Hag and sent the White Serpent to kill her. Hekateria killed it but was blinded and poisoned before doing so. Now, she lives in a dark temple to Chaos inside her lair, consumed by the pain of her wounds, but slowly recovering. Size : Medium Ferocity : Deadly Cunning : Crafty Mystique : Eldritch Movement : 60 Initiative : 15 Melee Attack : +6 Damage : 1d6 (claws) Defense Class : 17 Hits Total : 20 Detection / Evasion : +10 / +8 Mystic Fortitude : +8 Special Abilities : Magic Resistance, Psychic Powers (Psychic Gift 5, Mystic Strength 17, Power 24), Regeneration (1 Hit per round), Sixth Sense, Supernatural Vigor, Tough Skin. Hekateria also has a Rod of Lightning stolen from the Temple of Young Zeus (sect. 122). Awards : Glory 115, Wisdom 500.
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Tragos
Taxonomy : Folk Description : Evil, goat-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 Initiative : 12 Melee Attack : +2 Missile Weapons : +2 Damage : 1d6 (weapons) Defense Class : 17 (shield & breastplate) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 14, Melee +4) Missile Weapons (javelins, 120). Awards : Glory 40.
Ogre
Taxonomy : Folk Description : Anthropophagous cave-dwelling savages ; they look like primitive humans except for their oversized, tusk-like canine teeth They are the mortal enemies of Wildmen. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +4 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +6), Stealthy (12). Awards : Glory 30.
Ratling
Taxonomy : Folk Description : Sneaky, malevolent rat-headed humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
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Minotaur Lord
Taxonomy : Unique Monster Description : Huge jet-black Minotaur. Size : Large Ferocity : Deadly Cunning : Alert Mystique : Eldritch Movement : 90
Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. The Troglodytes of the Blackblood tribe fight with crude two-handed maces or stone axes (+2 to Melee). Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with 2-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with twohanded weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
Damage : 2d6 (huge axe) Defense Class : 20 Hits Total : 36 Detection / Evasion : +2 / +4 Mystic Fortitude : +8 Special Abilities : Charge into Battle (Initiative 22, Melee Attack +13), Crushing Damage, Fearsome, Grapple (Might = 20), Magic Resistance, Regeneration (2 Hits / round), Return from Death, Supernatural Vigor, Tough Skin, Uncanny Agility. The Minotaur Lord has a special ability called Return from Death. Even if he is brought to 0 Hits, the Minotaur regains 1 Hit in 5 rounds and can fight again. In this case, his Regeneration powers are diminished and he only regains 2 Hits/day until he recovers his 36 Hits. If the King of Monsters is killed with the Labrys, he cant use this special ability. This unique ability adds +10 to the Minotaur Lords basic Glory award and +20 to the Wisdom award. Awards : Glory 500, Wisdom 70.
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Overview
This is one of the exits to the central courtyard from the eastern part of the Tomb. Sometimes different patrols come from or to the Tomb of the Bull King through this door. Special Rules: Whenever the heroes enter either of the sections of this area, or if they remain more than half an hour inside a room, the Maze Master should roll 1d10: 1-5: Nothing. 6: 1d6 Boarmen. 7: 1d6 Ogres and one Tragos. 8: 1d6+3 Ratlings. 9: 1d6 Troglodytes. 10: The Minotaur himself! If the Minotaur appears, the heroes should flee if they dont have the magical Labrys (see section 184). If they fight the Minotaur, the Maze Master should consult the section The Final Fight. The stats of these creatures can be found on the previous two pages.
A beastly Ogre
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Overview
This area is an ancient group of fortifications where the soldiers who protected the palace resided long ago. Now the place is inhabited by Ophion the Dragon and his Boarmen servants, summoned from the Underworld by the Minotaur. This infernal, foul monster protects this entrance and has reached an agreement with the Minotaur to help him in his future attacks against the human inhabitants of Proteus. In this area is also the Temple of the Axe, where the heroes can obtain the magical Labrys, the axe that can kill the Minotaur, the King of Monsters.
Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
Sections
175 Eastern Entrance
Description: This great entrance is closed with heavy planks that are only opened when the Boarmen leave the fortress to hunt. The entrance is not illuminated. Encounters: Roll 1d6: 1-2: There is nobody in the room. 3-5: There are 1d3 Boarmen watching the room. 6: 1d6+1 Boarmen who are opening the door right now to go hunting. The heroes must fight them if they want to enter the room. The Maze Masters should also roll on the table under Encounters in section 178 to determine if there are watchmen
A brutish Boarman
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in the adjacent tower who could see the heroes approaching. Closer Inspection: The outer door is closed with a strong plank. It is possible to break it down with a ram or with a Feat of Strength. If the heroes try to break down the door the Maze Master should roll to see if there are watchmen in the adjacent tower (section 178). In that case, the Boarmen hear the noise and prepare an ambush in section 177. Each half-hour that the heroes stay here, the Maze Master should make a roll and consult the Encounters entry above to see if a group of Boarmen comes to the door.
Boarmen have prepared an ambush in this place: Round 1 : Three Boarmen come from section 180, protected behind their shields, to resist ranged attacks or a charge from the heroes. At the end of this first round, four other Boarmen close and hold the door in section 180 to prevent the heroes from fleeing. Round 4 : Four Boarmen come from section 178, and block the door between sections 177 and 176. Round 8 : Ophion the Black Dragon comes from section 182 and uses his Breath Weapon against the heroes. If the Dragon is hurt it steps back to section 182 where four more Boarmen will help him in the fight. Closer Inspection: If the heroes wait for a time in this room they will hear the Dragons breathing in the neighboring room. If the heroes examine the soot on the walls they discover that its not created by the torches (its caused by the fire breathed by the Dragon).
Boarman
Taxonomy : Folk Description : Boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
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Tomb and walk towards the Watch Tower (section 178) or to the inner courtyard (section 186). The heroes must use a rope to climb down to section 186 as there is a 20 drop from the roof. If no rope is available, climbing down the tower will require two Athletic Prowess saving rolls (one per 10) against a target number equal to the climbers Encumbrance total, according to the usual climbing rules.
A savage Boarman
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Boarman
Taxonomy : Folk Description : Boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
skeletons of roughly fifty humanoid beings. Encounters: This room is filled with the burned bones of the Dragons victims. Due to the curse of the Dragon, all the beings that die by his fire become Skeletons. The Boarmen know it and throw the corpses of their victims here. The Maze Master should roll 1d6 each five rounds that the heroes stay in this room: 1-3: Nothing happens. 4-6: Ten Skeletons rise and attack the heroes! Traps: The Dragon can activate all the Skeletons in this room at any time, simply by blowing on them. If he does it, ten Skeletons will be animated immediately to attack the heroes. Every five rounds, 1d3 more Skeletons animate, up to thirty Skeletons. Closer Inspection: If the heroes stay more than five rounds in this room, the Maze Master should roll again on the Encounters table.
If the heroes dont kill the Boarmen quickly, one of them goes to section 181 and then to the Dragons Lair (section 182). Five rounds later, the Dragon moves to section 181 and waits for the heroes there. If he is wounded later fighting the heroes, he raises the Skeletons at this section and flees to section 182 and then to section 177 to attack the heroes from section 180, taking them by surprise (it takes him five rounds to move up there). Treasure: The Boarmen keep food, water and weapons in this room. The heroes can take as many shields and spears as they want and up to seven food rations Closer Inspection: If the heroes rest here more than one hour, 1d6+3 Boarmen return from their hunt in the Wildlands and attack the heroes.
Skeleton
Taxonomy : Animate Description : Human skeleton animated by necromancy. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +2 Damage : 1d6 (sword) Defense Class : 15 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +4), Fearsome, Mindless. Awards : Glory 40, Wisdom 20.
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game terms, all these items form a loot with a total Enc value of 20 and a total worth of 10,000 silver pieces. Closer Inspection: If the heroes defeat the Dragon they can take his treasure, but if the Boarmen havent been completely defeated, theyll try to kill the group to keep the treasure for themselves before fleeing to the Wildlands. They are even willing to negotiate with the heroes to let them go in exchange for the treasure.
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Traps: The Veil is a magical protection created by the King of the Tomb (sect. 190). When someone approaches the Veil it begins to move ferociously. If anyone crosses it, he will fall frozen to the ground and will die if he doesnt receive aid (a healing potion or the Divine Healing powers of a Priest are enough to save him). Closer Inspection: The Boarman on the ground died trying to cross through the Veil and was left here by his companions. He doesnt have anything of value. If the heroes have spoken with the King of the Tomb (section 190) and have obtained his permission to get the Labrys, the Veil opens for them when they arrive at the room. Every half-hour the characters stay in the room, the Maze Master should roll again on the Encounters table.
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185 Corridor
Description: This corridor is illuminated along its length by green-flamed lamps. Encounters: Roll 1d6:
The Sacred Labrys
1-5: The corridor is empty. 6: The Lamperer comes from section 189 to light the lamps, then proceeds to section 183. Closer Inspection: Every hour that the heroes spend in this corridor, the Maze Master should make another roll on the Encounters table above.
Treasure: The heroes can take the axes from the walls. If they dont have the blessing of the King of the Tomb (section 190), they are cursed; they will always fail their attacks when they use any type of axe until they take the weapons back to the temple. If the heroes obtain the Labrys, the weapon will confer several powerful advantages to its wielder (see below). Closer Inspection: When the heroes enter the Temple, the statue animates and speaks with the heroes. Her actions depends on whether or not the heroes have the blessing of the King of the Tomb (section 190).
The Labrys
This unique magical axe of great power is indestructible and completely immune to the effects of corrosion. It can only be wielded as a two-handed axe and gives its wielder the following advantages : - Absolute immunity to the powers of Elementalists and Sorcerers. - A +2 bonus to Melee and Initiative. - An extra d6 of damage against all Bulls and Minotaurs (including the Minotaur Lord himself). In addition, if the Minotaur Lord is hit by the Labrys for at least 1 Hit, he loses his Regeneration ability for an entire day. If he is killed by a blow from the Labrys, his Return from Death special ability will not operate (ie he will stay dead).
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The Worm
Taxonomy : Monster Description : A giant, preternaturally tough carnivorous worm. Its grey-greenish skin makes it very hard to spot in the overgrown vegetation of the Garden (section 186). Size : Large Ferocity : Dangerous Cunning : Average Mystique : Weird Movement : 90 (crawling) Initiative : 12 Melee Attack : +6 Damage : 2d6 (fangs) Defense Class : 15 Hits Total : 30 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Camouflage (under dense vegetation, 16), Crushing Damage (constriction), Grapple (M = 20), Mindless, Regeneration (2 Hits / round), Stealthy (10), Supernatural Vigor, Tough Skin. Awards : Glory 340, Wisdom 30.
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Overview
This is the main entrance to the noble quarters from the central courtyard.
Sections
188 Long Stairs
Description: Long stairs rise from the courtyard to this section. Large greenflamed lamps illuminate the stairs. Encounters: The Maze Master should roll 1d6: 1-4: Nothing 5: A group of Shades comes from section 100. A tall and pale figure of heroic appearance precedes them. They climb the stairs to section 189. 6: The Lamperer comes from section 100 to light on the lamps. When he has finished, he goes to section 189. Traps: As the heroes climb the stairs they feel the weight of their sins. Each bad act they have done comes to their memory and acts as a weight that prevents them from continuing. In game terms, each action that has offended the Gods causes a -1 penalty to their Danger Evasion and Mystic Fortitude saving rolls. Examples of these acts include : having insulted or injured a Priest, not helping Melissa in the forest
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6: The Lamperer comes from section 188 to light the lamps. After he has lit them all, he goes to section 185. Closer Inspection: If the heroes enter the area between the columns to get a better view of the figures, they must make a Mystic Fortitude roll (target number 15). Those who succeed see the walls of the room vanish as they are transported to a green meadow illuminated by a tenuous light. At the edges of their vision they can see moving figures, some in groups and others alone. The heroes are having a vision of the Elysian Fields, the place where the souls of heroes go to rest : see Elysian Vision below.
Elysian Vision
Each hero is attracted toward one of the souls, who is always a dead person of special importance to the hero: he could be a deceased fellow adventurer, a famous ancestor or some historical personage the hero admires. Each hero experiences the encounter as if he was separated from the rest of the group. The soul of the hero greets him as a relative and asks what brings him to the Elysian Fields. If the hero responds courteously and tells the truth about his mission, the dead hero gives him a Blessing: it acts as the Divine Blessing power of a Priest, granting a +2 bonus to Defense Class, Mystic Fortitude, Danger Evasion but with a duration of an entire day. If the hero responds rudely or lies about his mission, the soul of the hero casts a curse on the hero that acts as the Divine Blessing but gives a penalty instead of a bonus, for the same duration (one day).
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Overview
This area consists of only one room, the Kings Megaron a great royal hall where the Bull King acts as Judge of the Underworld and decides the fate of the souls who are attracted to his court.
Sections
190 Kings Megaron
Description: This room is illuminated by the largest green-flamed lamps the heroes have seen in the Tomb. Great columns support the ceiling and the walls are decorated with paintings that represent regal figures which seem to watch the heroes from above. In the room is a great multitude of ghostly scribes who make annotations in parchments and papyruses. Pale guards stand by the columns and a procession of Shades slowly walks towards the platform in the eastern part of the room. On the platform is a black throne crowned with two great horns. On the throne there is a man, old but with a divine force and strength. He is dressed in rich black clothes, and has a high crown on his head, decorated with jewels that seem to absorb the light. In his hands is a sceptre made of a dark and unknown metal. Instead of eyes, the man has flaming green orbs.
Shadow
Taxonomy : Spirit Description : Insubstantial, life-drinking spirit of darkness looking like a human shadow. Size : Medium (two-dimensional) Ferocity : Dangerous Cunning : Clever Mystique : Unearthly Movement : 60 Initiative : 16 Melee Attack : n/a Damage : See below Defense Class : 17 Hits Total : 12 Detection / Evasion : +8 Mystic Fortitude : +10 Special Abilities : Camouflage (as shadow, 26), Insubstantial, Life Energy Drain (touch), Magic Resistance, Sixth Sense, Stealthy (22), Uncanny Agility, Wallcrawling. As all Insubstantial beings, shadows cannot be harmed by mundane weapons ; they may only be harmed by magic. Their only attack is their Life-Energy Drain touch. Awards : Glory 110, Wisdom 140.
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They must talk with two of the Gods who still manifest themselves in the Tomb and obtain their blessing. The heroes can talk with Rhea in section 75 or with other Gods whose temples still exist in the Tomb: Poseidon (section 43) Young Zeus (section 122) Hades (section 78) Hephaestus (section 205, Past only) The Judge of the Underworld doesnt give the heroes any indication of the locations or names of the various temples in the Tomb.
The Bull King, Judge of the Underworld
If the heroes have the Blessing of Rhea (or two other Gods), they can deduce that this is the King that Great Goddess Rhea ordered them to find. Only the King has the power to open the Veil of Death in section 183 so that the heroes can recover the Labrys, the magical axe. The Judge of the Dead has forgotten that he was the Bull King, the monarch of Proteus, a long time ago; indeed, if his royal title is mentioned, he insists that he is not a King, but a Judge. The heroes must make him remember his past, by talking about the great palace they have been exploring in the past hours (or days), and speaking about the treasures and marvels they have seen. Whether or not this succeeds should not depend on a die roll but on the players roleplaying skills, as adjudicated by the Maze Master. If the Judge of the Dead remembers that he was once the Bull King, he gives the heroes his blessing, granting them the power to open the Veil of Death (see section 183) and permission to recover the Labrys (see section 184).
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Palace Guard
Description : Military-trained fighting men with spear, shield, helmet and breasplate. Size : Medium
Overview
This area of the Tomb is subjected to strange time-jumping effects derived from the divine power that fell on the palace when the Bull King became the Judge of the Underworld. Special Rules: Whenever the heroes enter one of the rooms in this area, the Maze Master should roll a die as indicated in each section. Depending on the result the heroes will be in one time or another: the Past, with the living palace or the Present, with the dead Tomb of the Bull King. The beings in one time cant follow the heroes to the other time.
Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (spear) Defense Class : 18 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4). Soldiers are also able to use the Shield Wall special maneuver in battle (see Players Manual). Awards : Glory 30.
Sections
191 Guardroom
Description: Roll 1d6: 1-3 (Past): This room is magnificently decorated with paintings of soldiers. Hanging from the walls are perfumed oil lamps. A group of armed guards are standing in the room and they see the heroes as they enter the room. 4-6 (Present): The guardroom is not illuminated. It contains six statues of hoplite soldiers these are actually Iron Warriors, which animate as soon as the heroes enter the room.
Encounters (Past): Six Palace Guards protect this room. They begin to ask the heroes question in a very archaic (but understandable) form of Minean. They ask the heroes who they are and what they are doing in the rooms of the kings. They dont believe stories about Tombs or Minotaurs. If the heroes are hostile they fight them and follow them to any section of this area. If the heroes enter a section and are transported to the Present, the guards disappear. If the heroes give the guards their weapons, they escort them to section 196 and from there to section 200, to speak with the Queen; as soon as they reach section 200, the palace guards disappear and the characters weapons fall to the ground, right before them.
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Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
Encounters (Past) : There are four girls on the terrace, playing. When they see the heroes, they are scared. They are young and are dressed in strange but rich clothes. They dont respond to the questions of the heroes and try to flee by jumping through the hole in section 193. If the heroes are able to stop them before they jump, they talk with the girls, and learn that one of them is Princess Pelagia. If they have been in the Queens Megaron (sect. 200) and they have the Queens necklace, they can give it to the Princess now. The Princess recognizes it and is grateful to the heroes. Encounters (Present): Roll 1d6: 1-3: Three ethereal figures dance under the sky, but when the heroes approach them, they disappear, as if they had never been here. 4-6: 1d6+3 ferocious Harpies arrive to investigate and attack the heroes. They flee as soon as two of them are killed.
Harpy
Encounters (Present): Six Iron Warriors are in the room and attack the heroes. They cant leave the room. See next page for their statistics.
Taxonomy : Monster Description : Bat-winged, jet black-skinned vicious humanoids with sharp fangs, sharper talons and a fondness for human flesh Size : Medium
Ferocity : Dangerous Cunning : Clever Mystique : Weird Movement : 240 flying Initiative : 15 Melee Attack : +5 Damage : 1d6 (claws & fangs) Defense Class : 15 Hits Total : 12 Detection / Evasion : +4 / +8 Mystic Fortitude : +2 Special Abilities : Dive into Battle (Initiative 17, Melee +7), Grapple (16), Uncanny Agility, Winged. Awards : Glory 120.
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and courteously asks them about their names and the reason for their visit to the palace of the Bull King. If at some time the heroes show hostile intentions, Idomeneus tries to protect the Princess and let her flee, while he shouts for the guards: three rounds later four Palace Guards (human soldiers) come from section 194. If the heroes have spoken with the Queen in sect. 200 and have accepted the order to give the necklace to Princess Pelagia, this is the moment to give it to her. The girl recognizes it right away. She is very grateful to the heroes, for they have found the necklace she lost so long ago. Treasure: In the Past, the heroes can take the statuettes or the adornments of the megaron. They represent a loot with a total Enc of 10 and a total worth of 2,000 sp. If there are people in the megaron while they are stealing the objects, they warn the guards and four Palace Guards arrive in three rounds.
Palace Guard
Description : Military-trained fighting men with spear, shield, helmet and breasplate. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (spear) Defense Class : 18 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4). Soldiers are also able to use the Shield Wall special maneuver in battle (see Players Manual). Awards : Glory 30.
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Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
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Encounters: If the heroes are in the Present, the room is empty. If they are in the Past, the Maze Master should roll 1d6 when they enter: 1-3: The room is empty. 4-6: There is a man in the room, sitting in one of the stools. His name is Phocas and is a scribe in the palace. He trusts the heroes and chats with them if they are friendly. He is waiting for the Queen to come, because he must give her writing tools for Princess Pelagia. If the heroes ask him where the Princess is, Phocas says the Princess prefers to play masculine games instead of behaving as a Princess. Phocas says she likes to play with her friends in the private megaron of the Kings (section 193), and tells the heroes how to get there.
Closer Inspection: If the heroes are in the Past, the Maze Master should roll on the table given above in Encounters every fifteen minutes.
197 Corridor
Description: Roll 1d6: 1-3 (Past): This corridor is illuminated by oil lamps and has frescoes with scenes of farmers and fishermen. 4-6 (Present): This corridor is not illuminated.
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Overview
This area is the personal domain of the Judge of the Underworlds wife. Its a dangerous area where the heroes must be very careful. Special Rules: In this area the power of old Goddesses can be felt. All the male heroes in the party suffer a -2 penalty to all their saving rolls. Conversely, all female heroes gain a +2 bonus to all their saving rolls.
Size : Medium Ferocity : Dangerous Cunning : Crafty Mystique : Eldritch Movement : 90 Initiative : 23 Melee Attack : +5 Damage : energy drain Defense Class : 18 Hits Total : 16 Detection / Evasion : +12 Mystic Fortitude : +8 Special Abilities : Fearsome, Grapple (Might = 16), Life Energy Drain (kiss ; only usable vs immobilized victims), Lightining Fast, Magic Resistance, Sixth Sense, Stealthy (20), Supernatural Vigor, Uncanny Agility, Wallcrawling. Awards : Glory 120, Wisdom 140. Note : Exposure to daylight does 1d6 damage per battle round to an Empusa. This damage cannot be regenerated. A dead Empusa falls to dust. The Empusa with Psychic Powers has a Psychic Gift of 5, a Mystic Strength of 17 and 20 Power points. She has the same characteristics as the others, except that she is worth 140 Glory and 340 Wisdom.
Sections
198 Axe Guardians
Description: This room is illuminated with green-flamed lamps. In the center of the room there are four women who stand up when the heroes enter. Encounters: Four Empusas (one of them with Psychic Powers) guard this room. They attack all the men in the group. The women arent attacked, although the Empusas defend against them. If the heroes have the Blessing of Rhea (section 75) or the Queens Blessing (section 200) they can cross the room without problems.
199 Bedroom
Description: This cold room is illuminated by green-flamed lamps. There is a large bed in the room protected by ethereal veils.
Traps: If a hero lies on the bed, he falls asleep immediately. If he fails a Mystic Fortitude saving roll (target number 15), he sleeps so deeply that he never wakes up. If his companions try to wake him up, the hero can repeat the failed Mystic Fortitude saving roll. Eventually he will wake up, but for every failed roll he loses 1 point in a randomly chosen attribute (Might, Skill, etc.). The lost points can only be recovered resting outside the Tomb of the Bull King.
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Then, the Queen requests a personal favor from the heroes. She takes off a necklace from her neck and gives it to the heroes. She wants the heroes to find her daughter, Princess Pelagia, whose spirit dwells in the rooms to the west. If they find her, they must give her the necklace: She lost the necklace when she was just a child, and she never found it again. And then our palace was turned into the Tomb that it is now. But all the lost and forgotten things arrive at this place sooner or later, and here I found the necklace. Find my daughter, Princess Pelagia, and give her this necklace, so that my last bond with the world of the living will vanish and my suffering can finally disappear with it. The Princess spirit (or her surviving remembrance) is in area 28. If the characters do not have the Blessing of Rhea, the Queen is hostile and orders the heroes to leave her megaron. If they disobey, the collective ghosts of her servants attack the characters (see Egregor, next page for more details).
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Egregor
Taxonomy : Spirit Description : Egregors are gestalt ghosts, spectral entities formed by the combined psyches of a group of individuals. Size : Large Ferocity : Aggressive Cunning : Alert Mystique : Eldritch Movement : 90 Initiative : 14 Melee Attack : n/a Damage : see below Defense Class : 16 Hits Total : 18 Detection / Evasion : +2 Mystic Fortitude : +8 Special Abilities : Fearsome, Insubstantial, Life-Energy Drain (touch, 1d6, one attack per round), Magic Resistance, Stealthy (16). Awards : Glory 70, Wisdom 70.
The Large Size of the Egregor reflects the collective nature of the entity and the impression that each Egregor is an entire cohort of distinct beings. This Size gives the Egegor a Hits Total of 18 but does not allow it to make more than one Life-Energy Drain attack per round, which is its only form of attack. Since the Egregor cannot attack more than one target per round, its Glory award is not doubled because of its Large Size. Being Intangible, Egregors cannot be harmed by ordinary weapons.
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Overview
In this zone of the Tomb the heroes will find the old workshops and rooms of the craftsmen who worked for the Bull King. Now only Ghosts walk by these corridors. Nevertheless, sometimes the old inhabitants of the palace can be seen, due to the divine power that transformed the palace into the Tomb of the Bull King. Special Rules: Whenever the heroes enter one of the rooms in this area, the Maze Master should roll a die as indicated in each section. Depending on the result the heroes will be in a time or another: the Past, with the living palace or the Present, with the dead Tomb of the Bull King. The beings in one time cannot follow the heroes to the other time.
Closer Inspection: If the heroes try to clear the rocks they provoke a new collapse. Any heroes who fail a Danger Evasion saving roll (target number 15) take 1d6 damage points. If the heroes persist in their attempts the collapse continues until the ceiling falls upon the heroes, killing them all.
Sections
201 Collapsed Stairs
Description: These stairs once led to the upper part of the palace, where there were more rooms and workshops. A great collapse has blocked these stairs, making it impossible to walk up to the second floor.
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Palace Guard
Description : Military-trained fighting men with spear, shield, helmet and breasplate. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (spear) Defense Class : 18 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4). Soldiers are also able to use the Shield Wall special maneuver in battle (see Players Manual). Awards : Glory 30.
203 Library
Description: Roll 1d6: 1-2 (Past): This large room is dimly lit by small lamps hanging near the doors. Dozens of shelves with small tablets and papyruses fill the room and the heroes can see people moving between the bookcases, consulting and ordering documents. 3-6 (Present): This large room is not illuminated. There are dozens of bookcases, many of them fallen upon others. The bookcases and the ground are covered by dust, broken tablets and rotten papyruses. In some places there are tablets in good condition. Ghostly lights move between the bookcases. Encounters (Past): Five scribes take care of the great library and its treasures. If they see the heroes they ask them what are they searching for. If the heroes are able to convince them that they are not intruders the scribes are friendly and help them as much as they can. Encounters (Present): Five Ghosts inhabit the ruins of the library. They attack any hero who stays more than ten minutes in the room. See next page for their statistics. Treasure (Past): If the heroes visit the library they can find the Complete Works of Homeros and a copy of the Seven Scrolls of Thessalia. Treasure (Present): If the Ghosts are defeated, the heroes can search the library. After twenty minutes or so, they find two Tablets of Binding. Closer Inspection (Past or Present): Aside from the treasures, the heroes can find maps and old documents, as determined by the Maze Master.
Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
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Ghost
Taxonomy : Spirit Description : Ghosts usually look like translucent, intangible humans. The Ghost of section 203 look like insubstantial old scribes with hollow eyes and taterred robes. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Eldritch Movement : 60 Initiative : 14 Melee Attack : n/a Damage : Special Defense Class : 16 Hits Total : 8 Detection / Evasion : +6/+4 Mystic Fortitude : +8 Special Abilities : Fearsome, Insubstantial, Life Energy Drain (touch attack), Magic Resistance, Sixth Sense, Stealthy (18) Like all Insubstantial beings, Ghosts cannot be harmed by mundane weapons or means and cannot inflict physical damage to material beings (except with their Life Energy Drain ability). Awards : Glory 85, Wisdom 160.
Palace Guard
Description : Military-trained fighting men with spear, shield, helmet and breasplate. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (spear) Defense Class : 18 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4). Soldiers are also able to use the Shield Wall special maneuver in battle (see Players Manual). Awards : Glory 30.
Bronze Colossus
Taxonomy : Animate Description : Huge animated metal man. Each of the two Bronze Colossi is armed with a spear and a shield. Size : Large Ferocity : Aggressive
Cunning : Average Mystique : Weird Movement : 90 Initiative : 11 Melee Attack : +4 Damage : 2d6 (weapon) Defense Class : 19 (with shield) Hits Total : 24 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Grapple (Might = 20), Crushing Damage (after successful grapple), Mindless, Natural Armor, Supernatural Vigor. Awards : Glory 140, Wisdom 20.
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Encounters (Present): Two Bronze Colossus guard this section. They attack any living being in the room and will pursue the intruders through sections 205 to 209, but not beyond. Closer Inspection (Past): After five minutes ten Palace Guards come from Section 207 through section 208 to defeat the intruders. If the heroes kill them all, they wont be attacked again by soldiers while in this area. Closer Inspection (Present): The Maze Master should roll 1d10 every fifteen minutes: 1-5: Nothing. 6-8: A group of three Shades comes from section 208, ignoring the heroes. After some minutes wandering the room, they leave the room through the great bronze doors, disappearing. 9-10: A Bicephalous Wolf and 1d6+3 Lycans come from section 23 to investigate and capture the characters. The Lycans will first order the heroes to surrender and will repeat this order each time one of the heroes is killed or incapacitated. If the Lycans do capture the characters, they take them to the rooms of the Beastlord (section 28).
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Bicephalous Wolf
Taxonomy : Monster Description : Two-headed wolves, thought by most scholars and adventurers to be the hybrid offspring of a Cerberus and a wolf. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 (240 when galloping) Initiative : 12 Melee Attack : +2 Damage : 1d6 (claws & teeth) Defense Class : 13 Hits Total : 8 Detection / Evasion : +7 / +2 Mystic Fortitude : +2 Special Abilities : Gallop, Multiple Heads (two) ; Sharp Senses, Stealthy (14).
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206 Guardroom
Description: Roll 1d6: 1-2 (Past): This room, illuminated with oil lamps, is guarded by a group of soldiers. In the room there are coats, amphorae and other provisions. 3-6 (Present): This room is not illuminated. Six Iron Warriors guard it. Encounters (Past): A group of six Palace Guards guards the room.They attack the heroes if they dont explain convincingly why they are here. If they capture them, they take them to the Queens megaron (section 200), but they vanish when they arrive. Encounters (Present) Six Iron Warriors guard this room. They attack the heroes but they dont follow them outside the room. Treasure: In the Past the heroes can take the provisions stored here. The heroes can obtain ropes, tools and as many rations of food as they need. Closer Inspection: If the heroes are in the Past and remain in this section more than fifteen minutes, the Palace Guards attack them (see section 204), unless theyve already been defeated.
Palace Guards or Iron Warriors ? Well, it all depends on WHEN you are
176
Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
Palace Guard
Description : Military-trained fighting men with spear, shield, helmet and breasplate. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (spear) Defense Class : 18 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4). Soldiers are also able to use the Shield Wall special maneuver in battle (see Players Manual). Awards : Glory 30.
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208 Agora
Description: Roll 1d6: 1-2 (Past): This corridor is illuminated by torches and there are jars, ceramics and other craftworks near the two doors in the north wall. 3-6 (Present): This empty corridor is not illuminated. Encounters: In the Present there is nobody here. In the Past, there are several merchants watching how the heroes look at their objects. Closer Inspection: If the heroes in the Past approach the objects, a merchant comes out of the door and leads them to the interior of his shop (section 210 or 211). The Maze Master should roll as usual to see if the heroes are in the Past or in the Present when they enter the new section.
7-8: Menobantes the Merchant (see section 211) comes from section 208 and tries to lead heroes to his shop. If the heroes go with him, the Maze Master should roll as usual to see if the heroes are transported to the Past or the Present each time they enter a new section (they walk to section 208 and then to section 211). 9-10: A patrol of 1d3+3 Palace Guards come from section 208 to interrogate the heroes about why they are here. If their answers dont satisfy them, they attack them. Fifteen minutes later, the Royal Guard (see section 204) comes to investigate, warned by the merchants and craftsmen.
209 Propylaeum
Description: Roll 1d6: 1-2 (Past): This is a large room with columns, a Propylaeum. Big oil lamps illuminate the corridor. The high columns support a roof decorated with paintings. The walls show paintings with scenes of craftsmen working. 3-6 (Present): This large room with columns is not illuminated. The walls show paintings partially destroyed with scenes of craftsmen working. Encounters: In the Present, this section is empty. In the Past, the Maze Master should roll 1d10: 1-5: Nobody. 6: A group of three artisans comes from section 208 and goes to section 214. They ignore the heroes. If the heroes call to them, they reply that they are very busy and cant stop to chat.
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Closer Inspection (Past only): The Scribe (named Lisandro) asks the heroes if they have some task for him to perform. He can write messages, poems or last wills. Hes not very interested in the events of the world.
213 Infirmary
Description: Roll 1d6: 1-2 (Past): This room is full of beds, ready to receive the patients of Escamandro (see section 215). 3-6 (Present): This room is not illuminated. There are rotten wooden beds in the room.
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Closer Inspection (Past only): The heroes can speak with Escamandro. The Physician is a busy man who wants to study his papyruses about medicine. In exchange for 5 silver pieces he can heal the wounds of the heroes, and even allows them to rest in his infirmary (see section 213). He has six doses of Potion of Healing, which he can sell to the heroes for 100 silver pieces each. He has also two Amulets of Health that he uses to accelerate the treatment of the patients who rest in his infirmary, but will refuse to sell them.
3-6 (Present): This room is not illuminated. There are many tablets in different shelves and on the ground. Encounters (Past): Idelias the Scribe is working in this room. If stats are needed, Idelias has 4 Hits and will not fight, even if attacked. Encounters (Present): A Shade is writing with a stylus on a wax tablet. It writes senseless scrawls, which he then erases before starting all over again. Closer Inspection (Past only): If the heroes want to speak with Idelias, he tells them that he is busy finishing an important document for the King, and that he must not be bothered. If the heroes insist, he says he will call the guards if they dont leave.
218 Corridor
Description: The doors of this dark corridor show truly hideous gorgon faces carved on their interior sides. Traps: The carved gorgon faces are devious magical traps designed to catch intruders. See The Gorgon Doors below for more details.
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181
Cave Spider
Taxonomy : Monster Description : Huge spiders which can attack two men during the same round.
Overview
This is one of the entrances to the Tomb, but it is hidden. Near the entrance there is an abandoned stable.
Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs)
Sections
220 Southeastern Gate
Description: This entrance is covered with enormous webs that hide the large southern door, one of the Great Entrances to the Tomb. The interior of the corridor is also full of webs. Encounters: 1d6 Cave Spiders stay in this room. They have been put here as guardians by the Black Sage (see section 224). Their poison paralyzes their victims and the Spiders always try to trap them in their webs. If the Cave Spiders manage to immobilize all the heroes in their webs, hours later the heroes awaken shackled in section 223, captured by the Black Sage. Closer Inspection: The entrance to the Tomb is totally covered by webs and the heroes cant see it from the outside. Only if the heroes cut the webs can they find the door to the Tomb, but the Cave Spiders attack them as soon as they begin their work
Defense Class : 16 Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
Originally, stairs rose to the second floor, but now they are broken and the second floor is mainly destroyed. Traps: The Black Sage has left two traps in the room to capture those who venture into this section. The northern trap is a pit trap, wide enough to catch all heroes. Type: indoor. Effect: falling (1d6) + entrapment; Concealment 19; Danger Rating 19. The southern trap is a net big enough to catch all the intruding heroes. Type: indoor; Effect: entrapment; Concealment 18; Danger Rating 20. If the heroes are captured by either trap, they are taken by a group of enslaved beings (see p184) to section 233, where they are interrogated by the Black Sage (see section 224).
182
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal
Overview
This is the lair of the Black Sage, an immortal magician, brother of the Red Sage who lives in a house on the western side (area 3). The magician has traps and servants distributed throughout this area and area 31 (southeastern entrance).
Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Sections
222 Watch Tower
Description: These stairs go up to a high watching tower. Encounters: Three Lycans, magically enslaved by the Black Sage, watch the zone from this tower. They used to belong to the Horde of the Minotaur, but they were captured and bewitched by the Black Sage. If the heroes enter by the door situated in section 226, they begin to sound a bell, and the beings in sections 225 and 227 are alerted and enter section 226, attacking the heroes. Closer Inspection: If the characters capture the Lycans, the only way to free them for their sorcerous Enslavement (besides killing their master) is to call for a Divine Intervention. If the Lycans are freed, however, instead of being grateful, they will try to attack the characters and flee to rejoin the Horde of the Minotaur.
223 Prison
Description: This room is empty and dark. If the heroes are captured at any time by the servants of the Black Sage, they will be thrown into this cell until the magician interrogates them. Closer Inspection: To open the door the heroes must succeed in a Feat of Strength or a Thief can try to pick its lock (see the lockpicking rules, p 28).
183
Encounters: The Black Sage. This powerful magician arrived at the Tomb many years ago with his brothers, the Red Sage (section 16) and the White Sage (section 22). He soon became obsessed with his experiments and research into mind control and isolated himself from his brothers. Now he fears them and thinks that they conspire against him to steal his secrets. He has managed to Enslave various denizens of the Tomb that now work for him. See below for more details. Treasure: The assorted treasure of the Black Sage represents a loot with a total Enc of 10 and a total value of 3,000 silver pieces. The various parchments will also give a Sorcerer 300 Wisdom points if he studies them for a month. The Black Sage also has two mythic items tied to Sorcery: his Mask of Submission (see below for more details about this item) and his Staff of Command.
The Black Sage, complete with his Mask of Submission and his Staff of Command
Melee Attack +4, Missile Attack +8 Danger Evasion +12, Mystic Fortitude +8, Physical Vigor +8, Athletic Prowess +4 Personal Charisma +8 Equipment : Staff, Dagger. Realm of Magic : Sorcery Psychic Gift +8, Mystic Strength 20, Power total 24. Mythic Items : Staff of Command, Mask of Submission (see below). Description: When the Sage, a Philosopher of great learning, travelled to Tomb of the Bull King to find its secrets, he fell under a curse that divided him into three entities. The Black Sage is the evil facet of his soul, his dark urges. He is a Sorcerer obsessed with mental control. He has Enslaved several denizens of the Tomb to serve him..
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185
roll 1d10 twice to determine which Enslaved creatures are currently serving the Black Sage, in addition to the three Lycans in section 222. 1-2: 1d3 Lycans. 3-4: 1d3 Wildmen. 5-6: 1d3 Troglodytes. 7-8: 1d3 Ratlings. 9: 1d3 Boarmen. 10: 1d3 Ogres. Thus, taking into account the three Lycans of section 222, the Black Sage will currently have from five to nine denizens under his domination, which always leaves him at least.enough mind space to Enslave a 3rd level hero.
Wildman
Taxonomy : Folk Description : Primitive cave-dwelling men Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Missile Attack : +1 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 8 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 13, Melee Attack +4), Missile Weapons (javelins, 120), Stealthy (12). Awards : Glory 25.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
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Troglodyte
Taxonomy : Folk Description : Carnivorous reptilian humanoids. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (with two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with two-handed weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 50, Wisdom 20.
Boarman
Taxonomy : Folk Description : Brutish boar-headed humanoids. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee Attack +4), Supernatural Vigor. Awards : Glory 25, Wisdom 10.
Ratling
Taxonomy : Folk Description : Sneaky, malevolent rat-headed humanoids who live in deep undeground caves. Size : Small Ferocity : Aggressive Cunning : Crafty Mystique : Weird Movement : 60 Initiative : 20 Melee Attack : +3 Missile Attack : +4 Damage : 1d3 (claws or weapons) Defense Class : 15 Hits Total : 4 Detection / Evasion : +10 / +12 Mystic Fortitude : +2 Special Abilities : Lightning Fast, Missile Weapons (darts, 60), Poison (darts, paralysis), Sharp Senses, Stealthy (22), Uncanny Agility. Awards : Glory 15.
Ogre
Taxonomy : Folk Description : Anthropophagous cave-dwelling savages ; they look like primitive humans except for their oversized, tusk-like canine teeth They are the mortal enemies of Wildmen. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +4 Damage : 1d6 (weapons) Defense Class : 12 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +6), Stealthy (12). Awards : Glory 30.
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226 Hall
Description: This large room is illuminated by torches. There is a group of humanoids in the middle of the room. Encounters: When the heroes enter, there is a group of enslaved beings guarding the room. The Maze Master should consult section 225 to determine what slaves the Black Sage has at this time. The first group rolled will be found in this room instead of in section 225. They attack the heroes as soon as they enter. Five rounds later, the enslaved beings in section 225 join the fight. If the Lycans in the tower (section 222) sound the bell, one round after entering the room the heroes are attacked by the enslaved beings from section 225 and the creatures from section 227. Traps: There is a trap on the south door. If a hero opens the door, he is attacked by a group of darts. Type: indoor; Effects: direct damage (1d6); Concealment 18; Danger Rating 18.
Closer Inspection: In a corner of room there are cooking tools and disarmed hunting traps.
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Bicephalous Wolf
Taxonomy : Monster Description : Two-headed wolves, thought by most scholars and adventurers to be the hybrid offspring of a Cerberus and a wolf. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Weird Movement : 60 (240 when galloping) Initiative : 12 Melee Attack : +2 Damage : 1d6 (claws & teeth) Defense Class : 13 Hits Total : 8 Detection / Evasion : +7 / +2 Mystic Fortitude : +2 Special Abilities : Gallop, Multiple (two) ; Sharp Senses, Stealthy (14). Awards : Glory 80, Wisdom 10. Heads
Cave Spider
Taxonomy : Monster Description : Huge spiders. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs) Defense Class : 16 Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
Empusa
Taxonomy : Spirit Description : Beautiful (but blood-drinking) undead temptress. Empusae are the revenants of seductive witches who have given their souls to Hecate in exchange for eternal unlife. Size : Medium Ferocity : Dangerous Cunning : Crafty Mystique : Eldritch Movement : 90 Initiative : 23 Melee Attack : +5 Damage : energy drain Defense Class : 18 Hits Total : 16 Detection / Evasion : +12 Mystic Fortitude : +8 Special Abilities : Fearsome, Grapple (M 16), Life Energy Drain (kiss ; only vs immobilized victim), Lightining Fast, Magic Resistance, Sixth Sense, Stealthy (20), Supernatural Vigor, Uncanny Agility, Wallcrawling. Awards : Glory 120, Wisdom 140.
Note : Exposure to daylight does 1d6 damage per battle round to an Empusa. This damage cannot be regenerated. A dead Empusa falls to dust.
Iron Warrior
Taxonomy : Animate Description : Animated iron statues of hoplites, with weapons and inbuilt armor. Size : Medium Ferocity : Deadly Cunning : Average Mystique : Weird Movement : 60 Initiative : 13 Melee Attack : +6 Damage : 1d6 (weapon) Defense Class : 19 (with shield) Hits Total : 20 Detection / Evasion : 0 Mystic Fortitude : +2 Special Abilities : Charge into Battle (Initiative 15, Melee Attack +8), Mindless, Natural Armor, Supernatural Vigor. Unique Ability : Iron Warriors can use the Shield Wall special maneuver (see Players Manual, p 23). Awards : Glory 75, Wisdom 30.
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Encounters: Every half-hour that the heroes stay in the ruins, the Maze Master should roll 1d10: 1-3: Nothing. 4-5: 1d6 Boarmen from area 25. 6-7: 1d6 Lycans from area 22. 8-9: 1d6 Troglodytes from area 2.
Overview
This exterior zone of the Tomb of the Bull King is formed by various ruins of smaller buildings that surround the palace. Most of them are simple lines of stones, but the most significant ruins are shown on the map. This area is often visited by wild animals, monsters, and patrols of inhabitants of the Tomb.
10: A group of Slaves of the Black Sage (see p 184-185). This group consists of one-half (rounded up) of the Sages current Slave crew. The stats for Boarmen, Lycans and Troglodytes can be found next page. Traps: At the points marked with a T in the map there are hunting traps, set by the Boarmen from area 25 or the Black Sages slaves from area 32. If the group walks near one of the traps, the Maze Master should determine its nature randomly by rolling 1d6: 1-2: Type: outdoor; Effect: direct damage (1d6); Concealment Rating 18; Danger Rating 18. 3-4: Type: outdoor; Effect: crushing damage (2d6); Concealment Rating 17; Danger Rating 19. 5-6: Type: outdoor; Effect: entrapment; Concealment 19; Danger Rating 17.
Sections
228 Ruined Houses
Description: This zone is formed by the ruins of houses and small palaces. None of the houses has their second floor intact, but some of them still have ceilings, so they can be used as refuge.
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Troglodyte
Taxonomy : Folk Description : Carnivorous, slow-witted reptilian humanoids. They fight with crude two-handed maces or stone axes. Size : Medium Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +6 (two-handed weapon) Damage : 1d6 (weapon) Defense Class : 14 Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : +4 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +8 with twohanded weapon), Magic Resistance, Stealthy (12), Tough Skin. Awards : Glory 40, Wisdom 20.
Boarman
Taxonomy : Folk Description : Boar-headed beastmen. They fight with spears and shields. Size : Medium Ferocity : Aggressive Cunning : Average Mystique : Normal Movement : 60 Initiative : 11 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 12 Detection / Evasion : 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 13, Melee +4), Supernatural Vigor. Awards : Glory 30, Wisdom 10.
Lycan
Taxonomy : Folk Description : Wolf-headed humanoids. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Normal Movement : 60 Initiative : 12 Melee Attack : +2 Damage : 1d6 (weapons) Defense Class : 14 (with shield) Hits Total : 8 Detection / Evasion : +6 / +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee Attack +4), Missile Weapons (javelin, 120), Sharp Senses, Stealthy (14). Awards : Glory 40.
Encounters: Normally a predator uses the ruins as a hideout until its expelled by another stronger creature. The Maze Master should roll 1d6 to determine the present inhabitant of the ruins: 1-2: Nothing 3: Cave Bear 4: Empusa (no Psychic Powers). 5: Giant Scorpion 6: Cave Spider See next page for their statistics.
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Cave Bear
Taxonomy : Beast Description : Huge cave-dwelling bear. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 90 Initiative : 12 Melee Attack : +6 Damage : 2d6 (claws & bite) Defense Class : 14 Hits Total : 24 Detection / Evasion : +4 / 0 Mystic Fortitude : 0 Special Abilities : Charge Into Battle (Initiative 16, Melee +8), Crushing Damage (bear hug), Grapple (M = 20), Sharp Senses, Stealthy (10), Tough Skin. Awards : Glory 110.
Giant Scorpion
Taxonomy : Monster Description : Rhino-sized scorpion. Usually lurks in desert ruins and other doomed sites. Size : Large Ferocity : Dangerous Cunning : Average Mystique : Normal Movement : 120 (90 wallcrawling) Initiative : 16 Melee Attack : +6 Damage : 2d6 (sting & pincers) Defense Class : 14 Hits Total : 24 Detection / Evasion : 0 / +4 Mystic Fortitude : 0 Special Abilities : Lightning Fast, Mindless, Poison (sting, death in 1d6 rounds), Stealthy (10), Tough Skin, Wallcrawling. Awards : Glory 240, Wisdom 10.
Empusa
Taxonomy : Spirit Description : Beautiful (but blood-drinking) undead temptress. Empusae are the revenants of seductive witches who have given their souls to Hecate in exchange for eternal unlife. Size : Medium Ferocity : Dangerous Cunning : Crafty Mystique : Eldritch Movement : 90 Initiative : 23 Melee Attack : +5 Damage : energy drain Defense Class : 18 Hits Total : 16 Detection / Evasion : +12 Mystic Fortitude : +8 Special Abilities : Fearsome, Grapple (Might = 16), Life Energy Drain (kiss ; only vs immobilized victims), Lightining Fast, Magic Resistance, Sixth Sense, Stealthy (20), Supernatural Vigor, Uncanny Agility, Wallcrawling. Awards : Glory 120, Wisdom 140.
Note : Exposure to daylight does 1d6 damage per round to an Empusa. This damage cannot be regenerated. Dead Empusas fall to dust.
Cave Spider
Taxonomy : Monster Description : Huge spiders that can attack two man-sized opponents at the same time. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Normal Movement : 90 Initiative : 14 Melee Attack : +7 Damage : 2d6 (fangs & legs) Defense Class : 16 Hits Total : 24 Detection / Evasion : +2 / +4 Mystic Fortitude : 0 Special Abilities : Entangle (webs, 20 range, Might 20), Poison (sting, paralysis), Stealthy (14), Tough Skin, Uncanny Agility, Wallcrawling. Awards : Glory 260.
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Overview
These are the rooms that the Minotaur has reserved for himself. No one can enter them without being killed by the Minotaur, not even his own servants. Most of the area is not illuminated, since the Minotaur knows the rooms well and prefers to utilize the darkness to prepare ambushes for those that dare to attack him. The aura of death and rage that emanates from the Minotaur has impregnated these rooms. As the heroes enter this area, they feel an oppressive sense of doom: in the deep of their heart, they know that, sooner or later, they will find the Minotaur here unless he finds them first. Special Rules: Because of the aura that impregnates the place, heroes will find it difficult to concentrate or think with clarit; magicians will have to spend an extra Power point every time they use their magical powers. Each time the heroes enter a new section, the Maze Master should roll 1d10: 1-5: Nothing 6-7: The Minotaur comes from a nearby section and Charges into Battle. 8-9: The Minotaur is in this section and immediately attacks the heroes. 10: The Minotaur is busy devouring a victim and is surprised. The Maze Master should stop rolling once the Minotaur appears.
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Minotaur Lord
Taxonomy : Unique Monster Description : Huge jet-black Minotaur. Size : Large Ferocity : Deadly Cunning : Alert Mystique : Eldritch Movement : 90 Initiative : 18 Melee Attack : +9 Damage : 2d6 (huge axe) Defense Class : 20 Hits Total : 36 Detection / Evasion : +2 / +4 Mystic Fortitude : +8 Special Abilities : Charge into Battle (Initiative 22, Melee Attack +13), Crushing Damage, Fearsome, Grapple (Might = 20), Magic Resistance, Regeneration (2 Hits / round), Return from Death, Supernatural Vigor, Tough Skin, Uncanny Agility. The Minotaur Lord has a special ability called Return from Death. Even if he is brought to 0 Hits, the Minotaur regains 1 Hit in 5 rounds and can fight again. In this case, his Regeneration powers are diminished and he only regains 2 Hits/day until he recovers his 36 Hits. If the King of Monsters is killed with the Labrys, he cant use this special ability. This unique ability adds +10 to the Minotaur Lords basic Glory award and +20 to the Wisdom award. Awards : Glory 500, Wisdom 70.
234 Room
Description: There is a pile of tattered clothes in the corner. The clothes and the walls are covered in blood.
235 Room
Description: The walls and floor of this room are covered in blood. On the floor, the heroes can see the half-eaten corpse of a humanoid being.
Sections
243 Stairs 231 Entrance
Description: The north entrance to this room has the symbol of the Minotaur (a circle with two horns) painted in blood. The room has multiple columns that hold up the ceiling and several exits. Description: Some stairs lead from this room up to a higher level.
244 Room
Description: This room is empty.
232 Room
Description: Some stairs from section 231 lead up to this room.
245 Stairs
Description: Some stairs comes from a superior level to this room.
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The Black Sage (area 32) and the Red Sage (area 3) hate each other. The magicians have prepared mighty spells and rituals to kill each other, but neither has succeeded so far. But with the help of the heroes, one of the Sages may at last get an advantage. The heroes may bring either ten red jewels to the Red Sage (see section 16) or a phial of Styx Water to the Black Sage (see section 224). With these objects, the fortunate Sage can develop his final weapon: a
Bronze Colossus activated by the red jewels (Red Sage) or a great Ghost army controlled by the potion made with Styx Water (Black Sage). They fight in the forest in section 17. The heroes can watch the battle, as the two armies kill each other. Stygian Hounds, Mummies, Ghosts, Bronze Colossus and Beastfolk destroy each other, while the Black and Red Sages unleash their powers on the battlefield.
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If the heroes want to join the fight, helping one of the Sages, the Maze Master should send some monsters to fight them for a couple of battle rounds. If they try to attack the Sages, they will be stopped by an invisible wall of force generated by this magical (and even metaphysical see below) battle Finally, the battle is over. The two magicians lie on the ground, mortally wounded. Their armies then disperse, fleeing to the wildlands or vanishing. Then, from the forest, a figure in a white robe approaches. If the heroes have met the White Sage (see section 22), they recognize him. He walks toward the wounded Sages and takes the heads of the warring brothers in his hands. The heroes can see that the three Sages are almost identical, except for their robes and clothes. The White Sage speaks loudly, and a great light emanates from him. The heroes cant bear the brightness and must look away. When the light dies away, the heroes see only one person where the three Sages were before. He says At last! At long last Im a single entity again! The person presents himself as the Sage. He explains that he travelled to the Tomb of the Bull King years ago to find the secrets of the ancient Proteans. In the dark corridors he found strange inscriptions and deciphered them. But they were a curse, a mighty spell that divided him into three entities: his rational mind, the Red Sage; his dark urges, the Black Sage; and his compassion, the White Sage. Only now that the Black and Red Sages had almost killed each other could the White Sage unweave the spell. He is united again, and he plans to leave the Tomb of the Bull King as soon as possible, but first, he wants to reward the heroes: the Sage can give the heroes information about the Tomb.
He knows the layout of the Tomb of the Bull King and can give the heroes directions to any room they want to find (such as the Temple of Rhea or any other Temple, the Lair of the Hags, or the Kings Megaron). He also gives the heroes the following mythic items: two smalls phials with 3 doses of Potion of Healing each, a small phial with 3 doses of Potion of Strength, a Beta Ray Wand, a Spear of Vigilance and the Jewel of Animate Mastery (see below for more details). Then, with a farewell, the Sage begins to walk towards the Wildlands.
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The final fight against the Minotaur is divided into two parts: In the first part, the King of Monsters fights alone against the heroes. Normally, he stays in Area 34 (Lair of the Minotaur), a labyrinth of rooms filled with darkness where the Monster has the advantage of fighting in a terrain he knows very well. In this stage, the Minotaur uses the darkness and his knowledge of the layout of the rooms to ambush the heroes. He uses his Charge into Battle ability to attack one of the heroes, but he doesnt stay in the room to fight them. Instead, he attacks once and then disappears into another room, trying to confound the heroes. When the Minotaur has lost half of his Hits, he flees to the central courtyard. If the heroes have used a magical power
to befuddle, entangle or stop the Minotaur in any way, he uses the power of Chaos to disengage. He can only use this power once, and only to flee to the central courtyard. In the second stage of the fight, the King of Monsters stays in the central courtyard, next to the great crack to the Underworld. When the heroes advance, he howls, and his Horde comes to help him. If the heroes have already killed some of the creatures that form the Horde, their task will be easier. When the Horde of the Minotaur approaches the heroes, they hear a great hiss as the Brown Serpent comes from the roofs to fight the Horde. The heroes will also receive the help of other servants of Rhea, depending on the allies they made in the Tomb.
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The two groups attack each other. Evil Ghosts come out of the crack in the center of the courtyard, battling against the Shades of noble dead warriors.
Note to the Maze Master : This ghostly battle is here for FX and atmosphere has no impact on (and is actually an ethereal, reflection of) the real, physical battle fought between the Minotaurs Horde and the Allies of Rhea.
The heroes can see the Judge of the Underworld and the Queen observing the fight from a balcony.
Brown Serpent
Taxonomy : Monster Description : The Brown Serpent is the fastest of the Serpents of the Dark Earth, and the best hunter. It lives on the roofs of the Tomb of the Bull King, ambushing and devouring Harpies. Size : Large Ferocity : Dangerous Cunning : Alert Mystique : Weird Movement : 110 Initiative : 17 Melee Attack : +6 Damage : 2d6 (bite) Defense Class : 15 Hits Total : 30 Detection / Evasion : +6 / +8 Mystic Fortitude : +2 Special Abilities : Camouflage, Crushing Damage, Grapple (Might = 20), Lightning Fast, Regeneration (2 Hits per round), Sixth Sense, Stealthy (12), Supernatural Vigor, Tough Skin, Wallcrawling. Awards : Glory 400, Wisdom 30.
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These Battle Force ratings should be reduced according to the Body Count kept by the Maze Master over the course of the adventure (see p 30) : Creatures Ogres Boarmen Lycans Tragos Ophion Skeletons Harpies (2) Beastlord
(1)
(3) (1)
Battle Force 20 -1 per Ogre killed 60 -1 per Boarman killed 60 -1 per Lycan killed 60 -1 per Tragos killed 20 20 -1 per Skeleton killed 30 -2 per Harpy killed 30 -2 per B-Wolf killed
: If Ophion has been killed, none of his Skeletons will join the fight.
(2)
: If Ahrak the Harpy Queen has been killed, no Harpy will join the fight.
(3) : If the Beastlord has been killed, none of his pets will join the fight. If the Beastlord is still alive but his Cerberus has been killed, subtract -5 to the Battle Force.
Example
Lets suppose our brave adventurers have the following body count : 7 Ogres, 14 Boarmen, 16 Lycans, 8 Tragos, 7 Skeletons, 8 Harpies (including Ahrak the Harpy Queen), 4 Bicephalous Wolves and the Beastlord himself. Lets find out how will this affect the forces of the Minotaurs Horde. Ogres : 20-7 = 13, Boarmen : 60-14 = 46, Lycans : 60-16 = 44, Tragos : 60-8 = 52, Ophion : The Dragon is still alive (20), Skeletons : 20-7 = 13, Harpies : Since the heroes have killed Ahrak, their Battle Force is reduced to 0, Beastlord : Since the heroes have killed the Beastlord, neither the Cerberus nor his Bicephalous Wolves will join the Final Fight (0). This gives the Minotaurs Horde a final Battle Force of 13+46+44+52+20+13 = 188. Compared to the Hordes maximum Battle Force of 300, this means that the heroes efforts have weakened the Minotaurs forces by more than one-third. When the Maze Master narrates the Final Fight, he will mention the absence of the Harpies and the Beastlords pets in the Horde (as well as the presence of Ophion the Black Dragon).
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Bronze Colossus & Iron Warriors : If the heroes have the Jewel of Animate Mastery, they could use it to take control of the Bronze Colossus in section 90 (provided it is still alive) and have him join Rheas forces. In this case, the Colossus will come with a small force of ten Iron Warriors. Together, they represent a Battle Force of 24 (2 for each Iron Warrior and 4 for the Bronze Colossus himself). The forces of Rheas Allies may also be affected by the heroes Body Count : Creatures Serpents Wildmen Troglodytes Glauron Griffins Phoeles Rodon Buphelion Melandros Colossus (2)
(1)
If the Allies of Rhea have a greater Battle Force total than the Horde of the Minotaur: the Minotaur is overwhelmed and the heroes gein a +2 bonus to their Melee and Missile attack against him. If the Hordes Battle Force total is at least equal to the Battle Force total of Rheas Allies (but less than twice their Battle Force), the heroes can face the Minotaur in single combat without special modifiers or outside interference. If the Hordes Battle Force total is at least equal to twice the Battle Force total of the Allies of Rhea, the heroes are overwhelmed and suffer a -2 penalty to their Melee and Missile rolls while fighting the Minotaur but take no collateral damage. If the Hordes Battle Force total is at least equal to three times the Battle Force total of Rheas Allies, the heroes are overwhelmed and suffer a -2 penalty to their Melee and Missile rolls while fighting the Minotaur. In addition to any attack made by the Minotaur, each hero suffers a collateral attack roll each round, at Initiative 10 and with an attack mod of 0 : roll 1d20; if the roll is equal to or higher than the heros melee EDC, he takes 1d6 damage. If the Hordes Battle Force total is at least equal to four times the Battle Force total of Rheas Allies, the heroes are overwhelmed and suffer the same effects as above, except that each hero suffers two collateral attack rolls each round : the first one at Initiative 15 and the second one at Initiative 10. Both have an attack mod of 0. If the Hordes Battle Force total is at least equal to five times the Battle Force total of Rheas Allies, the heroes suffer the same effects as above, except that each hero suffers three colatteral attacks per round : one at Initiative 20, another at Initiative 15 and a third at Initiative 10, all with an attack mod of 0.
Battle Force 25 (5 for each Serpent) 20 -1 per Wildman killed 45 -1 per Trog killed 15 8 -2 per Griffin killed 4 3 3 3 4
If fortune is on their side and with the help of their various allies, the heroes should be able to kill the Minotaur. If this happens, the remaining members of his Horde will immediately disperse, fleeing from the Tomb, pursued by the servants of Rhea The dark power of the Minotaur will be forever broken.
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Impostaur
Taxonomy : Special Description : Human brutes who masquerade as Minotaurs (thanks to convincing horned headmasks) to terrify the countryside and satisfy their own bestial urges - under the mask. Size : Medium Ferocity : Aggressive Cunning : Alert Mystique : Average Movement : 60 Initiative : 12 Melee Attack : +2
THE SORCERER
Parmenion, brother of Queen Parsifae, released the Minotaur with the help of Hekateria the Hag. He guided the heroes across the Wildlands to the Tomb of the Bull King, hoping for them to die inside it. Now, he has gone mad because of the remorse and the fear of being discovered. He recruits his most loyal friends and travels to Coristea from Tomis. He enters the palace using his powers and tries to kill King Belerophon. When the heroes come to Coristea, they find the corpses of guards and of men wearing bull masks. If they run to the private rooms of King Belerophon, they find Queen Parsifae defending her husband from a group of six men in bull masks that cover their faces. Five of them are typical Impostaurs (see below for their stats); the last one is actually
Damage : 1d6 (club or other weapon) Defense Class : 14 (minotaur helm) Hits Total : 8 Detection / Evasion : +2 Mystic Fortitude : 0 Special Abilities : Charge into Battle (Initiative 14, Melee +4), Grapple (M = 16). Awards : Glory 25. These five thugs are followers of Parmenion who share their masters hatred for King Belerophon and the Coristea colonists. They do not know that Parmenion is responsible for the release of the Minotaur and his Horde; they believe Parmenion hates Belerophon simply because he is a foreign ruler who knows nothing of Proteus.
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Parmenion is crazy and blames Queen Parsifae for everything that has happened. He thinks Parsifae shouldnt have married the King, a stranger to Proteus, and claims that single act has brought doom to Proteus.
The people and nobles of Coristea acclaim the heroes. The King gives them lands in Coristea and the status of Nobles. King Belerophon begs them to stay in Coristea as his advisors and companions, as the great city of Coristea will surely need their help in the future. But thats the future, and in the present, the characters are Heroes of Coristea and should rejoice in their hard-earned Glory, Wisdom or Experience.
Parmenion
Level 1 Hunter / Level 3 Sorcerer * Might = 12 Luck = 15 Initiative 15 Skill = 15 Will = 17 EDC 14 Wits = 17 Grace = 10 Hits Total 14
Melee Attack +4, Missile Attack +7 Danger Evasion +8, Mystic Fortitude +5, Physical Vigor +5, Athletic Prowess +4 Personal Charisma +5 Hunting Bonus +5 Deadly Aim (+2 damage with missile against all Beasts and Monsters). Weapons : Bow, Spear, Dagger. Other Possessions : Quiver (12 arrows), 90 silver pieces. Encumbrance total = 14 (with weapons) Realm of Magic : Sorcery * Psychic Gift +6, Mystic Strength 18, Power total 15.
* Parmenion cannot use powers with a Magnitude over 3. His powers are limited to Confusion, Illusion and Cloak. See Parmenion the Half-Sorcerer p 14 for more details.
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Note : A larger copy of the map (JPG format) can be found on the Mazes & Minotaurs website.
The map above shows the island of Proteus, with the following locations :
The trail shown on the map indicates the path followed by the heroes from Coristea to the Tomb of the Bull King. Between Coristea and Tomis is the sacred forest where the heroes fight the Magical Bull (see chapter IV). The green zone corresponds to the parts of Proteus which are still fertile, unaffected by the spell of Chaos that destroyed the ancient Protean civilization. It is separated by a line of hills from the lands twisted by Chaos (shown in brown).
1: Coristea 2: Tomis 3: The Tomb of the Bull King 4: Arkhan 5: Tylssos 6: Forest of the Centaurs
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The Bull King followed the instructions of the old woman and used a twisted axe to kill his twelve sons, and a mighty spell fell on the earth. Chaos was unleashed in Proteus, and everybody in the palace died in a few seconds. The foul spell rolled over hills and plains and most people in the nearby towns were mutated by its power Chaos gave power to the beast within each human and changed them to become Boarmen and Lycans, Ogres and Tragos, and all types of Beastfolk. Only those with a strong will and respectful of the Gods were unaffected, but most died at the hands of their former kinsfolk. And in some places, the very essence of Chaos entered the world, and foul creatures erupted from the wounds in Creation to lay havoc and destruction in the world of men.
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Horde, and she had prayed to the Gods, and the Gods had answered, sending her the magical Labrys, the Sacred Axe. Armed with the Labrys, the princess fought the beast her father had become. And finally she slew him, freeing the spirit of the King from the prison of his mutated body. The body of the Minotaur, the beastly half of the Bull King, cannot really die because of the power of Chaos inside him, but was trapped in Tartarus for eternity. The spirit of the Bull King, his human and rational half, was given the task of judging the souls of the dead from his former palace, which was now the Tomb of the Bull King, an entrance to the Underworld. The daughter of the King was given the task of protecting the Labrys, and giving it to the proper heroes if someday the Minotaur Lord, the King of Monsters was released again in the lands of men. The great civilization of Proteus had been destroyed, and only tiny villages survived on the coasts of the island. The Beastfolk and Monsters that had been nearly destroyed thrived again in the central land, but without their ruler, the King of Monsters, could not escape from there to destroy the human inhabitants of Proteus. However, centuries later, an old woman found a young prince, and once again fooled a man of royal blood into unleashing Chaos and freeing the King of Monsters, so that he could complete the foul work Chaos had left unfinished.
The King was changed too, transformed into a great beast: the Minotaur Lord, immortal King of Monsters. And the old woman laughed, and revealed herself as an evil Hag. The mutated Bull King tried to kill her, but the Hag fled and the monster couldnt catch her. The Bull King was trapped in the body of the Minotaur, who was his own bestial nature. The pain and hate for himself that the Bull King felt urged him to leave the palace, which was now a tomb, and to roam the countryside. There, he united Monsters, Beastmen and various other malevolent creatures under his leadership, because he was still a King, although now the King of Monsters and Chaos. The Horde of the Minotaur went to the coasts of Proteus from the central lands, to kill the few remaining humans who had gone there, fleeing from the spell of Chaos. And on the coasts of Proteus, the Horde of the Minotaur found them, but they were not leaderless. The only daughter of the Bull King had been hunting in the wilderness, far from the palace when the power of Chaos was unleashed, and she was unaffected. On the coasts of Proteus she had united the last humans to face the Minotaurs
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Additional Rules
TRAPS
The following rules are a digest version of the more detailed rules found in the Mazes & Minotaurs Companion (chapter IV), which also contain trap generation tables and additional rules about special traps.
Trap Characteristics
Type : A trap may be an indoor trap or an outdoor trap. This distinction is especially important as far as Thieves and Hunters are concerned (see below). Most traps found in the Tomb will be indoor traps. Effect : Each trap has a specific effect : the victim may fall into a pit, get pricked by a poisoned needle, end up buried under an avalanche of stone boulders etc. There are five basic trap effects : direct damage, falling, crushing, poison and entrapment. See below for more details. Note that some traps actually combine two effects. Ratings : Each trap is defined by two ratings : a Concealment rating, which reflects how hard it is to detect, and a Danger rating, which reflects how hard it is to avoid. Both are rated from 15 to 20 and act as target numbers, as detailed below.
Avoiding Traps
Traps which have not been successfully detected will be triggered by the first applicable victim. This character is allowed a last chance Danger Evasion saving roll made against a target number equal to the Danger rating of the trap. Thieves and Hunters do not add their Thievery or Hunting special bonus to Danger Evasion saving rolls made to avoid undetected traps. A successful saving roll means that the character managed to avoid the trap at the last second. A failed roll means he was not alert or fast enough to avoid the trap : see Effects of Traps below. Depending on the size and working of the trap, its effects may apply to a single victim or to anyone within a certain area etc. Such specifics vary according to the physical characteristics of the environment and are left to the discretion of the Maze Master. Most traps are single-use devices : they only work once and have to be reset or rearmed in order to function again.
Detecting Traps
Traps can only be detected by characters who are actively searching for them. Inattentive characters will automatically trigger the trap as soon as they take the required move or action. Detecting a trap requires a successful detection roll made against a target number equal to the Concealment rating of the trap. Thieves and Hunters normally add their special Thievery or Hunting bonus to all their detection rolls. As far as traps are concerned, Maze Masters may wish to restrict the Thieves bonus to indoor traps and the Hunters bonus to outdoor traps, to reflect the specialized skills of each class. A character who successfully detects a trap will be aware of its presence and general mode of operation, which will usually allow him to avoid taking the action that would trigger the trap.
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Disarming Traps
Once a trap has been detected, characters will be able to tell which actions or movements may trigger it (and thus avoid making such actions). In most cases, this means that the characters will not be able to take a certain course of action (opening a treasure chest or passing through a doorway etc) unless the trap is disarmed. Thieves and Hunters are the only characters who may try to disarm traps. Thieves can only attempt to disarm indoor traps, while Hunters can only attempt to disarm outdoor traps. In the context of these rules, disarming a trap means neutralizing or removing it, depending on how the trap actually works. Attempting to disarm a trap is a very hazardous activity, even for experienced Thieves or Hunters. To disarm a trap, the Thief or Hunter must attempt a Danger Evasion saving roll against a target number equal to the Danger rating of the trap, as per the rules for Avoiding Traps (see above). A failure has the usual consequences (the trap goes off) but if the roll succeeds, the trap will be successfully disarmed. If the roll fails, the trap is triggered but the Thief or Hunter is allowed a second Danger Evasion saving roll against the Danger rating of the trap, as per the usual rules. This last chance roll is not increased by the characters Thievery or Hunting bonus, since the character failed to disarm the trap in the first place.
Effects of Traps
Traps may have various effects when triggered :
Direct Damage
The victim suffers 1D6 Hits of damage, caused by stakes, blades, javelins etc.
Falling
The victim falls 10 feet or so and suffers 1D6 Hits of damage. This effect may be combined with Direct Damage above (for 2D6 Hits) if the victim falls on stakes, spearheads etc.
Crushing
The victim is buried under falling boulders, crushed by a massive stone, hingeless door etc for 2D6 Hits of damage.
Entrapment
The victim is trapped into an enclosed space, with no apparent natural exit This may be combined with Crushing or Falling.
Making Traps
Given the appropriate time and equipment, Thieves and Hunters may also be able to build or install the same type of traps they know how to disarm (ie indoor traps for Thieves and outdoor traps for Hunters). Such homemade traps have Concealment and Danger ratings equal to (14 + characters level). Thus, a 4th level Hunter could create traps with a rating of 18.
Poison
The victim is pricked by a poisoned needle, blade etc. The effects of the poison can be defined as per the Poison special ability (see Maze Masters Guide p 20). This effect may be combined to Direct Damage, taking the form of poison-coated stakes, spearheads, blades etc.
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New Class
THAUMATURGISTS
The White Sage, one of the main NPCs of this adventure, belongs to a very rare and unusual class of magician. This Appendix details this class and its magical abilities. Thaumaturgists are a very rare brand of magicians : benevolent enchanters and workers of wonders, who derive their magical powers from their esoteric understanding of what they call the Essence, the mystical, all-pervasive lifeforce of the universe.
THAUMATURGIST
Primary Attributes : Wits and Will Gender Restrictions : None. Basic Hits : 8 Thaumaturgy : The magic of Thaumaturgists allows them to perform all sorts of miracles and prodigies by manipulating what they call the Essence the life-force of the universe. Their magical talent is called Arcane Insight. Arcane Insight = Wits mod + Will mod Mystic Strength = 12 + Arcane Insight Starting Power = (4 + Will mod) Power Recovery : Thaumaturgists recover their Power at the rate of (level) points for every two full hours of deep, undisturbed meditation. Level Benefits : Each level beyond the first gives a Thaumaturgist +2 Hits, +4 Power points, +1 to Luck and +2 to Will, Wits or Grace. Restrictions : Thaumaturgists can never wear any form of metal armor (including shields or helmets), since this would disrupt their mystical connection with the Essence of the universe. Patron Deity : Thaumaturgists did not have patron deities; for them, gods and goddesses were simply manifestations of the Essence given life and personality by the collective faith of their worshippers. Perhaps this explains why no deity came to their help when the Autarchs crushed them in the Age of Magic Reputation Effect : Thaumaturgists receive their reputation bonus receive their reputation bonus when dealing with Minor NPCs, like Sorcerers and Elementalists.
A wise, benevolent Thaumaturgist
On the world of Mythika, Thaumaturgy is a forgotten magical art (which makes the White Sage a truly unique character); Thaumaturgists flourished in the early days of the Age of Magic but were quickly destroyed or corrupted by the Autarch Sorcerers (see the Maze Masters Guide p 12), who saw them as nave fools with pathetic delusions of cosmic harmony. That being said, nothing prevents Maze Masters from reintroducing the Thaumaturgist as a viable playercharacter class in his campaign.
Thaumaturgy Powers
Magnitude 1 : Fiat Lux
This power allows a Thaumaturgist to create either a globe of white, magical light at the tip of his staff or a halo-like aura around his own person. This bright, magical light can illuminate a circular area with a radius equal to the Thaumaturgists Mystic Strength in feet and will burn for a number of hours equal to the Thaumaturgists Arcane Insight.
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Unlike the light provided by a torch, it cannot be put out by water, wind or other natural forces and will also work in supernatural darkness, such as the Eldritch Eclipse that can be summoned by Darkness Elementalists (see Mazes & Minotaurs Companion, p 19). In addition, characters will never be attacked by Shadows as long as they stand in the light. If the Light is created on the tip of a staff, it will continue to glow even in the magicians absence, up to a number of hours equal to his Arcane Insight unless the magician is killed, in which case the Light will expire with him.
magician to harm his target by manipulating and disrupting its own mystical energy. In game terms, this magical attack requires no attack roll and has a range of 20 feet; if the designated victim fails a Mystic Fortitude saving roll, it takes (1D6 + Arcane Insight) damage.
Magnitude 3 : Restoration
This power enables a Thaumaturgist to instantly heal an individuals wounds by imbuing the subject with the vital energy of the Essence. The magician may heal any being he can touch, including himself. Each use of this power instantly heals a number of Hits equal to 1D6 + the Thaumaturgists Arcane Insight.
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A sinister curse has fallen on the colony of Coristea. Ancient powers have awakened, forgotten secrets have been unearthed and dark monsters once again threaten the land of men. Will your heroes brave the dangers and mysteries of the Tomb of the Bull King ? For the Revised Mazes & Minotaurs RPG Rules